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Revision: 1.79
Committed: Mon Sep 29 10:32:50 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.78: +2 -2 lines
Log Message:
destroy (true) => destroy ()

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 ? 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 (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 pl->failmsg ("You are levitating, you can't reach the ground! "
290 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
291 "or waiting till the levitation effect wears off.>");
292 return;
293 }
294
295 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
296 return;
297
298 if (nrof > tmp_nrof || nrof <= 0)
299 nrof = tmp_nrof;
300
301 /* Figure out how much weight this object will add to the player */
302 weight = tmp->weight * nrof;
303 if (tmp->inv)
304 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
305
306 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
307
308 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
309 {
310 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
311 return;
312 }
313
314 if (!can_split (pl, tmp, nrof))
315 return;
316
317 if (QUERY_FLAG (tmp, FLAG_UNPAID))
318 {
319 tmp->flag.reset (FLAG_UNPAID);
320 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));
321 tmp->flag.set (FLAG_UNPAID);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
325
326 op->insert (tmp);
327 }
328
329 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
330 void
331 pick_up (object *op, object *alt)
332 {
333 int need_fix_tmp = 0;
334 object *tmp = NULL;
335 maptile *tmp_map = NULL;
336 int count;
337
338 /* Decide which object to pick. */
339 if (alt)
340 {
341 if (!can_pick (op, alt))
342 {
343 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
344 goto leave;
345 }
346
347 tmp = alt;
348 }
349 else
350 {
351 if (op->below == NULL || !can_pick (op, op->below))
352 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
354 goto leave;
355 }
356
357 tmp = op->below;
358 }
359
360 /* Try to catch it. */
361 tmp_map = tmp->map;
362 tmp = stop_item (tmp);
363 if (tmp == NULL)
364 goto leave;
365
366 need_fix_tmp = 1;
367 if (!can_pick (op, tmp))
368 goto leave;
369
370 if (op->type == PLAYER)
371 {
372 count = op->contr->count;
373 if (count == 0)
374 count = tmp->nrof;
375 }
376 else
377 count = tmp->nrof;
378
379 /* container is open, so use it */
380 if (tmp->flag [FLAG_STARTEQUIP])
381 alt = op;
382 else if (op->container)
383 {
384 alt = op->container;
385 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
386 goto leave;
387 }
388 else
389 { /* non container pickup */
390 for (alt = op->inv; alt; alt = alt->below)
391 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
392 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
393 break; /* perfect match */
394
395 if (!alt)
396 for (alt = op->inv; alt; alt = alt->below)
397 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
398 break; /* General container comes next */
399
400 if (!alt)
401 alt = op; /* No free containers */
402 }
403
404 if (tmp->env == alt)
405 {
406 /* here it could be possible to check rent,
407 * if someone wants to implement it
408 */
409 alt = op;
410 }
411
412 #ifdef PICKUP_DEBUG
413 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
414 #endif
415
416 /* startequip items are not allowed to be put into containers: */
417 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
418 {
419 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
420 goto leave;
421 }
422
423 pick_up_object (op, alt, tmp, count);
424
425 if (tmp->destroyed () || tmp->env)
426 need_fix_tmp = 0;
427
428 if (op->type == PLAYER)
429 op->contr->count = 0;
430
431 goto leave;
432
433 leave:
434 if (need_fix_tmp)
435 fix_stopped_item (tmp, tmp_map, op);
436 }
437
438 /* This takes (picks up) and item. op is the player
439 * who issued the command. params is a string to
440 * match against the item name. Basically, always
441 * returns zero, but that should be improved.
