1 |
/* |
2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Crossfire TRT is free software; you can redistribute it and/or modify it |
9 |
* under the terms of the GNU General Public License as published by the Free |
10 |
* Software Foundation; either version 2 of the License, or (at your option) |
11 |
* any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, but |
14 |
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 |
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 |
* for more details. |
17 |
* |
18 |
* You should have received a copy of the GNU General Public License along |
19 |
* with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 |
* Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 |
* |
22 |
* The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
/* |
26 |
* Object (handling) commands |
27 |
*/ |
28 |
|
29 |
#include <global.h> |
30 |
#include <loader.h> |
31 |
#include <skills.h> |
32 |
#include <sproto.h> |
33 |
#include <living.h> |
34 |
#include <math.h> |
35 |
|
36 |
/* |
37 |
* Object id parsing functions |
38 |
*/ |
39 |
|
40 |
#define ADD_ITEM(NEW,COUNT)\ |
41 |
if(!first) {\ |
42 |
first = new objectlink;\ |
43 |
last=first;\ |
44 |
} else {\ |
45 |
last->next = new objectlink;\ |
46 |
last=last->next;\ |
47 |
}\ |
48 |
last->next=0;\ |
49 |
last->ob=(NEW);\ |
50 |
last->id=(COUNT); |
51 |
|
52 |
/** |
53 |
* Search the inventory of 'pl' for what matches best with params. |
54 |
* we use item_matched_string above - this gives us consistent behaviour |
55 |
* between many commands. Return the best match, or NULL if no match. |
56 |
* aflag is used with apply -u , and apply -a to |
57 |
* only unapply applied, or apply unapplied objects |
58 |
**/ |
59 |
static object * |
60 |
find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) |
61 |
{ |
62 |
object *best = 0; |
63 |
int match_val = 0; |
64 |
|
65 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
66 |
{ |
67 |
if (tmp->invisible) |
68 |
continue; |
69 |
|
70 |
int tmpmatch = item_matched_string (pl, tmp, params); |
71 |
|
72 |
if (tmpmatch > match_val) |
73 |
{ |
74 |
if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) |
75 |
continue; |
76 |
|
77 |
if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) |
78 |
continue; |
79 |
|
80 |
match_val = tmpmatch; |
81 |
best = tmp; |
82 |
} |
83 |
} |
84 |
|
85 |
return best; |
86 |
} |
87 |
|
88 |
/** |
89 |
* Shortcut to find_best_apply_object_match(pl, params, AF_NULL); |
90 |
**/ |
91 |
object * |
92 |
find_best_object_match (object *pl, const char *params) |
93 |
{ |
94 |
return find_best_apply_object_match (pl, params, AP_TOGGLE); |
95 |
} |
96 |
|
97 |
int |
98 |
command_uskill (object *pl, char *params) |
99 |
{ |
100 |
if (!params) |
101 |
{ |
102 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); |
103 |
return 0; |
104 |
} |
105 |
|
106 |
return use_skill (pl, params); |
107 |
} |
108 |
|
109 |
int |
110 |
command_rskill (object *pl, char *params) |
111 |
{ |
112 |
object *skill; |
113 |
|
114 |
if (!params) |
115 |
{ |
116 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); |
117 |
return 0; |
118 |
} |
119 |
|
120 |
skill = find_skill_by_name (pl, params); |
121 |
|
122 |
if (!skill) |
123 |
{ |
124 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); |
125 |
return 0; |
126 |
} |
127 |
|
128 |
pl->change_skill (0); |
129 |
apply_special (pl, skill, AP_APPLY); |
130 |
return 1; |
131 |
} |
132 |
|
133 |
/* These functions (command_search, command_disarm) are really just wrappers for |
134 |
* things like 'use_skill ...'). In fact, they should really be obsoleted |
135 |
* and replaced with those. |
136 |
*/ |
137 |
int |
138 |
command_search (object *op, char *params) |
139 |
{ |
140 |
return use_skill (op, skill_names[SK_FIND_TRAPS]); |
141 |
} |
142 |
|
143 |
int |
144 |
command_disarm (object *op, char *params) |
145 |
{ |
146 |
return use_skill (op, skill_names[SK_DISARM_TRAPS]); |
147 |
} |
148 |
|
149 |
/* A little special because we do want to pass the full params along |
150 |
* as it includes the object to throw. |
151 |
*/ |
152 |
int |
153 |
command_throw (object *op, char *params) |
154 |
{ |
155 |
if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING])) |
156 |
return do_skill (op, op, skop, op->facing, params); |
