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Revision: 1.108
Committed: Sun Nov 29 16:57:04 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.107: +1 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /*
26 * Object (handling) commands
27 */
28
29 #include <global.h>
30 #include <loader.h>
31 #include <skills.h>
32 #include <sproto.h>
33 #include <living.h>
34
35 /*
36 * Object id parsing functions
37 */
38
39 #define ADD_ITEM(NEW,COUNT)\
40 if(!first) {\
41 first = new objectlink;\
42 last=first;\
43 } else {\
44 last->next = new objectlink;\
45 last=last->next;\
46 }\
47 last->next=0;\
48 last->ob=(NEW);\
49 last->id=(COUNT);
50
51 /**
52 * Search the inventory of 'pl' for what matches best with params.
53 * we use item_matched_string above - this gives us consistent behaviour
54 * between many commands. Return the best match, or NULL if no match.
55 * aflag is used with apply -u , and apply -a to
56 * only unapply applied, or apply unapplied objects
57 **/
58 static object *
59 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 {
61 object *best = 0;
62 int match_val = 0;
63
64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 {
66 if (tmp->invisible)
67 continue;
68
69 int tmpmatch = item_matched_string (pl, tmp, params);
70
71 if (tmpmatch > match_val)
72 {
73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
74 continue;
75
76 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
77 continue;
78
79 match_val = tmpmatch;
80 best = tmp;
81 }
82 }
83
84 return best;
85 }
86
87 /**
88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
89 **/
90 object *
91 find_best_object_match (object *pl, const char *params)
92 {
93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
94 }
95
96 static bool
97 can_split (object *pl, object *&op, sint32 nrof)
98 {
99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
113 }
114
115 int
116 command_uskill (object *pl, char *params)
117 {
118 if (!params)
119 {
120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
121 return 0;
122 }
123
124 return use_skill (pl, params);
125 }
126
127 int
128 command_rskill (object *pl, char *params)
129 {
130 object *skill;
131
132 if (!params)
133 {
134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
135 return 0;
136 }
137
138 skill = find_skill_by_name_fuzzy (pl, params);
139
140 if (!skill)
141 {
142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
143 return 0;
144 }
145
146 pl->change_skill (0);
147 apply_special (pl, skill, AP_APPLY);
148 return 1;
149 }
150
151 /* A little special because we do want to pass the full params along
152 * as it includes the object to throw.
153 */
154 int
155 command_throw (object *op, char *params)
156 {
157 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
158 return do_skill (op, op, skop, op->facing, params);
159 else
160 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
161
162 return 0;
163 }
164
165 int
166 command_apply (object *op, char *params)
167 {
168 if (!params)
169 {
170 player_apply_below (op);
171 return 0;
172 }
173 else
174 {
175 apply_flag aflag = (apply_flag)0;
176
177 while (*params == ' ')
178 params++;
179
180 if (!strncmp (params, "-a ", 3))
181 {
182 aflag = AP_APPLY;
183 params += 3;
184 }
185
186 if (!strncmp (params, "-u ", 3))
187 {
188 aflag = AP_UNAPPLY;
189 params += 3;
190 }
191
192 while (*params == ' ')
193 params++;
194
195 if (object *inv = find_best_apply_object_match (op, params, aflag))
196 player_apply (op, inv, aflag, 0);
197 else
198 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
199 }
200
201 return 0;
202 }
203
204 /*
205 * Check if an item op can be put into a sack. If pl exists then tell
206 * a player the reason of failure.
207 * returns 1 if it will fit, 0 if it will not. nrof is the number of
208 * objects (op) we want to put in. We specify it separately instead of
209 * using op->nrof because often times, a player may have specified a
210 * certain number of objects to drop, so we can pass that number, and
211 * not need to use split_ob and stuff.