442 */
443 int
444 command_take (object *op, char *params)
445 {
446 object *tmp, *next;
447
448 if (op->container)
449 tmp = op->container->inv;
450 else
451 {
452 tmp = op->above;
453 if (tmp)
454 while (tmp->above)
455 tmp = tmp->above;
456
457 if (!tmp)
458 tmp = op->below;
459 }
460
461 if (!tmp)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
464 return 0;
465 }
466
467 /* Makes processing easier */
468 if (params && *params == '\0')
469 params = 0;
470
471 int cnt = MAX_ITEM_PER_DROP;
472
473 while (tmp)
474 {
475 next = tmp->below;
476
477 if (tmp->invisible)
478 {
479 tmp = next;
480 continue;
481 }
482
483 /* This following two if and else if could be merged into line
484 * but that probably will make it more difficult to read, and
485 * not make it any more efficient
486 */
487 if (params && item_matched_string (op, tmp, params))
488 {
489 if (--cnt < 0) break;
490 pick_up (op, tmp);
491 }
492 else if (can_pick (op, tmp) && !params)
493 {
494 if (--cnt < 0) break;
495 pick_up (op, tmp);
496 break;
497 }
498
499 tmp = next;
500 }
501
502 if (cnt < 0)
503 {
504 op->failmsg ("Couldn't pick up so many items at once.");
505 return 0;
506 }
507
508 if (!params && !tmp)
509 {
510 for (tmp = op->below; tmp; tmp = tmp->below)
511 if (!tmp->invisible)
512 {
513 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
514 break;
515 }
516
517 if (!tmp)
518 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
519 }
520
521 return 0;
522 }
523
524 /*
525 * This function was part of drop, now is own function.
526 * Player 'op' tries to put object 'tmp' into sack 'sack',
527 * if nrof is non zero, then nrof objects is tried to put into sack.
528 * Note that the 'sack' in question can now be a transport,
529 * so this function isn't named very good anymore.
530 */
531 void
532 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
533 {
534 object *tmp2, *sack2;
535 char buf[MAX_BUF];
536
537 if (sack == tmp)
538 return; /* Can't put an object in itself */
539
540 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
541 {
542 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
543 return;
544 }
545
546 if (tmp->type == CONTAINER && tmp->inv)
547 {
548 /* Eneq(@csd.uu.se): If the object to be dropped is a container
549 * we instead move the contents of that container into the active
550 * container, this is only done if the object has something in it.
551 */
552 sack2 = tmp;
553 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
554
555 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
556 {
557 tmp = tmp2->below;
558
559 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
560 put_object_in_sack (op, sack, tmp2, 0);
561 else
562 {
563 sprintf (buf, "Your %s fills up.", query_name (sack));
564 new_draw_info (NDI_UNIQUE, 0, op, buf);
565 break;
566 }
567 }
568
569 return;
570 }
571
572 /* Don't worry about this for containers - our caller should have
573 * already checked this.
574 */
575 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
576 return;
577
578 if (QUERY_FLAG (tmp, FLAG_APPLIED))
579 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
580 return;
581
582 /* we want to put some portion of the item into the container */
583 if (!can_split (op, tmp, nrof))
584 return;
585
586 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
587 sack->insert (tmp);
588 }
589
590 /*
591 * This function was part of drop, now is own function.
592 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
593 * nrof objects is tried to dropped.
594 * This is used when dropping objects onto the floor.
595 */
596 void
597 drop_object (object *op, object *tmp, uint32 nrof)
598 {
599 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
600 return;
601
602 if (QUERY_FLAG (tmp, FLAG_APPLIED))
603 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
604 return; /* can't unapply it */
605
606 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
607
608 /* We are only dropping some of the items. We split the current object
609 * off
610 */
611 if (!can_split (op, tmp, nrof))
612
613 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
614 return;
615
616 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
617 {
618 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
619 op->statusmsg ("The god who lent it to you retrieves it.");
620
621 tmp->destroy ();
622 op->update_stats ();
623 return;
624 }
625
626 /* Call this before we update the various windows/players. At least
627 * that we, we know the weight is correct.
628 */
629 // 2007-11-26: moved op->update_stats away and calling it later after
630 // all items of a drop command have been processed.
