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Revision: 1.75
Committed: Mon Jul 14 23:57:46 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_61
Changes since 1.74: +1 -1 lines
Log Message:
introduce and use object::has_dialogue ()

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 gods 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->remove ();
665 tmp->destroy ();
666 return;
667 }
668 else
669 {
670 while (tmp && tmp->invisible)
671 tmp = tmp->below;
672 }
673 }
674
675 if (tmp == NULL)
676 {
677 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
678 return;
679 }
680
681 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
682 {
683 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
684 return;
685 }
686
687 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
688 {
689 #if 0
690 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
691 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
692 #endif
693 return;
694 }
695
696 if (op->type == PLAYER && op->contr->last_used == tmp)
697 op->contr->last_used = tmp->below ? tmp->below
698 : tmp->above ? tmp->above
699 : 0;
700
701 if (op->container)
702 {
703 if (op->type == PLAYER)
704 put_object_in_sack (op, op->container, tmp, op->contr->count);
705 else
706 put_object_in_sack (op, op->container, tmp, 0);
707 }
708 else
709 {
710 if (op->type == PLAYER)
711 drop_object (op, tmp, op->contr->count);
712 else
713 drop_object (op, tmp, 0);
714 }
715
716 if (op->type == PLAYER)
717 op->contr->count = 0;
718 }
719
720 /* Command will drop all items that have not been locked */
721 int
722 command_dropall (object *op, char *params)
723 {
724
725 if (op->inv == NULL)
726 {
727 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
728 return 0;
729 }
730
731 object *curinv = op->inv;
732 object *nextinv;
733
734 /*
735 This is the default. Drops everything not locked or considered
736 not something that should be dropped.
737 */
738 /*
739 Care must be taken that the next item pointer is not to money as
740 the drop() routine will do unknown things to it when dropping
741 in a shop. --Tero.Pelander@utu.fi
742 */
743
744 int cnt = MAX_ITEM_PER_DROP;
745
746 if (!params)
747 {
748 while (curinv)
749 {
750 nextinv = curinv->below;
751
752 while (nextinv && nextinv->type == MONEY)
753 nextinv = nextinv->below;
754
755 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
756 curinv->type != FOOD && curinv->type != KEY &&
757 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
758 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
759 {
760 drop (op, curinv);
761 if (--cnt <= 0) break;
762 }
763
764 curinv = nextinv;
765 }
766 }
767 else if (strcmp (params, "weapons") == 0)
768 {
769 while (curinv)
770 {
771 nextinv = curinv->below;
772
773 while (nextinv && nextinv->type == MONEY)
774 nextinv = nextinv->below;
775
776 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
777 {
778 drop (op, curinv);
779 if (--cnt <= 0) break;
780 }
781
782 curinv = nextinv;
783 }
784 }
785 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
786 {
787 while (curinv)
788 {
789 nextinv = curinv->below;
790
791 while (nextinv && nextinv->type == MONEY)
792 nextinv = nextinv->below;
793
794 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
795 {
796 drop (op, curinv);
797 if (--cnt <= 0) break;
798 }
799
800 curinv = nextinv;
801 }
802 }
803 else if (strcmp (params, "misc") == 0)
804 {
805 while (curinv)
806 {
807 nextinv = curinv->below;
808
809 while (nextinv && nextinv->type == MONEY)
810 nextinv = nextinv->below;
811
812 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
813 {
814 switch (curinv->type)
815 {
816 case HORN:
817 case BOOK:
818 case SPELLBOOK:
819 case GIRDLE:
820 case AMULET:
821 case RING:
822 case CLOAK:
823 case BOOTS:
824 case GLOVES:
825 case BRACERS:
826 case SCROLL:
827 case ARMOUR_IMPROVER:
828 case WEAPON_IMPROVER:
829 case WAND:
830 case ROD:
831 case POTION:
832 drop (op, curinv);
833 curinv = nextinv;
834 break;
835 default:
836 curinv = nextinv;
837 break;
838 }
839
840 if (--cnt <= 0) break;
841 }
842
843 curinv = nextinv;
844 }
845 }
846
847 if (cnt <= 0)
848 op->failmsg ("Only dropped some items, can't drop that many items at once.");
849
850 /* draw_look(op);*/
851 return 0;
852 }
853
854 /* Object op wants to drop object(s) params. params can be a
855 * comma seperated list.
856 */
857 int
858 command_drop (object *op, char *params)
859 {
860 object *tmp, *next;
861 int did_one = 0;
862
863 if (!params)
864 {
865 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
866 return 0;
867 }
868 else
869 {
870 int cnt = MAX_ITEM_PER_DROP;
871
872 for (tmp = op->inv; tmp; tmp = next)
873 {
874 next = tmp->below;
875 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
876 continue;
877
878 if (item_matched_string (op, tmp, params))
879 {
880 drop (op, tmp);
881 if (--cnt <= 0) break;
882 did_one = 1;
883 }
884 }
885
886 if (!did_one)
887 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
888
889 if (cnt <= 0)
890 op->failmsg ("Only dropped some items, can't drop that many items at once.");
891 }
892
893 return 0;
894 }
895
896 int
897 command_examine (object *op, char *params)
898 {
899 if (!params)
900 {
901 object *tmp = op->below;
902
903 while (tmp && !tmp->client_visible ())
904 tmp = tmp->below;
905
906 if (tmp)
907 examine (op, tmp);
908 }
909 else
910 {
911 object *tmp = find_best_object_match (op, params);
912
913 if (tmp)
914 examine (op, tmp);
915 else
916 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
917 }
918
919 return 0;
920 }
921
922 /* op should be a player.
