1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
This program is free software; you can redistribute it and/or modify |
8 |
it under the terms of the GNU General Public License as published by |
9 |
the Free Software Foundation; either version 2 of the License, or |
10 |
(at your option) any later version. |
11 |
|
12 |
This program is distributed in the hope that it will be useful, |
13 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
16 |
|
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You should have received a copy of the GNU General Public License |
18 |
along with this program; if not, write to the Free Software |
19 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
|
21 |
The author can be reached via e-mail to <crossfire@schmorp.de> |
22 |
|
23 |
Object (handling) commands |
24 |
*/ |
25 |
|
26 |
#include <global.h> |
27 |
#include <loader.h> |
28 |
#include <skills.h> |
29 |
#ifndef __CEXTRACT__ |
30 |
# include <sproto.h> |
31 |
#endif |
32 |
#include <living.h> |
33 |
#include <math.h> |
34 |
|
35 |
/* |
36 |
* Object id parsing functions |
37 |
*/ |
38 |
|
39 |
#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\ |
40 |
fatal(OUT_OF_MEMORY); |
41 |
|
42 |
#define ADD_ITEM(NEW,COUNT)\ |
43 |
if(!first) {\ |
44 |
OBLINKMALLOC(first);\ |
45 |
last=first;\ |
46 |
} else {\ |
47 |
OBLINKMALLOC(last->next);\ |
48 |
last=last->next;\ |
49 |
}\ |
50 |
last->next=NULL;\ |
51 |
last->ob=(NEW);\ |
52 |
last->id=(COUNT); |
53 |
|
54 |
/** |
55 |
* Search the inventory of 'pl' for what matches best with params. |
56 |
* we use item_matched_string above - this gives us consistent behaviour |
57 |
* between many commands. Return the best match, or NULL if no match. |
58 |
* aflag is used with apply -u , and apply -a to |
59 |
* only unapply applied, or apply unapplied objects |
60 |
**/ |
61 |
static object * |
62 |
find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) |
63 |
{ |
64 |
object *tmp, *best = NULL; |
65 |
int match_val = 0, tmpmatch; |
66 |
|
67 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
68 |
{ |
69 |
if (tmp->invisible) |
70 |
continue; |
71 |
if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val) |
72 |
{ |
73 |
if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) |
74 |
continue; |
75 |
if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) |
76 |
continue; |
77 |
match_val = tmpmatch; |
78 |
best = tmp; |
79 |
} |
80 |
} |
81 |
return best; |
82 |
} |
83 |
|
84 |
/** |
85 |
* Shortcut to find_best_apply_object_match(pl, params, AF_NULL); |
86 |
**/ |
87 |
object * |
88 |
find_best_object_match (object *pl, const char *params) |
89 |
{ |
90 |
return find_best_apply_object_match (pl, params, AP_NULL); |
91 |
} |
92 |
|
93 |
int |
94 |
command_uskill (object *pl, char *params) |
95 |
{ |
96 |
if (!params) |
97 |
{ |
98 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); |
99 |
return 0; |
100 |
} |
101 |
return use_skill (pl, params); |
102 |
} |
103 |
|
104 |
int |
105 |
command_rskill (object *pl, char *params) |
106 |
{ |
107 |
object *skill; |
108 |
|
109 |
if (!params) |
110 |
{ |
111 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); |
112 |
return 0; |
113 |
} |
114 |
skill = find_skill_by_name (pl, params); |
115 |
|
116 |
if (!skill) |
117 |
{ |
118 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); |
119 |
return 0; |
120 |
} |
121 |
return change_skill (pl, skill, 0); |
122 |
} |
123 |
|
124 |
|
125 |
/* These functions (command_search, command_disarm) are really just wrappers for |
126 |
* things like 'use_skill ...'). In fact, they should really be obsoleted |
127 |
* and replaced with those. |
128 |
*/ |
129 |
int |
130 |
command_search (object *op, char *params) |
131 |
{ |
132 |
return use_skill (op, skill_names[SK_FIND_TRAPS]); |
133 |
} |
134 |
|
135 |
int |
136 |
command_disarm (object *op, char *params) |
137 |
{ |
138 |
return use_skill (op, skill_names[SK_DISARM_TRAPS]); |
139 |
} |
140 |
|
141 |
|
142 |
/* A little special because we do want to pass the full params along |
143 |
* as it includes the object to throw. |
144 |
*/ |
145 |
int |
146 |
command_throw (object *op, char *params) |
147 |
{ |
148 |
object *skop; |
149 |
|
150 |
skop = find_skill_by_name (op, skill_names[SK_THROWING]); |
151 |
if (skop) |
152 |
return do_skill (op, op, skop, op->facing, params); |
153 |
else |
154 |
{ |
155 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); |
156 |
} |
157 |
return 0; |
158 |
} |
159 |
|
160 |
|
161 |
int |
162 |
command_apply (object *op, char *params) |
163 |
{ |
164 |
if (!params) |
165 |
{ |
166 |
player_apply_below (op); |
167 |
return 0; |
168 |
} |
169 |
else |
170 |
{ |
171 |
apply_flag aflag = (apply_flag) 0; |
172 |
object *inv; |
173 |
|
174 |
while (*params == ' ') |
175 |
params++; |
176 |
if (!strncmp (params, "-a ", 3)) |
177 |
{ |
178 |
aflag = AP_APPLY; |
179 |
params += 3; |
180 |
} |
181 |
if (!strncmp (params, "-u ", 3)) |
182 |
{ |
183 |
aflag = AP_UNAPPLY; |
184 |
params += 3; |
185 |
} |
186 |
while (*params == ' ') |
187 |
params++; |
188 |
|
189 |
inv = find_best_apply_object_match (op, params, aflag); |
190 |
if (inv) |
191 |
{ |
192 |
player_apply (op, inv, aflag, 0); |
193 |
} |
194 |
else |
195 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); |
196 |
} |
197 |
return 0; |
198 |
} |
199 |
|
200 |
/* |
201 |
* Check if an item op can be put into a sack. If pl exists then tell |
202 |
* a player the reason of failure. |
203 |
* returns 1 if it will fit, 0 if it will not. nrof is the number of |
204 |
* objects (op) we want to put in. We specify it separately instead of |
205 |
* using op->nrof because often times, a player may have specified a |
206 |
* certain number of objects to drop, so we can pass that number, and |
207 |
* not need to use split_ob and stuff. |
208 |
*/ |
209 |
int |
210 |
sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) |