631
632 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
633 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
634 return;
635
636 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
637 {
638 if (!sell_item (tmp, op))
639 return; // if we can't sell it we don't drop it
640 }
641
642 tmp->x = op->x;
643 tmp->y = op->y;
644
645 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
646 }
647
648 void
649 drop (object *op, object *tmp)
650 {
651 /* Hopeful fix for disappearing objects when dropping from a container -
652 * somehow, players get an invisible object in the container, and the
653 * old logic would skip over invisible objects - works fine for the
654 * playes inventory, but drop inventory wants to use the next value.
655 */
656 if (tmp->invisible)
657 {
658 /* if the following is the case, it must be in an container. */
659 if (tmp->env && tmp->env->type != PLAYER)
660 {
661 /* Just toss the object - probably shouldn't be hanging
662 * around anyways
663 */
664 tmp->destroy ();
665 return;
666 }
667 else
668 {
669 while (tmp && tmp->invisible)
670 tmp = tmp->below;
671 }
672 }
673
674 if (tmp == NULL)
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
677 return;
678 }
679
680 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
681 {
682 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
683 return;
684 }
685
686 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
687 {
688 #if 0
689 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
690 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
691 #endif
692 return;
693 }
694
695 if (op->type == PLAYER && op->contr->last_used == tmp)
696 op->contr->last_used = tmp->below ? tmp->below
697 : tmp->above ? tmp->above
698 : 0;
699
700 if (op->container)
701 {
702 if (op->type == PLAYER)
703 put_object_in_sack (op, op->container, tmp, op->contr->count);
704 else
705 put_object_in_sack (op, op->container, tmp, 0);
706 }
707 else
708 {
709 if (op->type == PLAYER)
710 drop_object (op, tmp, op->contr->count);
711 else
712 drop_object (op, tmp, 0);
713 }
714
715 if (op->type == PLAYER)
716 op->contr->count = 0;
717 }
718
719 /* Command will drop all items that have not been locked */
720 int
721 command_dropall (object *op, char *params)
722 {
723
724 if (op->inv == NULL)
725 {
726 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
727 return 0;
728 }
729
730 object *curinv = op->inv;
731 object *nextinv;
732
733 /*
734 This is the default. Drops everything not locked or considered
735 not something that should be dropped.
736 */
737 /*
738 Care must be taken that the next item pointer is not to money as
739 the drop() routine will do unknown things to it when dropping
740 in a shop. --Tero.Pelander@utu.fi
741 */
742
743 int cnt = MAX_ITEM_PER_DROP;
744
745 if (!params)
746 {
747 while (curinv)
748 {
749 nextinv = curinv->below;
750
751 while (nextinv && nextinv->type == MONEY)
752 nextinv = nextinv->below;
753
754 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
755 curinv->type != FOOD && curinv->type != KEY &&
756 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
757 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
758 {
759 drop (op, curinv);
760 if (--cnt <= 0) break;
761 }
762
763 curinv = nextinv;
764 }
765 }
766 else if (strcmp (params, "weapons") == 0)
767 {
768 while (curinv)
769 {
770 nextinv = curinv->below;
771
772 while (nextinv && nextinv->type == MONEY)
773 nextinv = nextinv->below;
774
775 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
776 {
777 drop (op, curinv);
778 if (--cnt <= 0) break;
779 }
780
781 curinv = nextinv;
782 }
783 }
784 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
785 {
786 while (curinv)
787 {
788 nextinv = curinv->below;
789
790 while (nextinv && nextinv->type == MONEY)
791 nextinv = nextinv->below;
792
793 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
794 {
795 drop (op, curinv);
796 if (--cnt <= 0) break;
797 }
798
799 curinv = nextinv;
800 }
801 }
802 else if (strcmp (params, "misc") == 0)
803 {
804 while (curinv)
805 {
806 nextinv = curinv->below;
807
808 while (nextinv && nextinv->type == MONEY)
809 nextinv = nextinv->below;
810
811 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
812 {
813 switch (curinv->type)
814 {
815 case HORN:
816 case BOOK:
817 case SPELLBOOK:
818 case GIRDLE:
819 case AMULET:
820 case RING:
821 case CLOAK:
822 case BOOTS:
823 case GLOVES:
824 case BRACERS:
825 case SCROLL:
826 case ARMOUR_IMPROVER:
827 case WEAPON_IMPROVER:
828 case WAND:
829 case ROD:
830 case POTION:
831 drop (op, curinv);
832 curinv = nextinv;
833 break;
834 default:
835 curinv = nextinv;
836 break;
837 }
838
839 if (--cnt <= 0) break;
840 }
841
842 curinv = nextinv;
843 }
844 }
845
846 if (cnt <= 0)
847 op->failmsg ("Only dropped some items, can't drop that many items at once.");
848
849 /* draw_look(op);*/
850 return 0;
851 }
852
853 /* Object op wants to drop object(s) params. params can be a
854 * comma seperated list.