212 */
213 int
214 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
215 {
216 if (!QUERY_FLAG (sack, FLAG_APPLIED))
217 {
218 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
219 return 0;
220 }
221
222 if (sack == op)
223 {
224 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
225 return 0;
226 }
227
228 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
229 {
230 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
231 return 0;
232 }
233
234 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
235 {
236 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
237 return 0;
238 }
239
240 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
241 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
243 {
244 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
245 return 0;
246 }
247
248 /* All other checks pass, must be OK */
249 return 1;
250 }
251
252 /* Pick up commands follow */
253
254 /* pl = player (not always - monsters can use this now)
255 * op is the object to put tmp into,
256 * tmp is the object to pick up, nrof is the number to
257 * pick up (0 means all of them)
258 */
259 static void
260 pick_up_object (object *pl, object *op, object *tmp, int nrof)
261 {
262 object *env = tmp->env;
263 uint32 weight, effective_weight_limit;
264 int tmp_nrof = tmp->number_of ();
265
266 /* IF the player is flying & trying to take the item out of a container
267 * that is in his inventory, let him. tmp->env points to the container
268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
269 * containers not allowed as of now)
270 */
271 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
272 {
273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
276 return;
277 }
278
279 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
280 return;
281
282 if (nrof > tmp_nrof || nrof <= 0)
283 nrof = tmp_nrof;
284
285 /* Figure out how much weight this object will add to the player */
286 weight = tmp->weight * nrof;
287 if (tmp->inv)
288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
289
290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291
292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
295 return;
296 }
297
298 if (!can_split (pl, tmp, nrof))
299 return;
300
301 if (QUERY_FLAG (tmp, FLAG_UNPAID))
302 {
303 tmp->flag.reset (FLAG_UNPAID);
304 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
305 tmp->flag.set (FLAG_UNPAID);
306 }
307 else
308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309
310 op->insert (tmp);
311 }
312
313 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 void
315 pick_up (object *op, object *alt)
316 {
317 int need_fix_tmp = 0;
318 object *tmp = NULL;
319 maptile *tmp_map = NULL;
320 int count;
321
322 /* Decide which object to pick. */
323 if (alt)
324 {
325 if (!can_pick (op, alt))
326 {
327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
348 goto leave;
349
350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
360 else
361 count = tmp->nrof;
362
363 /* container is open, so use it */
364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if ((alt = op->container_ ()))
367 {
368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
369 goto leave;
370 }
371 else
372 { /* non container pickup */
373 for (alt = op->inv; alt; alt = alt->below)
374 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376 break; /* perfect match */
377
378 if (!alt)
379 for (alt = op->inv; alt; alt = alt->below)
380 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
381 break; /* General container comes next */
382
383 if (!alt)
384 alt = op; /* No free containers */
385 }
386
387 if (tmp->env == alt)
388 {
389 /* here it could be possible to check rent,
390 * if someone wants to implement it
391 */
392 alt = op;
393 }
394
395 #ifdef PICKUP_DEBUG
396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397 #endif
398
399 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 {
402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 goto leave;
404 }
405
406 pick_up_object (op, alt, tmp, count);
407
408 if (tmp->destroyed () || tmp->env)
409 need_fix_tmp = 0;
410
411 if (op->type == PLAYER)
412 op->contr->count = 0;
413
414 goto leave;
415
416 leave:
417 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op);
419 }
420
421 /* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to
423 * match against the item name. Basically, always
424 * returns zero, but that should be improved.