211 |
{ |
212 |
|
213 |
if (!QUERY_FLAG (sack, FLAG_APPLIED)) |
214 |
{ |
215 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); |
216 |
return 0; |
217 |
} |
218 |
if (sack == op) |
219 |
{ |
220 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); |
221 |
return 0; |
222 |
} |
223 |
if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) |
224 |
{ |
225 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); |
226 |
return 0; |
227 |
} |
228 |
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) |
229 |
{ |
230 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); |
231 |
return 0; |
232 |
} |
233 |
if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * |
234 |
(op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) |
235 |
* (100 - sack->stats.Str) / 100) > sack->weight_limit) |
236 |
{ |
237 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); |
238 |
return 0; |
239 |
} |
240 |
/* All other checks pass, must be OK */ |
241 |
return 1; |
242 |
} |
243 |
|
244 |
/* Pick up commands follow */ |
245 |
|
246 |
/* pl = player (not always - monsters can use this now) |
247 |
* op is the object to put tmp into, |
248 |
* tmp is the object to pick up, nrof is the number to |
249 |
* pick up (0 means all of them) |
250 |
*/ |
251 |
static void |
252 |
pick_up_object (object *pl, object *op, object *tmp, int nrof) |
253 |
{ |
254 |
/* buf needs to be big (more than 256 chars) because you can get |
255 |
* very long item names. |
256 |
*/ |
257 |
char buf[HUGE_BUF]; |
258 |
object *env = tmp->env; |
259 |
uint32 weight, effective_weight_limit; |
260 |
int tmp_nrof = tmp->nrof ? tmp->nrof : 1; |
261 |
|
262 |
/* IF the player is flying & trying to take the item out of a container |
263 |
* that is in his inventory, let him. tmp->env points to the container |
264 |
* (sack, luggage, etc), tmp->env->env then points to the player (nested |
265 |
* containers not allowed as of now) |
266 |
*/ |
267 |
if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && is_player_inv (tmp) != pl) |
268 |
{ |
269 |
new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!"); |
270 |
return; |
271 |
} |
272 |
|
273 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
274 |
return; |
275 |
|
276 |
if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
277 |
{ |
278 |
new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!"); |
279 |
new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
280 |
|
281 |
if (pl->type == PLAYER) |
282 |
esrv_del_item (pl->contr, tmp->count); |
283 |
|
284 |
if (!QUERY_FLAG (tmp, FLAG_REMOVED)) |
285 |
remove_ob (tmp); |
286 |
|
287 |
free_object (tmp); |
288 |
return; |
289 |
} |
290 |
|
291 |
if (nrof > tmp_nrof || nrof == 0) |
292 |
nrof = tmp_nrof; |
293 |
|
294 |
/* Figure out how much weight this object will add to the player */ |
295 |
weight = tmp->weight * nrof; |
296 |
if (tmp->inv) |
297 |
weight += tmp->carrying * (100 - tmp->stats.Str) / 100; |
298 |
|
299 |
if (pl->stats.Str <= MAX_STAT) |
300 |
effective_weight_limit = weight_limit[pl->stats.Str]; |
301 |
else |
302 |
effective_weight_limit = weight_limit[MAX_STAT]; |
303 |
|
304 |
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) |
305 |
{ |
306 |
new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); |
307 |
return; |
308 |
} |
309 |
|
310 |
if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
311 |
SET_FLAG (tmp, FLAG_WAS_WIZ); |
312 |
|
313 |
if (nrof != tmp_nrof) |
314 |
{ |
315 |
object *tmp2 = tmp; |
316 |
|
317 |
tmp = get_split_ob (tmp, nrof); |
318 |
if (!tmp) |
319 |
{ |
320 |
new_draw_info (NDI_UNIQUE, 0, pl, errmsg); |
321 |
return; |
322 |
} |
323 |
|
324 |
/* Tell a client what happened rest of objects */ |
325 |
if (pl->type == PLAYER) |
326 |
{ |
327 |
if (tmp2->destroyed ()) |
328 |
esrv_del_item (pl->contr, tmp2->count); |
329 |
else |
330 |
esrv_send_item (pl, tmp2); |
331 |
} |
332 |
} |
333 |
else |
334 |
{ |
335 |
/* If the object is in a container, send a delete to the client. |
336 |
* - we are moving all the items from the container to elsewhere, |
337 |
* so it needs to be deleted. |
338 |
*/ |
339 |
if (!QUERY_FLAG (tmp, FLAG_REMOVED)) |
340 |
{ |
341 |
if (tmp->env && pl->type == PLAYER) |
342 |
esrv_del_item (pl->contr, tmp->count); |
343 |
remove_ob (tmp); /* Unlink it */ |
344 |
} |
345 |
} |
346 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
347 |
(void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP)); |
348 |
else |
349 |
(void) sprintf (buf, "You pick up the %s.", query_name (tmp)); |
350 |
new_draw_info (NDI_UNIQUE, 0, pl, buf); |
351 |
|
352 |
tmp = insert_ob_in_ob (tmp, op); |
353 |
|
354 |
/* All the stuff below deals with client/server code, and is only |
355 |
* usable by players |
356 |
*/ |
357 |
if (pl->type != PLAYER) |
358 |
return; |
359 |
|
360 |
esrv_send_item (pl, tmp); |
361 |
/* These are needed to update the weight for the container we |
362 |
* are putting the object in. |
363 |
*/ |
364 |
if (op != pl) |
365 |
{ |
366 |
esrv_update_item (UPD_WEIGHT, pl, op); |
367 |
esrv_send_item (pl, pl); |
368 |
} |
369 |
|
370 |
/* Update the container the object was in */ |
371 |
if (env && env != pl && env != op) |
372 |
esrv_update_item (UPD_WEIGHT, pl, env); |
373 |
} |
374 |
|
375 |
/* modified slightly to allow monsters use this -b.t. 5-31-95 */ |
376 |
void |
377 |
pick_up (object *op, object *alt) |
378 |
{ |
379 |
int need_fix_tmp = 0; |
380 |
object *tmp = NULL; |
381 |
maptile *tmp_map = NULL; |
382 |
int count; |
383 |
|
384 |
/* Decide which object to pick. */ |
385 |
if (alt) |
386 |
{ |
387 |
if (!can_pick (op, alt)) |
388 |
{ |
389 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); |
390 |
goto leave; |
391 |
} |
392 |
tmp = alt; |
393 |
} |
394 |
else |
395 |
{ |
396 |
if (op->below == NULL || !can_pick (op, op->below)) |
397 |
{ |
398 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); |