855 */
856 int
857 command_drop (object *op, char *params)
858 {
859 object *tmp, *next;
860 int did_one = 0;
861
862 if (!params)
863 {
864 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
865 return 0;
866 }
867 else
868 {
869 int cnt = MAX_ITEM_PER_DROP;
870
871 for (tmp = op->inv; tmp; tmp = next)
872 {
873 next = tmp->below;
874 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
875 continue;
876
877 if (item_matched_string (op, tmp, params))
878 {
879 drop (op, tmp);
880 if (--cnt <= 0) break;
881 did_one = 1;
882 }
883 }
884
885 if (!did_one)
886 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
887
888 if (cnt <= 0)
889 op->failmsg ("Only dropped some items, can't drop that many items at once.");
890 }
891
892 return 0;
893 }
894
895 int
896 command_examine (object *op, char *params)
897 {
898 if (!params)
899 {
900 object *tmp = op->below;
901
902 while (tmp && !tmp->client_visible ())
903 tmp = tmp->below;
904
905 if (tmp)
906 examine (op, tmp);
907 }
908 else
909 {
910 object *tmp = find_best_object_match (op, params);
911
912 if (tmp)
913 examine (op, tmp);
914 else
915 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
916 }
917
918 return 0;
919 }
920
921 /* op should be a player.
922 * we return the object the player has marked with the 'mark' command
923 * below. If no match is found (or object has changed), we return
924 * NULL. We leave it up to the calling function to print messages if
925 * nothing is found.
926 */
927 object *
928 find_marked_object (object *op)
929 {
930 object *tmp;
931
932 if (!op || !op->contr)
933 return NULL;
934
935 if (!op->contr->mark)
936 {
937 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
938 return 0;
939 }
940
941 /* This may seem like overkill, but we need to make sure that they
942 * player hasn't dropped the item. We use count on the off chance that
943 * an item got reincarnated at some point.
944 */
945 for (tmp = op->inv; tmp; tmp = tmp->below)
946 {
947 if (tmp->invisible)
948 continue;
949
950 if (tmp == op->contr->mark)
951 {
952 if (!tmp->destroyed ())
953 return tmp;
954 else
955 {
956 op->contr->mark = 0;
957 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
958 return 0;
959 }
960 }
961 }
962
963 return 0;
964 }
965
966 std::string
967 object::describe_monster (object *who)
968 {
969 dynbuf_text buf (512, 512);
970
971 object *mon = head ? head : this;
972
973 if (QUERY_FLAG (mon, FLAG_UNDEAD))
974 buf << "It is an undead force.\r";
975
976 if (mon->level > who->level)
977 buf << "It is likely more powerful than you.\r";
978 else if (mon->level < who->level)
979 buf << "It is likely less powerful than you.\r";
980 else
981 buf << "It is probably as powerful as you.\r";
982
983 if (mon->attacktype & AT_ACID)
984 buf << "You seem to smell an acrid odor.\r";
985
986 /* Anyone know why this used to use the clone value instead of the
987 * maxhp field? This seems that it should give more accurate results.