425 */
426 int
427 command_take (object *op, char *params)
428 {
429 object *tmp, *next;
430
431 if (op->container_ ())
432 tmp = op->container_ ()->inv;
433 else
434 {
435 tmp = op->above;
436 if (tmp)
437 while (tmp->above)
438 tmp = tmp->above;
439
440 if (!tmp)
441 tmp = op->below;
442 }
443
444 if (!tmp)
445 {
446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
447 return 0;
448 }
449
450 /* Makes processing easier */
451 if (params && *params == '\0')
452 params = 0;
453
454 int cnt = MAX_ITEM_PER_ACTION;
455
456 while (tmp)
457 {
458 next = tmp->below;
459
460 if (tmp->invisible)
461 {
462 tmp = next;
463 continue;
464 }
465
466 /* This following two if and else if could be merged into line
467 * but that probably will make it more difficult to read, and
468 * not make it any more efficient
469 */
470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
473 pick_up (op, tmp);
474 }
475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
478 pick_up (op, tmp);
479 break;
480 }
481
482 tmp = next;
483 }
484
485 if (cnt < 0)
486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
488 return 0;
489 }
490
491 if (!params && !tmp)
492 {
493 for (tmp = op->below; tmp; tmp = tmp->below)
494 if (!tmp->invisible)
495 {
496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 break;
498 }
499
500 if (!tmp)
501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 }
503
504 return 0;
505 }
506
507 /*
508 * This function was part of drop, now is own function.
509 * Player 'op' tries to put object 'tmp' into sack 'sack',
510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
512 * Note that the 'sack' in question can now be a transport,
513 * so this function isn't named very good anymore.
514 */
515 void
516 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
517 {
518 object *tmp2, *sack2;
519 char buf[MAX_BUF];
520
521 if (sack == tmp)
522 return; /* Can't put an object in itself */
523
524 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
527 return;
528 }
529
530 if (tmp->type == CONTAINER && tmp->inv)
531 {
532 /* Eneq(@csd.uu.se): If the object to be dropped is a container
533 * we instead move the contents of that container into the active
534 * container, this is only done if the object has something in it.
535 */
536 sack2 = tmp;
537 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
538
539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
541 tmp = tmp2->below;
542
543 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
544 put_object_in_sack (op, sack, tmp2, 0);
545 else
546 {
547 sprintf (buf, "Your %s fills up.", query_name (sack));
548 new_draw_info (NDI_UNIQUE, 0, op, buf);
549 break;
550 }
551 }
552
553 return;
554 }
555
556 /* Don't worry about this for containers - our caller should have
557 * already checked this.
558 */
559 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
560 return;
561
562 if (QUERY_FLAG (tmp, FLAG_APPLIED))
563 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
564 return;
565
566 /* we want to put some portion of the item into the container */
567 if (!can_split (op, tmp, nrof))
568 return;
569
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
571 sack->insert (tmp);
572 }
573
574 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
575 * already split off object, and feeds it to the event handlers and does
576 * other magic with it.
577 *
578 * <droppper> is the object that dropped this object and <obj> is the
579 * object that was dropped.
580 *
581 * Make sure to check what happened with <obj> after this function returns!
582 * Otherwise you may leak this object.
583 */
584 void
585 drop_object (object *dropper, object *obj)
586 {
587 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
588 return;
589
590 if (obj->destroyed () || obj->is_inserted ())
591 return;
592
593 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
594 {
595 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
596 dropper->statusmsg ("The god who lent it to you retrieves it.");
597
598 obj->destroy ();
599 dropper->update_stats ();
600 return;
601 }
602
603 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
604 floor;
605 floor = floor->above)
606 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
607 return;
608
609 if (obj->destroyed () || obj->is_inserted ())
610 return;
611
612 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
613 if (!sell_item (obj, dropper))
614 return;
615
616 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
617 return;
618
619 /* If nothing special happened with this object, the default action is to
620 * insert it below the dropper:
621 */
622
623 obj->x = dropper->x;
624 obj->y = dropper->y;
625
626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
627 }
628
629 /*
630 * This function was part of drop, now is own function.
631 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
632 * nrof objects are tried to drop.
633 * This is used when dropping objects onto the floor.