399 |
goto leave; |
400 |
} |
401 |
|
402 |
tmp = op->below; |
403 |
} |
404 |
|
405 |
/* Try to catch it. */ |
406 |
tmp_map = tmp->map; |
407 |
tmp = stop_item (tmp); |
408 |
if (tmp == NULL) |
409 |
goto leave; |
410 |
need_fix_tmp = 1; |
411 |
if (!can_pick (op, tmp)) |
412 |
goto leave; |
413 |
|
414 |
if (op->type == PLAYER) |
415 |
{ |
416 |
count = op->contr->count; |
417 |
if (count == 0) |
418 |
count = tmp->nrof; |
419 |
} |
420 |
else |
421 |
count = tmp->nrof; |
422 |
|
423 |
/* container is open, so use it */ |
424 |
if (op->container) |
425 |
{ |
426 |
alt = op->container; |
427 |
if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) |
428 |
goto leave; |
429 |
} |
430 |
else |
431 |
{ /* non container pickup */ |
432 |
for (alt = op->inv; alt; alt = alt->below) |
433 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && |
434 |
alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) |
435 |
break; /* perfect match */ |
436 |
|
437 |
if (!alt) |
438 |
for (alt = op->inv; alt; alt = alt->below) |
439 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) |
440 |
break; /* General container comes next */ |
441 |
if (!alt) |
442 |
alt = op; /* No free containers */ |
443 |
} |
444 |
if (tmp->env == alt) |
445 |
{ |
446 |
/* here it could be possible to check rent, |
447 |
* if someone wants to implement it |
448 |
*/ |
449 |
alt = op; |
450 |
} |
451 |
#ifdef PICKUP_DEBUG |
452 |
LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); |
453 |
#endif |
454 |
|
455 |
/* startequip items are not allowed to be put into containers: */ |
456 |
if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
457 |
{ |
458 |
new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); |
459 |
goto leave; |
460 |
} |
461 |
|
462 |
pick_up_object (op, alt, tmp, count); |
463 |
|
464 |
if (tmp->destroyed () || tmp->env) |
465 |
need_fix_tmp = 0; |
466 |
|
467 |
if (op->type == PLAYER) |
468 |
op->contr->count = 0; |
469 |
|
470 |
goto leave; |
471 |
|
472 |
leave: |
473 |
if (need_fix_tmp) |
474 |
fix_stopped_item (tmp, tmp_map, op); |
475 |
} |
476 |
|
477 |
|
478 |
/* This takes (picks up) and item. op is the player |
479 |
* who issued the command. params is a string to |
480 |
* match against the item name. Basically, always |
481 |
* returns zero, but that should be improved. |
482 |
*/ |
483 |
int |
484 |
command_take (object *op, char *params) |
485 |
{ |
486 |
object *tmp, *next; |
487 |
|
488 |
if (op->container) |
489 |
tmp = op->container->inv; |
490 |
else |
491 |
{ |
492 |
tmp = op->above; |
493 |
if (tmp) |
494 |
while (tmp->above) |
495 |
{ |
496 |
tmp = tmp->above; |
497 |
} |
498 |
if (!tmp) |
499 |
tmp = op->below; |
500 |
} |
501 |
|
502 |
if (tmp == NULL) |
503 |
{ |
504 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); |
505 |
return 0; |
506 |
} |
507 |
|
508 |
/* Makes processing easier */ |
509 |
if (params && *params == '\0') |
510 |
params = NULL; |
511 |
|
512 |
while (tmp) |
513 |
{ |
514 |
next = tmp->below; |
515 |
|
516 |
if (tmp->invisible) |
517 |
{ |
518 |
tmp = next; |
519 |
continue; |
520 |
} |
521 |
/* This following two if and else if could be merged into line |
522 |
* but that probably will make it more difficult to read, and |
523 |
* not make it any more efficient |
524 |
*/ |
525 |
if (params && item_matched_string (op, tmp, params)) |
526 |
{ |
527 |
pick_up (op, tmp); |
528 |
} |
529 |
else if (can_pick (op, tmp) && !params) |
530 |
{ |
531 |
pick_up (op, tmp); |
532 |
break; |
533 |
} |
534 |
tmp = next; |
535 |
/* Might as well just skip over the player immediately - |
536 |
* we know it can't be picked up |
537 |
*/ |
538 |
if (tmp == op) |
539 |
tmp = tmp->below; |
540 |
} |
541 |
if (!params && !tmp) |
542 |
{ |
543 |
for (tmp = op->below; tmp != NULL; tmp = tmp->next) |
544 |
if (!tmp->invisible) |
545 |
{ |
546 |
char buf[MAX_BUF]; |
547 |
|
548 |
sprintf (buf, "You can't pick up a %s.", &tmp->name); |
549 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
550 |
break; |
551 |
} |
552 |
if (!tmp) |
553 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); |
554 |
} |
555 |
return 0; |
556 |
} |
557 |
|
558 |
|
559 |
/* |
560 |
* This function was part of drop, now is own function. |
561 |
* Player 'op' tries to put object 'tmp' into sack 'sack', |
562 |
* if nrof is non zero, then nrof objects is tried to put into sack. |
563 |
* Note that the 'sack' in question can now be a transport, |
564 |
* so this function isn't named very good anymore. |
565 |
*/ |
566 |
void |
567 |
put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) |
568 |
{ |
569 |
object *tmp2, *sack2; |
570 |
char buf[MAX_BUF]; |
571 |
|
572 |
if (sack == tmp) |
573 |
return; /* Can't put an object in itself */ |
574 |
|
575 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
576 |
{ |
577 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); |
578 |
return; |
579 |
} |
580 |
|
581 |
if (tmp->type == CONTAINER && tmp->inv) |
582 |
{ |
583 |
|
584 |
/* Eneq(@csd.uu.se): If the object to be dropped is a container |
585 |
* we instead move the contents of that container into the active |
586 |
* container, this is only done if the object has something in it. |
587 |
*/ |
588 |
sack2 = tmp; |
589 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); |
590 |
|
591 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) |
592 |
{ |
593 |
tmp = tmp2->below; |
594 |
|
595 |
if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof))) |
596 |
{ |
597 |
put_object_in_sack (op, sack, tmp2, 0); |
598 |
} |
599 |
else |
600 |
{ |
601 |
sprintf (buf, "Your %s fills up.", query_name (sack)); |
602 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
603 |
break; |
604 |
} |
605 |
} |
606 |
|
607 |
esrv_update_item (UPD_WEIGHT, op, sack2); |
608 |
return; |
609 |
} |
610 |
|
611 |
/* Don't worry about this for containers - our caller should have |