157 |
else |
158 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); |
159 |
|
160 |
return 0; |
161 |
} |
162 |
|
163 |
int |
164 |
command_apply (object *op, char *params) |
165 |
{ |
166 |
if (!params) |
167 |
{ |
168 |
player_apply_below (op); |
169 |
return 0; |
170 |
} |
171 |
else |
172 |
{ |
173 |
apply_flag aflag = (apply_flag)0; |
174 |
|
175 |
while (*params == ' ') |
176 |
params++; |
177 |
|
178 |
if (!strncmp (params, "-a ", 3)) |
179 |
{ |
180 |
aflag = AP_APPLY; |
181 |
params += 3; |
182 |
} |
183 |
|
184 |
if (!strncmp (params, "-u ", 3)) |
185 |
{ |
186 |
aflag = AP_UNAPPLY; |
187 |
params += 3; |
188 |
} |
189 |
|
190 |
while (*params == ' ') |
191 |
params++; |
192 |
|
193 |
if (object *inv = find_best_apply_object_match (op, params, aflag)) |
194 |
player_apply (op, inv, aflag, 0); |
195 |
else |
196 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); |
197 |
} |
198 |
|
199 |
return 0; |
200 |
} |
201 |
|
202 |
/* |
203 |
* Check if an item op can be put into a sack. If pl exists then tell |
204 |
* a player the reason of failure. |
205 |
* returns 1 if it will fit, 0 if it will not. nrof is the number of |
206 |
* objects (op) we want to put in. We specify it separately instead of |
207 |
* using op->nrof because often times, a player may have specified a |
208 |
* certain number of objects to drop, so we can pass that number, and |
209 |
* not need to use split_ob and stuff. |
210 |
*/ |
211 |
int |
212 |
sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) |
213 |
{ |
214 |
|
215 |
if (!QUERY_FLAG (sack, FLAG_APPLIED)) |
216 |
{ |
217 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); |
218 |
return 0; |
219 |
} |
220 |
if (sack == op) |
221 |
{ |
222 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); |
223 |
return 0; |
224 |
} |
225 |
if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) |
226 |
{ |
227 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); |
228 |
return 0; |
229 |
} |
230 |
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) |
231 |
{ |
232 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); |
233 |
return 0; |
234 |
} |
235 |
if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * |
236 |
(op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) |
237 |
* (100 - sack->stats.Str) / 100) > sack->weight_limit) |
238 |
{ |
239 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); |
240 |
return 0; |
241 |
} |
242 |
/* All other checks pass, must be OK */ |
243 |
return 1; |
244 |
} |
245 |
|
246 |
/* Pick up commands follow */ |
247 |
|
248 |
/* pl = player (not always - monsters can use this now) |
249 |
* op is the object to put tmp into, |
250 |
* tmp is the object to pick up, nrof is the number to |
251 |
* pick up (0 means all of them) |
252 |
*/ |
253 |
static void |
254 |
pick_up_object (object *pl, object *op, object *tmp, int nrof) |
255 |
{ |
256 |
/* buf needs to be big (more than 256 chars) because you can get |
257 |
* very long item names. |
258 |
*/ |
259 |
char buf[HUGE_BUF]; |
260 |
object *env = tmp->env; |
261 |
uint32 weight, effective_weight_limit; |
262 |
int tmp_nrof = tmp->nrof ? tmp->nrof : 1; |
263 |
|
264 |
/* IF the player is flying & trying to take the item out of a container |
265 |
* that is in his inventory, let him. tmp->env points to the container |
266 |
* (sack, luggage, etc), tmp->env->env then points to the player (nested |
267 |
* containers not allowed as of now) |
268 |
*/ |
269 |
if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl) |
270 |
{ |
271 |
new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!"); |
272 |
return; |
273 |
} |
274 |
|
275 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
276 |
return; |
277 |
|
278 |
if (nrof > tmp_nrof || nrof == 0) |
279 |
nrof = tmp_nrof; |
280 |
|
281 |
/* Figure out how much weight this object will add to the player */ |
282 |
weight = tmp->weight * nrof; |
283 |
if (tmp->inv) |
284 |
weight += tmp->carrying * (100 - tmp->stats.Str) / 100; |
285 |
|
286 |
if (pl->stats.Str <= MAX_STAT) |
287 |
effective_weight_limit = weight_limit[pl->stats.Str]; |
288 |
else |
289 |
effective_weight_limit = weight_limit[MAX_STAT]; |
290 |
|
291 |
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) |
292 |
{ |
293 |