988 */
989 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
990 { /* From 1-4 */
991 case 1:
992 buf << "It is in a bad shape.\r";
993 break;
994 case 2:
995 buf << "It is hurt.\r";
996 break;
997 case 3:
998 buf << "It is somewhat hurt.\r";
999 break;
1000 case 4:
1001 buf << "It is in excellent shape.\r";
1002 break;
1003 }
1004
1005 if (present_in_ob (POISONING, mon))
1006 buf << "It looks very ill.\r";
1007
1008 buf << '\n';
1009
1010 return buf;
1011 }
1012
1013 /* tmp is the object being described, pl is who is examing it. */
1014 const char *
1015 long_desc (object *tmp, object *pl)
1016 {
1017 static std::string s;
1018
1019 return (s = tmp->long_desc (pl)).c_str ();
1020 }
1021
1022 std::string
1023 object::long_desc (object *who)
1024 {
1025 std::string buf (query_name (this));
1026
1027 switch (type)
1028 {
1029 case RING:
1030 case SKILL:
1031 case WEAPON:
1032 case ARMOUR:
1033 case BRACERS:
1034 case HELMET:
1035 case SHIELD:
1036 case BOOTS:
1037 case GLOVES:
1038 case AMULET:
1039 case GIRDLE:
1040 case BOW:
1041 case ARROW:
1042 case CLOAK:
1043 case FOOD:
1044 case DRINK:
1045 case FLESH:
1046 case SKILL_TOOL:
1047 case POWER_CRYSTAL:
1048 {
1049 const char *cp = ::describe_item (this, who);
1050
1051 if (*cp)
1052 {
1053 buf.append (" ");
1054 buf.append (cp);
1055 }
1056 }
1057 }
1058
1059 return buf;
1060 }
1061
1062 /* op is the player
1063 * tmp is the monster being examined.
1064 */
1065 void
1066 examine_monster (object *op, object *tmp)
1067 {
1068 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1069 }
1070
1071 std::string
1072 object::describe (object *who)
1073 {
1074 dynbuf_text buf (1024, 1024);
1075
1076 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1077
1078 if (custom_name)
1079 buf.printf ("You call it %s.\r", &custom_name);
1080
1081 switch (type)
1082 {
1083 case SPELLBOOK:
1084 if (flag [FLAG_IDENTIFIED] && inv)
1085 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1086 break;
1087
1088 case BOOK:
1089 if (msg)
1090 buf << "Something is written in it.\r";
1091 break;
1092
1093 case CONTAINER:
1094 if (race)
1095 {
1096 if (weight_limit && stats.Str < 100)
1097 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1098 &race, weight_limit / (10.0 * (100 - stats.Str)));
1099 else
1100 buf.printf ("It can hold only %s.\r", &race);
1101 }
1102 else if (weight_limit && stats.Str < 100)
1103 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1104 break;
1105
1106 case WAND:
1107 if (flag [FLAG_IDENTIFIED])
1108 buf.printf ("It has %d charges left.\r", stats.food);
1109 break;
1110 }
1111
1112 if (materialname && !msg)
1113 buf.printf ("It is made of: %s.\r", &materialname);
1114
1115 if (who)
1116 /* Where to wear this item */
1117 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1118 if (slot[i].info)
1119 {
1120 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1121
1122 if (slot[i].info < -1 && who->slot[i].info)
1123 buf.printf ("(%d)", -slot[i].info);
1124
1125 buf << ".\r";
1126 }
1127
1128 if (weight)
1129 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1130
1131 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1132 {
1133 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1134
1135 if (is_in_shop (who))
1136 {
1137 if (flag [FLAG_UNPAID])
1138 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1139 else
1140 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1141 }
1142 }
1143
1144 if (flag [FLAG_MONSTER])
1145 buf << describe_monster (who);
1146
1147 /* Is this item buildable? */
1148 if (flag [FLAG_IS_BUILDABLE])
1149 buf << "This is a buildable item.\r";
1150
1151 /* Does the object have a message? Don't show message for all object
1152 * types - especially if the first entry is a match
1153 */
1154 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1155 {
1156 /* This is just a hack so when identifying the items, we print
1157 * out the extra message
1158 */
1159 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1160 buf << "The object has a story:\r";
1161
1162 buf << msg << '\n';
1163 }
1164
1165 buf << '\n';
1166
1167 return std::string (buf.linearise (), buf.size ());
1168 }
1169
1170 static void
1171 display_new_pickup (object *op)
1172 {
1173 int i = op->contr->mode;
1174
1175 if (!(i & PU_NEWMODE))