612 |
* already checked this. |
613 |
*/ |
614 |
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) |
615 |
return; |
616 |
|
617 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
618 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
619 |
return; |
620 |
|
621 |
/* we want to put some portion of the item into the container */ |
622 |
if (nrof && tmp->nrof != nrof) |
623 |
{ |
624 |
object *tmp2 = tmp; |
625 |
|
626 |
tmp = get_split_ob (tmp, nrof); |
627 |
|
628 |
if (!tmp) |
629 |
{ |
630 |
new_draw_info (NDI_UNIQUE, 0, op, errmsg); |
631 |
return; |
632 |
} |
633 |
/* Tell a client what happened other objects */ |
634 |
if (tmp2->destroyed ()) |
635 |
esrv_del_item (op->contr, tmp2->count); |
636 |
else /* this can proably be replaced with an update */ |
637 |
esrv_send_item (op, tmp2); |
638 |
} |
639 |
else |
640 |
remove_ob (tmp); |
641 |
|
642 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); |
643 |
tmp2 = insert_ob_in_ob (tmp, sack); |
644 |
fix_player (op); /* This is overkill, fix_player() is called somewhere */ |
645 |
/* in object.c */ |
646 |
|
647 |
/* If an object merged (and thus, different object), we need to |
648 |
* delete the original. |
649 |
*/ |
650 |
if (tmp2 != tmp) |
651 |
esrv_del_item (op->contr, tmp->count); |
652 |
|
653 |
esrv_send_item (op, tmp2); |
654 |
|
655 |
/* update the sacks weight */ |
656 |
esrv_update_item (UPD_WEIGHT, op, sack); |
657 |
} |
658 |
|
659 |
/* |
660 |
* This function was part of drop, now is own function. |
661 |
* Player 'op' tries to drop object 'tmp', if tmp is non zero, then |
662 |
* nrof objects is tried to dropped. |
663 |
* This is used when dropping objects onto the floor. |
664 |
*/ |
665 |
void |
666 |
drop_object (object *op, object *tmp, uint32 nrof) |
667 |
{ |
668 |
char buf[MAX_BUF]; |
669 |
object *floor; |
670 |
|
671 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
672 |
return; |
673 |
|
674 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
675 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
676 |
return; /* can't unapply it */ |
677 |
|
678 |
/* We are only dropping some of the items. We split the current objec |
679 |
* off |
680 |
*/ |
681 |
if (nrof && tmp->nrof != nrof) |
682 |
{ |
683 |
object *tmp2 = tmp; |
684 |
|
685 |
tmp = get_split_ob (tmp, nrof); |
686 |
if (!tmp) |
687 |
{ |
688 |
new_draw_info (NDI_UNIQUE, 0, op, errmsg); |
689 |
return; |
690 |
} |
691 |
/* Tell a client what happened rest of objects. tmp2 is now the |
692 |
* original object |
693 |
*/ |
694 |
if (op->type == PLAYER) |
695 |
{ |
696 |
if (tmp2->destroyed ()) |
697 |
esrv_del_item (op->contr, tmp2->count); |
698 |
else |
699 |
esrv_send_item (op, tmp2); |
700 |
} |
701 |
} |
702 |
else |
703 |
remove_ob (tmp); |
704 |
|
705 |
if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op))) |
706 |
return; |
707 |
|
708 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
709 |
{ |
710 |
sprintf (buf, "You drop the %s.", query_name (tmp)); |
711 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
712 |
new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it."); |
713 |
if (op->type == PLAYER) |
714 |
esrv_del_item (op->contr, tmp->count); |
715 |
free_object (tmp); |
716 |
fix_player (op); |
717 |
return; |
718 |
} |
719 |
|
720 |
/* If SAVE_INTERVAL is commented out, we never want to save |
721 |
* the player here. |
722 |
*/ |
723 |
#ifdef SAVE_INTERVAL |
724 |
/* I'm not sure why there is a value check - since the save |
725 |
* is done every SAVE_INTERVAL seconds, why care the value |
726 |
* of what he is dropping? |
727 |
*/ |
728 |
if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) && |
729 |
(tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL)) |
730 |
{ |
731 |
save_player (op, 1); |
732 |
op->contr->last_save_time = time (NULL); |
733 |
} |
734 |
#endif /* SAVE_INTERVAL */ |
735 |
|
736 |
if (op->type == PLAYER) |
737 |
esrv_del_item (op->contr, tmp->count); |
738 |
|
739 |
/* Call this before we update the various windows/players. At least |
740 |
* that we, we know the weight is correct. |
741 |
*/ |
742 |
fix_player (op); /* This is overkill, fix_player() is called somewhere */ |
743 |
/* in object.c */ |
744 |
|
745 |
if (op->type == PLAYER) |
746 |
{ |
747 |
op->contr->socket.update_look = 1; |
748 |
/* Need to update the weight for the player */ |
749 |
esrv_send_item (op, op); |
750 |
} |
751 |
|
752 |
for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above) |
753 |
if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op))) |
754 |
return; |
755 |
|
756 |
if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY) |
757 |
sell_item (tmp, op); |
758 |
|
759 |
tmp->x = op->x; |
760 |
tmp->y = op->y; |
761 |
|
762 |
insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
763 |
} |
764 |
|
765 |
void |
766 |
drop (object *op, object *tmp) |
767 |
{ |
768 |
/* Hopeful fix for disappearing objects when dropping from a container - |
769 |
* somehow, players get an invisible object in the container, and the |
770 |
* old logic would skip over invisible objects - works fine for the |
771 |
* playes inventory, but drop inventory wants to use the next value. |
772 |
*/ |
773 |
if (tmp->invisible) |
774 |
{ |
775 |
/* if the following is the case, it must be in an container. */ |
776 |
if (tmp->env && tmp->env->type != PLAYER) |
777 |
{ |
778 |
/* Just toss the object - probably shouldn't be hanging |
779 |
* around anyways |
780 |
*/ |
781 |
remove_ob (tmp); |
782 |
free_object (tmp); |
783 |
return; |
784 |
} |
785 |
else |
786 |
{ |
787 |
while (tmp != NULL && tmp->invisible) |
788 |
tmp = tmp->below; |
789 |
} |
790 |
} |
791 |
|
792 |
if (tmp == NULL) |
793 |
{ |
794 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); |
795 |
return; |
796 |
} |
797 |
if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
798 |
{ |
799 |