634 */
635 void
636 drop_object (object *op, object *tmp, uint32 nrof)
637 {
638 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
639 return;
640
641 if (QUERY_FLAG (tmp, FLAG_APPLIED))
642 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
643 return; /* can't unapply it */
644
645 /* We are only dropping some of the items. We split the current object
646 * off
647 */
648 if (!can_split (op, tmp, nrof))
649 return;
650
651 drop_object (op, tmp);
652
653 if (!tmp->destroyed () && !tmp->is_inserted ())
654 {
655 // if nothing happened with the object we give it back
656 op->insert (tmp);
657 }
658 }
659
660 void
661 drop (object *op, object *tmp)
662 {
663 /* Hopeful fix for disappearing objects when dropping from a container -
664 * somehow, players get an invisible object in the container, and the
665 * old logic would skip over invisible objects - works fine for the
666 * playes inventory, but drop inventory wants to use the next value.
667 */
668 if (tmp->invisible)
669 {
670 /* if the following is the case, it must be in an container. */
671 if (tmp->env && tmp->env->type != PLAYER)
672 {
673 /* Just toss the object - probably shouldn't be hanging
674 * around anyways
675 */
676 tmp->destroy ();
677 return;
678 }
679 else
680 while (tmp && tmp->invisible)
681 tmp = tmp->below;
682 }
683
684 if (!tmp)
685 {
686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
687 return;
688 }
689
690 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
691 {
692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
693 return;
694 }
695
696 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
697 {
698 #if 0
699 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
700 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
701 #endif
702 return;
703 }
704
705 if (op->type == PLAYER && op->contr->last_used == tmp)
706 op->contr->last_used = tmp->below ? tmp->below
707 : tmp->above ? tmp->above
708 : (object *)0;
709
710 if (op->container_ ())
711 {
712 if (op->type == PLAYER)
713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
714 else
715 put_object_in_sack (op, op->container_ (), tmp, 0);
716 }
717 else
718 {
719 if (op->type == PLAYER)
720 drop_object (op, tmp, op->contr->count);
721 else
722 drop_object (op, tmp, 0);
723 }
724
725 if (op->type == PLAYER)
726 op->contr->count = 0;
727 }
728
729 /* Command will drop all items that have not been locked */
730 int
731 command_dropall (object *op, char *params)
732 {
733
734 if (op->inv == NULL)
735 {
736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
737 return 0;
738 }
739
740 object *curinv = op->inv;
741 object *nextinv;
742
743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
748 Care must be taken that the next item pointer is not to money as
749 the drop() routine will do unknown things to it when dropping
750 in a shop. --Tero.Pelander@utu.fi
751 */
752 int cnt = MAX_ITEM_PER_ACTION;
753
754 if (!params)
755 {
756 while (curinv)
757 {
758 nextinv = curinv->below;
759
760 while (nextinv && nextinv->type == MONEY)
761 nextinv = nextinv->below;
762
763 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
764 && curinv->type != MONEY
765 && curinv->type != FOOD
766 && curinv->type != KEY
767 && curinv->type != SPECIAL_KEY
768 && curinv->type != GEM
769 && !curinv->invisible
770 && (curinv->type != CONTAINER || op->container_ () != curinv))
771 {
772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
777 }
778 }
779 else if (strcmp (params, "weapons") == 0)
780 {
781 while (curinv)
782 {
783 nextinv = curinv->below;
784
785 while (nextinv && nextinv->type == MONEY)
786 nextinv = nextinv->below;
787
788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793
794 curinv = nextinv;
795 }
796 }
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv)
800 {
801 nextinv = curinv->below;
802
803 while (nextinv && nextinv->type == MONEY)
804 nextinv = nextinv->below;
805
806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807 {
808 drop (op, curinv);
809 if (--cnt <= 0) break;
810 }
811
812 curinv = nextinv;
813 }
814 }
815 else if (strcmp (params, "misc") == 0)
816 {
817 while (curinv)
818 {
819 nextinv = curinv->below;
820
821 while (nextinv && nextinv->type == MONEY)
822 nextinv = nextinv->below;
823
824 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
825 {
826 switch (curinv->type)
827 {
828 case HORN:
829 case BOOK:
830 case SPELLBOOK:
831 case GIRDLE:
832 case AMULET:
833 case RING:
834 case CLOAK:
835 case BOOTS:
836 case GLOVES:
837 case BRACERS:
838 case SCROLL:
839 case ARMOUR_IMPROVER:
840 case WEAPON_IMPROVER:
841 case WAND:
842 case ROD:
843 case POTION:
844 drop (op, curinv);
845 curinv = nextinv;
846 break;
847 default:
848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
855 curinv = nextinv;
856 }
857 }
858
859 if (cnt <= 0)
860 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861
862 /* draw_look(op);*/
863 return 0;
864 }
865
866
867 /* This function tries to drop all objects in the <objs> vector.