new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); |
294 |
return; |
295 |
} |
296 |
|
297 |
if (nrof != tmp_nrof) |
298 |
{ |
299 |
object *tmp2 = tmp; |
300 |
|
301 |
tmp = get_split_ob (tmp, nrof); |
302 |
if (!tmp) |
303 |
{ |
304 |
new_draw_info (NDI_UNIQUE, 0, pl, errmsg); |
305 |
return; |
306 |
} |
307 |
|
308 |
/* Tell the client what happened to the rest of objects */ |
309 |
if (pl->contr) |
310 |
if (tmp2->destroyed ()) |
311 |
esrv_del_item (pl->contr, tmp2->count); |
312 |
else |
313 |
esrv_update_item (UPD_NROF, pl, tmp2); |
314 |
} |
315 |
else |
316 |
{ |
317 |
/* If the object is in a container, send a delete to the client. |
318 |
* - we are moving all the items from the container to elsewhere, |
319 |
* so it needs to be deleted. |
320 |
*/ |
321 |
if (!QUERY_FLAG (tmp, FLAG_REMOVED)) |
322 |
{ |
323 |
if (tmp->env && pl->type == PLAYER) |
324 |
esrv_del_item (pl->contr, tmp->count); |
325 |
|
326 |
tmp->remove (); /* Unlink it */ |
327 |
} |
328 |
} |
329 |
|
330 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
331 |
sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP)); |
332 |
else |
333 |
sprintf (buf, "You pick up the %s.", query_name (tmp)); |
334 |
|
335 |
new_draw_info (NDI_UNIQUE, 0, pl, buf); |
336 |
|
337 |
tmp = insert_ob_in_ob (tmp, op); |
338 |
|
339 |
/* All the stuff below deals with client/server code, and is only |
340 |
* usable by players |
341 |
*/ |
342 |
if (pl->contr) |
343 |
{ |
344 |
esrv_send_item (pl, tmp); |
345 |
|
346 |
/* These are needed to update the weight for the container we |
347 |
* are putting the object in. |
348 |
*/ |
349 |
if (op != pl) |
350 |
{ |
351 |
esrv_update_item (UPD_WEIGHT, pl, op); |
352 |
esrv_send_item (pl, pl); |
353 |
} |
354 |
|
355 |
/* Update the container the object was in */ |
356 |
if (env && env != pl && env != op) |
357 |
esrv_update_item (UPD_WEIGHT, pl, env); |
358 |
} |
359 |
} |
360 |
|
361 |
/* modified slightly to allow monsters use this -b.t. 5-31-95 */ |
362 |
void |
363 |
pick_up (object *op, object *alt) |
364 |
{ |
365 |
int need_fix_tmp = 0; |
366 |
object *tmp = NULL; |
367 |
maptile *tmp_map = NULL; |
368 |
int count; |
369 |
|
370 |
/* Decide which object to pick. */ |
371 |
if (alt) |
372 |
{ |
373 |
if (!can_pick (op, alt)) |
374 |
{ |
375 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); |
376 |
goto leave; |
377 |
} |
378 |
tmp = alt; |
379 |
} |
380 |
else |
381 |
{ |
382 |
if (op->below == NULL || !can_pick (op, op->below)) |
383 |
{ |
384 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); |
385 |
goto leave; |
386 |
} |
387 |
|
388 |
tmp = op->below; |
389 |
} |
390 |
|
391 |
/* Try to catch it. */ |
392 |
tmp_map = tmp->map; |
393 |
tmp = stop_item (tmp); |
394 |
if (tmp == NULL) |
395 |
goto leave; |
396 |
need_fix_tmp = 1; |
397 |
if (!can_pick (op, tmp)) |
398 |
goto leave; |
399 |
|
400 |
if (op->type == PLAYER) |
401 |
{ |
402 |
count = op->contr->count; |
403 |
if (count == 0) |
404 |
count = tmp->nrof; |
405 |
} |
406 |
else |
407 |
count = tmp->nrof; |
408 |
|
409 |
/* container is open, so use it */ |
410 |
if (op->container) |
411 |
{ |
412 |
alt = op->container; |
413 |
if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) |
414 |
goto leave; |
415 |
} |
416 |
else |
417 |
{ /* non container pickup */ |
418 |
for (alt = op->inv; alt; alt = alt->below) |
419 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && |
420 |
alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) |
421 |
break; /* perfect match */ |
422 |
|
423 |
if (!alt) |
424 |
for (alt = op->inv; alt; alt = alt->below) |
425 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) |
426 |
break; /* General container comes next */ |
427 |
|
428 |
if (!alt) |
429 |
alt = op; /* No free containers */ |
430 |
} |
431 |
|
432 |
if (tmp->env == alt) |
433 |
{ |
434 |
/* here it could be possible to check rent, |
435 |
* if someone wants to implement it |
436 |
*/ |
437 |
alt = op; |
438 |
} |
439 |
#ifdef PICKUP_DEBUG |
440 |
LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); |
441 |
#endif |
442 |
|
443 |
/* startequip items are not allowed to be put into containers: */ |
444 |
if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
445 |
{ |
446 |
new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); |