new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); |
800 |
return; |
801 |
} |
802 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
803 |
{ |
804 |
#if 0 |
805 |
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ |
806 |
new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); |
807 |
#endif |
808 |
return; |
809 |
} |
810 |
|
811 |
if (op->type == PLAYER) |
812 |
{ |
813 |
if (op->contr->last_used == tmp && op->contr->last_used_id == tmp->count) |
814 |
{ |
815 |
object *n = NULL; |
816 |
|
817 |
if (tmp->below != NULL) |
818 |
n = tmp->below; |
819 |
else if (tmp->above != NULL) |
820 |
n = tmp->above; |
821 |
op->contr->last_used = n; |
822 |
if (n != NULL) |
823 |
op->contr->last_used_id = n->count; |
824 |
else |
825 |
op->contr->last_used_id = 0; |
826 |
} |
827 |
}; |
828 |
|
829 |
if (op->container) |
830 |
{ |
831 |
if (op->type == PLAYER) |
832 |
{ |
833 |
put_object_in_sack (op, op->container, tmp, op->contr->count); |
834 |
} |
835 |
else |
836 |
{ |
837 |
put_object_in_sack (op, op->container, tmp, 0); |
838 |
}; |
839 |
} |
840 |
else |
841 |
{ |
842 |
if (op->type == PLAYER) |
843 |
{ |
844 |
drop_object (op, tmp, op->contr->count); |
845 |
} |
846 |
else |
847 |
{ |
848 |
drop_object (op, tmp, 0); |
849 |
}; |
850 |
} |
851 |
if (op->type == PLAYER) |
852 |
op->contr->count = 0; |
853 |
} |
854 |
|
855 |
|
856 |
|
857 |
/* Command will drop all items that have not been locked */ |
858 |
int |
859 |
command_dropall (object *op, char *params) |
860 |
{ |
861 |
|
862 |
object *curinv, *nextinv; |
863 |
|
864 |
if (op->inv == NULL) |
865 |
{ |
866 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); |
867 |
return 0; |
868 |
} |
869 |
|
870 |
curinv = op->inv; |
871 |
|
872 |
/* |
873 |
This is the default. Drops everything not locked or considered |
874 |
not something that should be dropped. |
875 |
*/ |
876 |
/* |
877 |
Care must be taken that the next item pointer is not to money as |
878 |
the drop() routine will do unknown things to it when dropping |
879 |
in a shop. --Tero.Pelander@utu.fi |
880 |
*/ |
881 |
|
882 |
if (params == NULL) |
883 |
{ |
884 |
while (curinv != NULL) |
885 |
{ |
886 |
nextinv = curinv->below; |
887 |
while (nextinv && nextinv->type == MONEY) |
888 |
nextinv = nextinv->below; |
889 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && |
890 |
curinv->type != FOOD && curinv->type != KEY && |
891 |
curinv->type != SPECIAL_KEY && curinv->type != GEM && |
892 |
!curinv->invisible && (curinv->type != CONTAINER || op->container != curinv)) |
893 |
{ |
894 |
drop (op, curinv); |
895 |
} |
896 |
curinv = nextinv; |
897 |
} |
898 |
} |
899 |
|
900 |
else if (strcmp (params, "weapons") == 0) |
901 |
{ |
902 |
while (curinv != NULL) |
903 |
{ |
904 |
nextinv = curinv->below; |
905 |
while (nextinv && nextinv->type == MONEY) |
906 |
nextinv = nextinv->below; |
907 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) |
908 |
{ |
909 |
drop (op, curinv); |
910 |
} |
911 |
curinv = nextinv; |
912 |
} |
913 |
} |
914 |
|
915 |
else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) |
916 |
{ |
917 |
while (curinv != NULL) |
918 |
{ |
919 |
nextinv = curinv->below; |
920 |
while (nextinv && nextinv->type == MONEY) |
921 |
nextinv = nextinv->below; |
922 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) |
923 |
{ |
924 |
drop (op, curinv); |
925 |
} |
926 |
curinv = nextinv; |
927 |
} |
928 |
} |
929 |
|
930 |
else if (strcmp (params, "misc") == 0) |
931 |
{ |
932 |
while (curinv != NULL) |
933 |
{ |
934 |
nextinv = curinv->below; |
935 |
while (nextinv && nextinv->type == MONEY) |
936 |
nextinv = nextinv->below; |
937 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) |
938 |
{ |
939 |
switch (curinv->type) |
940 |
{ |
941 |
case HORN: |
942 |
case BOOK: |
943 |
case SPELLBOOK: |
944 |
case GIRDLE: |
945 |
case AMULET: |
946 |
case RING: |
947 |
case CLOAK: |
948 |
case BOOTS: |
949 |
case GLOVES: |
950 |
case BRACERS: |
951 |
case SCROLL: |
952 |
case ARMOUR_IMPROVER: |
953 |
case WEAPON_IMPROVER: |
954 |
case WAND: |
955 |
case ROD: |
956 |
case POTION: |
957 |
drop (op, curinv); |
958 |
curinv = nextinv; |
959 |
break; |
960 |
default: |
961 |
curinv = nextinv; |
962 |
break; |
963 |
} |
964 |
} |
965 |
curinv = nextinv; |
966 |
} |
967 |
} |
968 |
op->contr->socket.update_look = 1; |
969 |
|
970 |
/* draw_look(op);*/ |
971 |
return 0; |
972 |
} |
973 |
|
974 |
/* Object op wants to drop object(s) params. params can be a |
975 |
* comma seperated list. |
976 |
*/ |
977 |
|
978 |
int |
979 |
command_drop (object *op, char *params) |
980 |
{ |
981 |
object *tmp, *next; |
982 |
int did_one = 0; |
983 |
|
984 |
if (!params) |
985 |
{ |
986 |
new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); |
987 |
return 0; |
988 |
} |
989 |
else |
990 |
{ |
991 |
for (tmp = op->inv; tmp; tmp = next) |
992 |
{ |
993 |
next = tmp->below; |
994 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) |
995 |
continue; |
996 |
if (item_matched_string (op, tmp, params)) |
997 |
{ |
998 |
drop (op, tmp); |
999 |
did_one = 1; |
1000 |
} |
1001 |
} |
1002 |
if (!did_one) |
1003 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); |
1004 |
} |
1005 |
if (op->type == PLAYER) |
1006 |
{ |
1007 |
op->contr->count = 0; |
1008 |
op->contr->socket.update_look = 1; |
1009 |
}; |
1010 |
|
1011 |
/* draw_look(op);*/ |
1012 |
return 0; |
1013 |
} |
1014 |
|
1015 |
int |
1016 |
command_examine (object *op, char *params) |
1017 |
{ |
1018 |
if (!params) |
1019 |
{ |
1020 |
object *tmp = op->below; |
1021 |
|
1022 |
while (tmp && !LOOK_OBJ (tmp)) |
1023 |
tmp = tmp->below; |
1024 |
if (tmp) |
1025 |
examine (op, tmp); |
1026 |
} |
1027 |
else |
1028 |
{ |
1029 |
object *tmp = find_best_object_match (op, params); |
1030 |
|
1031 |
if (tmp) |
1032 |
examine (op, tmp); |
1033 |
else |
1034 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params); |
1035 |
