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Revision: 1.68
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +1 -4 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

File Contents

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