1176 return;
1177
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1179 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1182
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1184
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1188
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1190 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1191
1192 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1195
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1198 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1208 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1210
1211 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1212
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1214 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1215
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1217 }
1218
1219 int
1220 command_pickup (object *op, char *params)
1221 {
1222 uint32 i;
1223 static const char *names[] = {
1224 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1225 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1226 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1227 "jewels", "flesh", NULL
1228 };
1229 static uint32 modes[] = {
1230 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1231 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1232 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1233 PU_JEWELS, PU_FLESH, 0
1234 };
1235
1236 if (!params)
1237 {
1238 /* if the new mode is used, just print the settings */
1239 if (op->contr->mode & PU_NEWMODE)
1240 {
1241 display_new_pickup (op);
1242 return 1;
1243 }
1244 if (1)
1245 LOG (llevDebug, "command_pickup: !params\n");
1246 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1247 return 0;
1248 }
1249
1250 while (*params == ' ' && *params)
1251 params++;
1252
1253 if (*params == '+' || *params == '-')
1254 {
1255 int mode;
1256
1257 for (mode = 0; names[mode]; mode++)
1258 {
1259 if (!strcmp (names[mode], params + 1))
1260 {
1261 i = op->contr->mode;
1262 if (!(i & PU_NEWMODE))
1263 i = PU_NEWMODE;
1264 if (*params == '+')
1265 i = i | modes[mode];
1266 else
1267 i = i & ~modes[mode];
1268 op->contr->mode = i;
1269 display_new_pickup (op);
1270 return 1;
1271 }
1272 }
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1274 return 1;
1275 }
1276
1277 if (sscanf (params, "%u", &i) != 1)
1278 {
1279 if (1)
1280 LOG (llevDebug, "command_pickup: params==NULL\n");
1281 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1282 return 1;
1283 }
1284 set_pickup_mode (op, i);
1285
1286 return 1;
1287 }
1288
1289 void
1290 set_pickup_mode (object *op, int i)
1291 {
1292 switch (op->contr->mode = i)
1293 {
1294 case 0:
1295 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1296 break;
1297 case 1:
1298 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1299 break;
1300 case 2:
1301 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1302 break;
1303 case 3:
1304 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1305 break;
1306 case 4:
1307 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1308 break;
1309 case 5:
1310 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1311 break;
1312 case 6:
1313 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1314 break;
1315 case 7:
1316 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1317 break;
1318 }
1319 }
1320
1321 int
1322 command_search_items (object *op, char *params)
1323 {
1324 char buf[MAX_BUF];
1325
1326 if (settings.search_items == FALSE)
1327 return 1;
1328
1329 if (params == NULL)
1330 {
1331 if (op->contr->search_str[0] == '\0')
1332 {
1333 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1334 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1335 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1336 return 1;
1337 }
1338
1339 op->contr->search_str[0] = '\0';
1340 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1341 op->update_stats ();
1342 return 1;
1343 }
1344
1345 if ((int) strlen (params) >= MAX_BUF)
1346 {
1347 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1348 return 1;
1349 }
1350
1351 strcpy (op->contr->search_str, params);
1352 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1353 new_draw_info (NDI_UNIQUE, 0, op, buf);
1354 op->update_stats ();
1355 return 1;
1356 }
1357