} |
1036 |
return 0; |
1037 |
} |
1038 |
|
1039 |
/* op should be a player. |
1040 |
* we return the object the player has marked with the 'mark' command |
1041 |
* below. If no match is found (or object has changed), we return |
1042 |
* NULL. We leave it up to the calling function to print messages if |
1043 |
* nothing is found. |
1044 |
*/ |
1045 |
object * |
1046 |
find_marked_object (object *op) |
1047 |
{ |
1048 |
object *tmp; |
1049 |
|
1050 |
if (!op || !op->contr) |
1051 |
return NULL; |
1052 |
|
1053 |
if (!op->contr->mark) |
1054 |
{ |
1055 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
1056 |
return 0; |
1057 |
} |
1058 |
|
1059 |
/* This may seem like overkill, but we need to make sure that they |
1060 |
* player hasn't dropped the item. We use count on the off chance that |
1061 |
* an item got reincarnated at some point. |
1062 |
*/ |
1063 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1064 |
{ |
1065 |
if (tmp->invisible) |
1066 |
continue; |
1067 |
|
1068 |
if (tmp == op->contr->mark) |
1069 |
{ |
1070 |
if (!tmp->destroyed ()) |
1071 |
return tmp; |
1072 |
else |
1073 |
{ |
1074 |
op->contr->mark = 0; |
1075 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
1076 |
return 0; |
1077 |
} |
1078 |
} |
1079 |
} |
1080 |
|
1081 |
return 0; |
1082 |
} |
1083 |
|
1084 |
|
1085 |
/* op should be a player, params is any params. |
1086 |
* If no params given, we print out the currently marked object. |
1087 |
* otherwise, try to find a matching object - try best match first. |
1088 |
*/ |
1089 |
int |
1090 |
command_mark (object *op, char *params) |
1091 |
{ |
1092 |
if (!op->contr) |
1093 |
return 1; |
1094 |
|
1095 |
if (!params) |
1096 |
{ |
1097 |
object *mark = find_marked_object (op); |
1098 |
|
1099 |
if (!mark) |
1100 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object."); |
1101 |
else |
1102 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark)); |
1103 |
} |
1104 |
else |
1105 |
{ |
1106 |
object *mark1 = find_best_object_match (op, params); |
1107 |
|
1108 |
if (!mark1) |
1109 |
{ |
1110 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params); |
1111 |
return 1; |
1112 |
} |
1113 |
else |
1114 |
{ |
1115 |
op->contr->mark = mark1; |
1116 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1)); |
1117 |
return 0; |
1118 |
} |
1119 |
} |
1120 |
|
1121 |
return 0; /*shouldnt get here */ |
1122 |
} |
1123 |
|
1124 |
|
1125 |
/* op is the player |
1126 |
* tmp is the monster being examined. |
1127 |
*/ |
1128 |
void |
1129 |
examine_monster (object *op, object *tmp) |
1130 |
{ |
1131 |
object *mon = tmp->head ? tmp->head : tmp; |
1132 |
|
1133 |
if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
1134 |
new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force."); |
1135 |
if (mon->level > op->level) |
1136 |
new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you."); |
1137 |
else if (mon->level < op->level) |
1138 |
new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you."); |
1139 |
else |
1140 |
new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you."); |
1141 |
if (mon->attacktype & AT_ACID) |
1142 |
new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor."); |
1143 |
|
1144 |
/* Anyone know why this used to use the clone value instead of the |
1145 |
* maxhp field? This seems that it should give more accurate results. |
1146 |
*/ |
1147 |
switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) |
1148 |
{ /* From 1-4 */ |
1149 |
case 1: |
1150 |
new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape."); |
1151 |
break; |
1152 |
case 2: |
1153 |
new_draw_info (NDI_UNIQUE, 0, op, "It is hurt."); |
1154 |
break; |
1155 |
case 3: |
1156 |
new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt."); |
1157 |
break; |
1158 |
case 4: |
1159 |
new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape."); |
1160 |
break; |
1161 |
} |
1162 |
if (present_in_ob (POISONING, mon) != NULL) |
1163 |
new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill."); |
1164 |
} |
1165 |
|
1166 |
|
1167 |
/* tmp is the object being described, pl is who is examing it. */ |
1168 |
char * |
1169 |
long_desc (object *tmp, object *pl) |
1170 |
{ |
1171 |
static char buf[VERY_BIG_BUF]; |
1172 |
char *cp; |
1173 |
|
1174 |
if (tmp == NULL) |
1175 |
return ""; |
1176 |
|
1177 |
buf[0] = '\0'; |
1178 |
switch (tmp->type) |
1179 |
{ |
1180 |
case RING: |
1181 |
case SKILL: |
1182 |
case WEAPON: |
1183 |
case ARMOUR: |
1184 |
case BRACERS: |
1185 |
case HELMET: |
1186 |
case SHIELD: |
1187 |
case BOOTS: |
1188 |
case GLOVES: |
1189 |
case AMULET: |
1190 |
case GIRDLE: |
1191 |
case BOW: |
1192 |
case ARROW: |
1193 |
case CLOAK: |
1194 |
case FOOD: |
1195 |
case DRINK: |
1196 |
case FLESH: |
1197 |
case SKILL_TOOL: |
1198 |
case POWER_CRYSTAL: |
1199 |
if (*(cp = describe_item (tmp, pl)) != '\0') |
1200 |
{ |
1201 |
int len; |
1202 |
|
1203 |
assign (buf, query_name (tmp)); |
1204 |
len = strlen (buf); |
1205 |
if (len < VERY_BIG_BUF - 5) |
1206 |
{ |
1207 |
/* Since we know the length, we save a few cpu cycles by using |
1208 |
* it instead of calling strcat */ |
1209 |
strcpy (buf + len, " "); |
1210 |
len++; |
1211 |
assign (buf + len, cp, VERY_BIG_BUF - len - 1); |
1212 |
} |
1213 |
} |
1214 |
} |
1215 |
|
1216 |
if (buf[0] == '\0') |
1217 |
assign (buf, query_name (tmp)); |
1218 |
|
1219 |
return buf; |
1220 |
} |
1221 |
|
1222 |
void |
1223 |
examine (object *op, object *tmp) |
1224 |
{ |
1225 |
char buf[VERY_BIG_BUF]; |
1226 |
int i; |
1227 |
|
1228 |
if (tmp == NULL || tmp->type == CLOSE_CON) |
1229 |
return; |
1230 |
|
1231 |
strcpy (buf, "That is "); |
1232 |
strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1); |
1233 |
buf[VERY_BIG_BUF - 1] = 0; |
1234 |
|
1235 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1236 |
buf[0] = '\0'; |
1237 |
|
1238 |
if (tmp->custom_name) |
1239 |
{ |
1240 |