868 * <dropper> is the object that wants to drop them.
869 * <cnt> can be a 0 pointer or a pointer to the maximum number of
870 * drop operations to perform.
871 *
872 * Returns true if at least one item was dropped.
873 */
874 static bool
875 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876 {
877 vector<object *>::iterator i;
878
879 bool did_one = false;
880
881 for (i = objs.begin (); i != objs.end (); i++)
882 {
883 drop (dropper, *i);
884 if (cnt && --*cnt <= 0) break;
885 did_one = true;
886 }
887
888 return did_one;
889 }
890
891 /* Object op wants to drop object(s) params. params can be a
892 * comma seperated list.
893 */
894 int
895 command_drop (object *op, char *params)
896 {
897 object *tmp, *next;
898 int did_one = 0;
899
900 if (!params)
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
903 return 0;
904 }
905 else
906 {
907 vector<object *> matched_objs;
908
909 for (tmp = op->inv; tmp; tmp = next)
910 {
911 next = tmp->below;
912 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
913 continue;
914
915 if (item_matched_string (op, tmp, params))
916 matched_objs.push_back (tmp);
917 }
918
919 int cnt = MAX_ITEM_PER_ACTION;
920
921 if (!drop_vector (op, matched_objs, &cnt))
922 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
923
924 if (cnt <= 0)
925 op->failmsg ("Only dropped some items, can't drop that many items at once.");
926 }
927
928 return 0;
929 }
930
931 int
932 command_examine (object *op, char *params)
933 {
934 if (!params)
935 {
936 object *tmp = op->below;
937
938 while (tmp && !tmp->client_visible ())
939 tmp = tmp->below;
940
941 if (tmp)
942 examine (op, tmp);
943 }
944 else
945 {
946 object *tmp = find_best_object_match (op, params);
947
948 if (tmp)
949 examine (op, tmp);
950 else
951 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
952 }
953
954 return 0;
955 }
956
957 /* op should be a player.
958 * we return the object the player has marked with the 'mark' command
959 * below. If no match is found (or object has changed), we return
960 * NULL. We leave it up to the calling function to print messages if
961 * nothing is found.
962 */
963 object *
964 find_marked_object (object *op)
965 {
966 object *tmp;
967
968 if (!op || !op->contr)
969 return NULL;
970
971 if (!op->contr->mark)
972 {
973 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
974 return 0;
975 }
976
977 /* This may seem like overkill, but we need to make sure that they
978 * player hasn't dropped the item. We use count on the off chance that
979 * an item got reincarnated at some point.