923 * we return the object the player has marked with the 'mark' command
924 * below. If no match is found (or object has changed), we return
925 * NULL. We leave it up to the calling function to print messages if
926 * nothing is found.
927 */
928 object *
929 find_marked_object (object *op)
930 {
931 object *tmp;
932
933 if (!op || !op->contr)
934 return NULL;
935
936 if (!op->contr->mark)
937 {
938 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
939 return 0;
940 }
941
942 /* This may seem like overkill, but we need to make sure that they
943 * player hasn't dropped the item. We use count on the off chance that
944 * an item got reincarnated at some point.
945 */
946 for (tmp = op->inv; tmp; tmp = tmp->below)
947 {
948 if (tmp->invisible)
949 continue;
950
951 if (tmp == op->contr->mark)
952 {
953 if (!tmp->destroyed ())
954 return tmp;
955 else
956 {
957 op->contr->mark = 0;
958 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
959 return 0;
960 }
961 }
962 }
963
964 return 0;
965 }
966
967 std::string
968 object::describe_monster (object *who)
969 {
970 dynbuf_text buf (512, 512);
971
972 object *mon = head ? head : this;
973
974 if (QUERY_FLAG (mon, FLAG_UNDEAD))
975 buf << "It is an undead force.\n";
976
977 if (mon->level > who->level)
978 buf << "It is likely more powerful than you.\n";
979 else if (mon->level < who->level)
980 buf << "It is likely less powerful than you.\n";
981 else
982 buf << "It is probably as powerful as you.\n";
983
984 if (mon->attacktype & AT_ACID)
985 buf << "You seem to smell an acrid odor.\n";
986
987 /* Anyone know why this used to use the clone value instead of the
988 * maxhp field? This seems that it should give more accurate results.
989 */
990 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
991 { /* From 1-4 */
992 case 1:
993 buf << "It is in a bad shape.\n";
994 break;
995 case 2:
996 buf << "It is hurt.\n";
997 break;
998 case 3:
999 buf << "It is somewhat hurt.\n";
1000 break;
1001 case 4:
1002 buf << "It is in excellent shape.\n";
1003 break;
1004 }
1005
1006 if (present_in_ob (POISONING, mon))
1007 buf << "It looks very ill.\n";
1008
1009 return buf;
1010 }
1011
1012 /* tmp is the object being described, pl is who is examing it. */
1013 const char *
1014 long_desc (object *tmp, object *pl)
1015 {
1016 static std::string s;
1017
1018 return (s = tmp->long_desc (pl)).c_str ();
1019 }
1020
1021 std::string
1022 object::long_desc (object *who)
1023 {
1024 std::string buf (query_name (this));
1025
1026 switch (type)
1027 {
1028 case RING:
1029 case SKILL:
1030 case WEAPON:
1031 case ARMOUR:
1032 case BRACERS:
1033 case HELMET:
1034 case SHIELD:
1035 case BOOTS:
1036 case GLOVES:
1037 case AMULET:
1038 case GIRDLE:
1039 case BOW:
1040 case ARROW:
1041 case CLOAK:
1042 case FOOD:
1043 case DRINK:
1044 case FLESH:
1045 case SKILL_TOOL:
1046 case POWER_CRYSTAL:
1047 {
1048 const char *cp = ::describe_item (this, who);
1049
1050 if (*cp)
1051 {
1052 buf.append (" ");
1053 buf.append (cp);
1054 }
1055 }
1056 }
1057
1058 return buf;
1059 }
1060
1061 /* op is the player
1062 * tmp is the monster being examined.