strcpy (buf, "You call it "); |
1241 |
strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1); |
1242 |
buf[VERY_BIG_BUF - 1] = 0; |
1243 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1244 |
buf[0] = '\0'; |
1245 |
} |
1246 |
|
1247 |
switch (tmp->type) |
1248 |
{ |
1249 |
case SPELLBOOK: |
1250 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv) |
1251 |
{ |
1252 |
sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill); |
1253 |
} |
1254 |
break; |
1255 |
|
1256 |
case BOOK: |
1257 |
if (tmp->msg != NULL) |
1258 |
strcpy (buf, "Something is written in it."); |
1259 |
break; |
1260 |
|
1261 |
case CONTAINER: |
1262 |
if (tmp->race != NULL) |
1263 |
{ |
1264 |
if (tmp->weight_limit && tmp->stats.Str < 100) |
1265 |
sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.", |
1266 |
&tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str))); |
1267 |
else |
1268 |
sprintf (buf, "It can hold only %s.", &tmp->race); |
1269 |
} |
1270 |
else if (tmp->weight_limit && tmp->stats.Str < 100) |
1271 |
sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str))); |
1272 |
break; |
1273 |
|
1274 |
case WAND: |
1275 |
if (QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1276 |
sprintf (buf, "It has %d charges left.", tmp->stats.food); |
1277 |
break; |
1278 |
} |
1279 |
|
1280 |
if (buf[0] != '\0') |
1281 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1282 |
|
1283 |
if (tmp->materialname != NULL && !tmp->msg) |
1284 |
{ |
1285 |
sprintf (buf, "It is made of: %s.", &tmp->materialname); |
1286 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1287 |
} |
1288 |
/* Where to wear this item */ |
1289 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1290 |
{ |
1291 |
if (tmp->body_info[i] < -1) |
1292 |
{ |
1293 |
if (op->body_info[i]) |
1294 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]); |
1295 |
else |
1296 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name); |
1297 |
} |
1298 |
else if (tmp->body_info[i]) |
1299 |
{ |
1300 |
if (op->body_info[i]) |
1301 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name); |
1302 |
else |
1303 |
new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name); |
1304 |
} |
1305 |
} |
1306 |
|
1307 |
if (tmp->weight) |
1308 |
{ |
1309 |
sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0); |
1310 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1311 |
} |
1312 |
|
1313 |
if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK)) |
1314 |
{ |
1315 |
sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX)); |
1316 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1317 |
if (is_in_shop (op)) |
1318 |
{ |
1319 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1320 |
sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP)); |
1321 |
else |
1322 |
sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it"); |
1323 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1324 |
} |
1325 |
} |
1326 |
|
1327 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1328 |
examine_monster (op, tmp); |
1329 |
|
1330 |
/* Is this item buildable? */ |
1331 |
if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE)) |
1332 |
new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item."); |
1333 |
|
1334 |
/* Does the object have a message? Don't show message for all object |
1335 |
* types - especially if the first entry is a match |
1336 |
*/ |
1337 |
if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7)) |
1338 |
{ |
1339 |
|
1340 |
/* This is just a hack so when identifying the items, we print |
1341 |
* out the extra message |
1342 |
*/ |
1343 |
if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1344 |
new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:"); |
1345 |
|
1346 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1347 |
} |
1348 |
new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */ |
1349 |
} |
1350 |
|
1351 |
/* |
1352 |
* inventory prints object's inventory. If inv==NULL then print player's |
1353 |
* inventory. |
1354 |
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1355 |
*/ |
1356 |
void |
1357 |
inventory (object *op, object *inv) |
1358 |
{ |
1359 |
object *tmp; |
1360 |
char *in; |
1361 |
int items = 0, length; |
1362 |
|
1363 |
if (inv == NULL && op == NULL) |
1364 |
{ |
1365 |
new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?"); |
1366 |
return; |
1367 |
} |
1368 |
tmp = inv ? inv->inv : op->inv; |
1369 |
|
1370 |
while (tmp) |
1371 |
{ |
1372 |
if ((!tmp->invisible && |
1373 |
(inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ))) |
1374 |
items++; |
1375 |
tmp = tmp->below; |
1376 |
} |
1377 |
if (inv == NULL) |
1378 |
{ /* player's inventory */ |
1379 |
if (items == 0) |
1380 |
{ |
1381 |
new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing."); |
1382 |
return; |
1383 |
} |
1384 |
else |
1385 |
{ |
1386 |
length = 28; |
1387 |
in = ""; |
1388 |
if (op) |
1389 |
clear_win_info (op); |
1390 |
new_draw_info (NDI_UNIQUE, 0, op, "Inventory:"); |
1391 |
} |
1392 |
} |
1393 |
else |
1394 |
{ |
1395 |
if (items == 0) |
1396 |
return; |
1397 |
else |
1398 |
{ |
1399 |
length = 28; |
1400 |
in = " "; |
1401 |
} |
1402 |
} |
1403 |
for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below) |
1404 |
{ |
1405 |
if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED)))) |
1406 |
continue; |
1407 |
if ((!op || QUERY_FLAG (op, FLAG_WIZ))) |
1408 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length, |
1409 |
query_name (tmp), tmp->count, query_weight (tmp)); |
1410 |
else |
1411 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp)); |
1412 |
} |
1413 |
if (!inv && op) |
1414 |
{ |
1415 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op)); |
1416 |
} |
1417 |
} |
1418 |
|
1419 |
static void |
1420 |
display_new_pickup (object *op) |
1421 |
{ |
1422 |
int i = op->contr->mode; |
1423 |
|
1424 |
if (!(i & PU_NEWMODE)) |
1425 |
return; |