980 */
981 for (tmp = op->inv; tmp; tmp = tmp->below)
982 {
983 if (tmp->invisible)
984 continue;
985
986 if (tmp == op->contr->mark)
987 {
988 if (!tmp->destroyed ())
989 return tmp;
990 else
991 {
992 op->contr->mark = 0;
993 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
994 return 0;
995 }
996 }
997 }
998
999 return 0;
1000 }
1001
1002 std::string
1003 object::describe_monster (object *who)
1004 {
1005 dynbuf_text buf (512, 512);
1006
1007 object *mon = head ? head : this;
1008
1009 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1010 buf << "It is an undead force.\r";
1011
1012 if (mon->level > who->level)
1013 buf << "It is likely more powerful than you.\r";
1014 else if (mon->level < who->level)
1015 buf << "It is likely less powerful than you.\r";
1016 else
1017 buf << "It is probably as powerful as you.\r";
1018
1019 if (mon->attacktype & AT_ACID)
1020 buf << "You seem to smell an acrid odor.\r";
1021
1022 /* Anyone know why this used to use the clone value instead of the
1023 * maxhp field? This seems that it should give more accurate results.
1024 */
1025 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1026 { /* From 1-4 */
1027 case 1:
1028 buf << "It is in a bad shape.\r";
1029 break;
1030 case 2:
1031 buf << "It is hurt.\r";
1032 break;
1033 case 3:
1034 buf << "It is somewhat hurt.\r";
1035 break;
1036 case 4:
1037 buf << "It is in excellent shape.\r";
1038 break;
1039 }
1040
1041 if (present_in_ob (POISONING, mon))
1042 buf << "It looks very ill.\r";
1043
1044 buf << '\n';
1045
1046 return buf;
1047 }
1048
1049 /* tmp is the object being described, pl is who is examing it. */
1050 const char *
1051 long_desc (object *tmp, object *pl)
1052 {
1053 static std::string s;
1054
1055 return (s = tmp->long_desc (pl)).c_str ();
1056 }
1057
1058 std::string
1059 object::long_desc (object *who)
1060 {
1061 std::string buf (query_name ());
1062
1063 switch (type)
1064 {
1065 case RING:
1066 case SKILL:
1067 case WEAPON:
1068 case ARMOUR:
1069 case BRACERS:
1070 case HELMET:
1071 case SHIELD:
1072 case BOOTS:
1073 case GLOVES:
1074 case AMULET:
1075 case GIRDLE:
1076 case BOW:
1077 case ARROW:
1078 case CLOAK:
1079 case FOOD:
1080 case DRINK:
1081 case FLESH:
1082 case SKILL_TOOL:
1083 case LAMP:
1084 case POWER_CRYSTAL:
1085 {
1086 const char *cp = ::describe_item (this, who);
1087
1088 if (*cp)
1089 {
1090 buf.append (" ");
1091 buf.append (cp);
1092 }
1093 }
1094 }
1095
1096 return buf;
1097 }
1098
1099 /* op is the player
1100 * tmp is the monster being examined.
1101 */
1102 void
1103 examine_monster (object *op, object *tmp)
1104 {
1105 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106 }
1107
1108 static void
1109 describe_dump_object (dynbuf &buf, object *ob)
1110 {
1111 char *txt = dump_object (ob);
1112 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1113 buf << "\n" << txt << "\n";
1114
1115 if (!ob->is_arch ())
1116 describe_dump_object (buf, ob->arch);
1117 }
1118
1119 std::string
1120 object::describe (object *who)
1121 {
1122 dynbuf_text buf (1024, 1024);
1123
1124 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1125
1126 if (custom_name)
1127 buf.printf ("You call it %s.\r", &custom_name);
1128
1129 switch (type)
1130 {
1131 case SPELLBOOK:
1132 if (flag [FLAG_IDENTIFIED] && inv)
1133 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1134 break;
1135
1136 case BOOK:
1137 if (msg)
1138 buf << "Something is written in it.\r";
1139 break;
1140
1141 case CONTAINER:
1142 if (race)
1143 {
1144 if (weight_limit && stats.Str < 100)
1145 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1146 &race, weight_limit / (10.0 * (100 - stats.Str)));
1147 else
1148 buf.printf ("It can hold only %s.\r", &race);
1149 }
1150 else if (weight_limit && stats.Str < 100)
1151 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1152 break;
1153
1154 case WAND:
1155 if (flag [FLAG_IDENTIFIED])
1156 buf.printf ("It has %d charges left.\r", stats.food);
1157 break;
1158 }
1159
1160 if (material != MATERIAL_NULL && !msg)
1161 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1162 << material->description
1163 << ".\r";
1164
1165 if (who)
1166 /* Where to wear this item */
1167 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1168 if (slot[i].info)
1169 {
1170 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1171