1063 */
1064 void
1065 examine_monster (object *op, object *tmp)
1066 {
1067 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1068 }
1069
1070 std::string
1071 object::describe (object *who)
1072 {
1073 dynbuf_text buf (1024, 1024);
1074
1075 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1076
1077 if (custom_name)
1078 buf.printf ("You call it %s\n", &custom_name);
1079
1080 switch (type)
1081 {
1082 case SPELLBOOK:
1083 if (flag [FLAG_IDENTIFIED] && inv)
1084 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1085 break;
1086
1087 case BOOK:
1088 if (msg)
1089 buf << "Something is written in it.\n";
1090 break;
1091
1092 case CONTAINER:
1093 if (race != NULL)
1094 {
1095 if (weight_limit && stats.Str < 100)
1096 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1097 &race, weight_limit / (10.0 * (100 - stats.Str)));
1098 else
1099 buf.printf ("It can hold only %s.\n", &race);
1100 }
1101 else if (weight_limit && stats.Str < 100)
1102 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1103 break;
1104
1105 case WAND:
1106 if (flag [FLAG_IDENTIFIED])
1107 buf.printf ("It has %d charges left.\n", stats.food);
1108 break;
1109 }
1110
1111 if (materialname && !msg)
1112 buf.printf ("It is made of: %s.\n", &materialname);
1113
1114 if (who)
1115 /* Where to wear this item */
1116 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1117 if (slot[i].info)
1118 {
1119 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1120
1121 if (slot[i].info < -1 && who->slot[i].info)
1122 buf.printf ("(%d)", -slot[i].info);
1123
1124 buf << ".\n";
1125 }
1126
1127 if (weight)
1128 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1129
1130 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1131 {
1132 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1133
1134 if (is_in_shop (who))
1135 {
1136 if (flag [FLAG_UNPAID])
1137 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1138 else
1139 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1140 }
1141 }
1142
1143 if (flag [FLAG_MONSTER])
1144 buf << describe_monster (who);
1145
1146 /* Is this item buildable? */
1147 if (flag [FLAG_IS_BUILDABLE])
1148 buf << "This is a buildable item.\n";
1149
1150 /* Does the object have a message? Don't show message for all object
1151 * types - especially if the first entry is a match
1152 */
1153 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1154 {
1155 /* This is just a hack so when identifying the items, we print
1156 * out the extra message
1157 */
1158 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1159 buf << "The object has a story:\n";
1160
1161 buf << msg << '\n';
1162 }
1163
1164 buf << '\n';
1165
1166 return std::string (buf.linearise (), buf.size ());
1167 }
1168
1169 static void
1170 display_new_pickup (object *op)
1171 {
1172 int i = op->contr->mode;
1173
1174 if (!(i & PU_NEWMODE))
1175 return;
1176
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1179 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1181
1182 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1183
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1187
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1190
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1192 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1194
1195 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1198 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1204
1205 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1208 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1209
1210 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1211
1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1214
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1216 }
1217
1218 int
1219 command_pickup (object *op, char *params)
1220 {
1221 uint32 i;
1222 static const char *names[] = {
1223 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1224 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1225 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1226 "jewels", "flesh", NULL
1227 };
1228 static uint32 modes[] = {
1229 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1230 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1231 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1232 PU_JEWELS, PU_FLESH, 0
1233 };
1234
1235 if (!params)
1236 {
1237 /* if the new mode is used, just print the settings */
1238 if (op->contr->mode & PU_NEWMODE)
1239 {
1240 display_new_pickup (op);
1241 return 1;
1242 }
1243 if (1)
1244 LOG (llevDebug, "command_pickup: !params\n");
1245 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1246 return 0;
1247 }
1248
1249 while (*params == ' ' && *params)
1250 params++;
1251
1252 if (*params == '+' || *params == '-')
1253 {
1254 int mode;
1255
1256 for (mode = 0; names[mode]; mode++)
1257 {
1258 if (!strcmp (names[mode], params + 1))
1259 {
1260 i = op->contr->mode;
1261 if (!(i & PU_NEWMODE))
1262 i = PU_NEWMODE;
1263 if (*params == '+')
1264 i = i | modes[mode];
1265 else
1266 i = i & ~modes[mode];
1267 op->contr->mode = i;
1268 display_new_pickup (op);
1269 return 1;
1270 }
1271 }
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1273 return 1;
1274 }
1275
1276 if (sscanf (params, "%u", &i) != 1)
1277 {
1278 if (1)
1279 LOG (llevDebug, "command_pickup: params==NULL\n");
1280 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1281 return 1;
1282 }
1283 set_pickup_mode (op, i);
1284
1285 return 1;
1286 }
1287
1288 void
1289 set_pickup_mode (object *op, int i)
1290 {
1291 switch (op->contr->mode = i)
1292 {
1293 case 0:
1294 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1295 break;
1296 case 1:
1297 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1298 break;
1299 case 2:
1300 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1301 break;
1302 case 3:
1303 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1304 break;
1305 case 4:
1306 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1307 break;
1308 case 5:
1309 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1310 break;
1311 case 6:
1312 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1313 break;
1314 case 7:
1315 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1316 break;
1317 }
1318 }
1319
1320 int
1321 command_search_items (object *op, char *params)
1322 {
1323 char buf[MAX_BUF];
1324
1325 if (settings.search_items == FALSE)
1326 return 1;
1327
1328 if (params == NULL)
1329 {
1330 if (op->contr->search_str[0] == '\0')
1331 {
1332 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1333 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1334 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1335 return 1;
1336 }
1337
1338 op->contr->search_str[0] = '\0';
1339 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1340 op->update_stats ();
1341 return 1;
1342 }
1343
1344 if ((int) strlen (params) >= MAX_BUF)
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1347 return 1;
1348 }
1349
1350 strcpy (op->contr->search_str, params);
1351 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1352 new_draw_info (NDI_UNIQUE, 0, op, buf);
1353 op->update_stats ();
1354 return 1;
1355 }
1356