1426 |
|
1427 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0); |
1428 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); |
1429 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); |
1430 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); |
1431 |
|
1432 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); |
1433 |
|
1434 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); |
1435 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); |
1436 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); |
1437 |
|
1438 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); |
1439 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); |
1440 |
|
1441 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); |
1442 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); |
1443 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); |
1444 |
|
1445 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); |
1446 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); |
1447 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); |
1448 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); |
1449 |
|
1450 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); |
1451 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); |
1452 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); |
1453 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); |
1454 |
|
1455 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); |
1456 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); |
1457 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); |
1458 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); |
1459 |
|
1460 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); |
1461 |
|
1462 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); |
1463 |
|
1464 |
new_draw_info_format (NDI_UNIQUE, 0, op, ""); |
1465 |
} |
1466 |
|
1467 |
int |
1468 |
command_pickup (object *op, char *params) |
1469 |
{ |
1470 |
uint32 i; |
1471 |
static const char *names[] = { |
1472 |
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", |
1473 |
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", |
1474 |
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL |
1475 |
}; |
1476 |
static uint32 modes[] = { |
1477 |
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, |
1478 |
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, |
1479 |
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 |
1480 |
}; |
1481 |
|
1482 |
if (!params) |
1483 |
{ |
1484 |
/* if the new mode is used, just print the settings */ |
1485 |
if (op->contr->mode & PU_NEWMODE) |
1486 |
{ |
1487 |
display_new_pickup (op); |
1488 |
return 1; |
1489 |
} |
1490 |
if (1) |
1491 |
LOG (llevDebug, "command_pickup: !params\n"); |
1492 |
set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1); |
1493 |
return 0; |
1494 |
} |
1495 |
|
1496 |
while (*params == ' ' && *params) |
1497 |
params++; |
1498 |
|
1499 |
if (*params == '+' || *params == '-') |
1500 |
{ |
1501 |
int mode; |
1502 |
|
1503 |
for (mode = 0; names[mode]; mode++) |
1504 |
{ |
1505 |
if (!strcmp (names[mode], params + 1)) |
1506 |
{ |
1507 |
i = op->contr->mode; |
1508 |
if (!(i & PU_NEWMODE)) |
1509 |
i = PU_NEWMODE; |
1510 |
if (*params == '+') |
1511 |
i = i | modes[mode]; |
1512 |
else |
1513 |
i = i & ~modes[mode]; |
1514 |
op->contr->mode = i; |
1515 |
display_new_pickup (op); |
1516 |
return 1; |
1517 |
} |
1518 |
} |
1519 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); |
1520 |
return 1; |
1521 |
} |
1522 |
|
1523 |
if (sscanf (params, "%u", &i) != 1) |
1524 |
{ |
1525 |
if (1) |
1526 |
LOG (llevDebug, "command_pickup: params==NULL\n"); |
1527 |
new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> ."); |
1528 |
return 1; |
1529 |
} |
1530 |
set_pickup_mode (op, i); |
1531 |
|
1532 |
return 1; |
1533 |
} |
1534 |
|
1535 |
void |
1536 |
set_pickup_mode (object *op, int i) |
1537 |
{ |
1538 |
switch (op->contr->mode = i) |
1539 |
{ |
1540 |
case 0: |
1541 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up."); |
1542 |
break; |
1543 |
case 1: |
1544 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item."); |
1545 |
break; |
1546 |
case 2: |
1547 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop."); |
1548 |
break; |
1549 |
case 3: |
1550 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up."); |
1551 |
break; |
1552 |
case 4: |
1553 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items."); |
1554 |
break; |
1555 |
case 5: |
1556 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop."); |
1557 |
break; |
1558 |
case 6: |
1559 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items."); |
1560 |
break; |
1561 |
case 7: |
1562 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems"); |
1563 |
break; |
1564 |
} |
1565 |
} |
1566 |
|
1567 |
int |
1568 |
command_search_items (object *op, char *params) |
1569 |
{ |
1570 |
char buf[MAX_BUF]; |
1571 |
|
1572 |
if (settings.search_items == FALSE) |
1573 |
return 1; |
1574 |
|
1575 |
if (params == NULL) |
1576 |
{ |
1577 |
if (op->contr->search_str[0] == '\0') |
1578 |
{ |
1579 |
new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); |
1580 |
new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); |
1581 |
new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); |
1582 |
return 1; |
1583 |
} |
1584 |
op->contr->search_str[0] = '\0'; |
1585 |
new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); |
1586 |
fix_player (op); |
1587 |
return 1; |
1588 |
} |
1589 |
if ((int) strlen (params) >= MAX_BUF) |
1590 |
{ |
1591 |
new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); |
1592 |
return 1; |
1593 |
} |
1594 |
strcpy (op->contr->search_str, params); |
1595 |
sprintf (buf, "Searching for '%s'.", op->contr->search_str); |
1596 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1597 |
fix_player (op); |
1598 |
return 1; |
1599 |
} |
1600 |
|