1172 if (slot[i].info < -1 && who->slot[i].info)
1173 buf.printf ("(%d)", -slot[i].info);
1174
1175 buf << ".\r";
1176 }
1177
1178 if (weight)
1179 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1180
1181 if (flag [FLAG_STARTEQUIP])
1182 buf << (nrof > 1 ? "They were" : "It was")
1183 << " given by a god and will vanish when dropped.\r";
1184
1185 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1186 {
1187 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1188
1189 if (is_in_shop (who))
1190 {
1191 if (flag [FLAG_UNPAID])
1192 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1193 else
1194 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1195 }
1196 }
1197
1198 if (flag [FLAG_MONSTER])
1199 buf << describe_monster (who);
1200
1201 /* Is this item buildable? */
1202 if (flag [FLAG_IS_BUILDABLE])
1203 buf << "This is a buildable item.\r";
1204
1205 /* Does the object have a message? Don't show message for all object
1206 * types - especially if the first entry is a match
1207 */
1208 if (msg)
1209 {
1210 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1211 {
1212 buf << '\r';
1213
1214 /* This is just a hack so when identifying the items, we print
1215 * out the extra message
1216 */
1217 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1218 buf << "The object has a story:\r";
1219
1220 buf << msg << '\n';
1221 }
1222 }
1223 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1224 && (type == SPELLBOOK || type == ROD || type == WAND
1225 || type == ROD || type == POTION || type == SCROLL))
1226 // for spellbooks and other stuff that contains spells, print the spell message,
1227 // unless the object has a custom message handled above.
1228 buf << '\r' << inv->msg << '\n';
1229
1230 // try to display the duration for some potions and scrolls
1231 // this includes change ability potions and group spells,
1232 // but does not handle protection potions
1233 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1234 && (type == POTION || type == SCROLL))
1235 {
1236 object *spell = inv;
1237
1238 if (spell->subtype == SP_PARTY_SPELL)
1239 spell = spell->other_arch;
1240
1241 if (spell->subtype == SP_CHANGE_ABILITY)
1242 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1243 TICK2TIME (change_ability_duration (spell, this)));
1244 }
1245
1246 // Display a hint about inscribable items [empty books]
1247 // This includes the amount of text they can hold.
1248 if (type == INSCRIBABLE)
1249 {
1250 if (other_arch && other_arch->type == SCROLL)
1251 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1252 else
1253 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1254 weight_limit);
1255 }
1256
1257 buf << '\n';
1258
1259 // the dungeon master additionally gets a complete dump
1260 if (who && who->flag [FLAG_WIZLOOK])
1261 {
1262 buf << "\nT<Object>\n";
1263 describe_dump_object (buf, this);
1264
1265 if (inv)
1266 {
1267 buf << "\nT<Top Inventory>\n";
1268 describe_dump_object (buf, inv);
1269 }
1270 }
1271
1272 return std::string (buf.linearise (), buf.size ());
1273 }
1274
1275 static void
1276 display_new_pickup (object *op)
1277 {
1278 int i = op->contr->mode;
1279
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1281 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1282 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1283
1284 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1285
1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1287 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1288 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1289
1290 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1291 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1292
1293 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1294 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1295 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1296
1297 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1298 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1299 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1300 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1301
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1303 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1304 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1305 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1306
1307 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1308 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1310 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1311
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1313
1314 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1316
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1318 }
1319
1320 int
1321 command_pickup (object *op, char *params)
1322 {
1323 uint32 i;
1324 static const char *names[] = {
1325 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1326 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1327 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1328 "jewels", "flesh", NULL
1329 };
1330 static uint32 modes[] = {
1331 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1332 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1333 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1334 PU_JEWELS, PU_FLESH, 0
1335 };
1336
1337 if (!params)
1338 {
1339 /* if the new mode is used, just print the settings */
1340 display_new_pickup (op);
1341 return 0;
1342 }
1343
1344 while (*params == ' ' && *params)
1345 params++;
1346
1347 if (*params == '+' || *params == '-')
1348 {
1349 int mode;
1350
1351 for (mode = 0; names[mode]; mode++)
1352 {
1353 if (!strcmp (names[mode], params + 1))
1354 {
1355 i = op->contr->mode;
1356
1357 if (*params == '+')
1358 i = i | modes[mode];
1359 else
1360 i = i & ~modes[mode];
1361
1362 op->contr->mode = i;
1363 display_new_pickup (op);
1364 return 1;
1365 }
1366 }
1367 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1368 return 1;
1369 }
1370
1371 if (sscanf (params, "%u", &i) != 1)
1372 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1374 return 1;
1375 }
1376
1377 if (i <= PU_RATIO)
1378 i |= op->contr->mode & ~PU_RATIO;
1379
1380 op->contr->mode = i;
1381
1382 return 1;
1383 }
1384
1385 int
1386 command_search_items (object *op, char *params)
1387 {
1388 if (params == NULL)
1389 {
1390 if (op->contr->search_str[0] == '\0')
1391 {
1392 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1393 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1394 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1395 return 1;
1396 }
1397
1398 op->contr->search_str[0] = '\0';
1399 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1400 op->contr->queue_stats_update ();
1401 return 1;
1402 }
1403
1404 if (strlen (params) >= sizeof (op->contr->search_str))
1405 {
1406 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1407 return 1;
1408 }
1409
1410 strcpy (op->contr->search_str, params);
1411 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1412 op->contr->queue_stats_update ();
1413
1414 return 1;
1415 }
1416
1417 int
1418 command_unlock (object *op, char *params)
1419 {
1420 /* if the unlock command typed with nothing, unlock everything,
1421 * this might be bad
1422 */
1423 if (params == NULL)
1424 {
1425 for (object *item = op->inv; item; item = item->below)
1426 {
1427 CLEAR_FLAG(item, FLAG_INV_LOCKED);
1428 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1429 esrv_update_item (UPD_FLAGS, op, item);
1430 }
1431 return 0;
1432 }
1433
1434 /* if the unlock command is used with a param,
1435 * unlock what matches. i.e. unlock material, should unlock all the materials
1436 */
1437 for (object *item = op->inv; item; item = item->below)
1438 if (item->name.contains (params))
1439 {
1440 CLEAR_FLAG (item, FLAG_INV_LOCKED);
1441 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1442 esrv_update_item (UPD_FLAGS, op, item);
1443 }
1444
1445 return 0;
1446 }
1447
1448 int
1449 command_lock (object *op, char *params)
1450 {
1451 /* if the lock command is typed by itself, lock everything
1452 */
1453 if (params == NULL)
1454 {
1455 for (object *item = op->inv; item; item = item->below)
1456 {
1457 SET_FLAG (item, FLAG_INV_LOCKED);
1458 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1459 esrv_update_item (UPD_FLAGS, op, item);
1460 }
1461 return 0;
1462 }
1463
1464 /* if the lock command is used with a param, lock what matches.
1465 * i.e. lock material, should lock all the materials
1466 */
1467 for (object *item = op->inv; item; item = item->below)
1468 if (item->name.contains (params))
1469 {
1470 SET_FLAG (item, FLAG_INV_LOCKED);
1471 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1472 esrv_update_item (UPD_FLAGS, op, item);
1473 }
1474
1475 return 0;
1476 }