447 |
goto leave; |
448 |
} |
449 |
|
450 |
pick_up_object (op, alt, tmp, count); |
451 |
|
452 |
if (tmp->destroyed () || tmp->env) |
453 |
need_fix_tmp = 0; |
454 |
|
455 |
if (op->type == PLAYER) |
456 |
op->contr->count = 0; |
457 |
|
458 |
goto leave; |
459 |
|
460 |
leave: |
461 |
if (need_fix_tmp) |
462 |
fix_stopped_item (tmp, tmp_map, op); |
463 |
} |
464 |
|
465 |
/* This takes (picks up) and item. op is the player |
466 |
* who issued the command. params is a string to |
467 |
* match against the item name. Basically, always |
468 |
* returns zero, but that should be improved. |
469 |
*/ |
470 |
int |
471 |
command_take (object *op, char *params) |
472 |
{ |
473 |
object *tmp, *next; |
474 |
|
475 |
if (op->container) |
476 |
tmp = op->container->inv; |
477 |
else |
478 |
{ |
479 |
tmp = op->above; |
480 |
if (tmp) |
481 |
while (tmp->above) |
482 |
tmp = tmp->above; |
483 |
|
484 |
if (!tmp) |
485 |
tmp = op->below; |
486 |
} |
487 |
|
488 |
if (!tmp) |
489 |
{ |
490 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); |
491 |
return 0; |
492 |
} |
493 |
|
494 |
/* Makes processing easier */ |
495 |
if (params && *params == '\0') |
496 |
params = 0; |
497 |
|
498 |
while (tmp) |
499 |
{ |
500 |
next = tmp->below; |
501 |
|
502 |
if (tmp->invisible) |
503 |
{ |
504 |
tmp = next; |
505 |
continue; |
506 |
} |
507 |
|
508 |
/* This following two if and else if could be merged into line |
509 |
* but that probably will make it more difficult to read, and |
510 |
* not make it any more efficient |
511 |
*/ |
512 |
if (params && item_matched_string (op, tmp, params)) |
513 |
pick_up (op, tmp); |
514 |
else if (can_pick (op, tmp) && !params) |
515 |
{ |
516 |
pick_up (op, tmp); |
517 |
break; |
518 |
} |
519 |
|
520 |
tmp = next; |
521 |
} |
522 |
|
523 |
if (!params && !tmp) |
524 |
{ |
525 |
for (tmp = op->below; tmp; tmp = tmp->below) |
526 |
if (!tmp->invisible) |
527 |
{ |
528 |
char buf[MAX_BUF]; |
529 |
|
530 |
sprintf (buf, "You can't pick up a %s.", &tmp->name); |
531 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
532 |
break; |
533 |
} |
534 |
|
535 |
if (!tmp) |
536 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); |
537 |
} |
538 |
|
539 |
return 0; |
540 |
} |
541 |
|
542 |
|
543 |
/* |
544 |
* This function was part of drop, now is own function. |
545 |
* Player 'op' tries to put object 'tmp' into sack 'sack', |
546 |
* if nrof is non zero, then nrof objects is tried to put into sack. |
547 |
* Note that the 'sack' in question can now be a transport, |
548 |
* so this function isn't named very good anymore. |
549 |
*/ |
550 |
void |
551 |
put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) |
552 |
{ |
553 |
object *tmp2, *sack2; |
554 |
char buf[MAX_BUF]; |
555 |
|
556 |
if (sack == tmp) |
557 |
return; /* Can't put an object in itself */ |
558 |
|
559 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
560 |
{ |
561 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); |
562 |
return; |
563 |
} |
564 |
|
565 |
if (tmp->type == CONTAINER && tmp->inv) |
566 |
{ |
567 |
|
568 |
/* Eneq(@csd.uu.se): If the object to be dropped is a container |
569 |
* we instead move the contents of that container into the active |
570 |
* container, this is only done if the object has something in it. |
571 |
*/ |
572 |
sack2 = tmp; |
573 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); |
574 |
|
575 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) |
576 |
{ |
577 |
tmp = tmp2->below; |
578 |
|
579 |
if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof))) |
580 |
{ |
581 |
put_object_in_sack (op, sack, tmp2, 0); |
582 |
} |
583 |
else |
584 |
{ |
585 |
sprintf (buf, "Your %s fills up.", query_name (sack)); |
586 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
587 |
break; |
588 |
} |
589 |
} |
590 |
|
591 |
esrv_update_item (UPD_WEIGHT, op, sack2); |
592 |
return; |
593 |
} |
594 |
|
595 |
/* Don't worry about this for containers - our caller should have |
596 |
* already checked this. |
597 |
*/ |
598 |
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) |
599 |
return; |
600 |
|
601 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
602 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
603 |
return; |
604 |
|
605 |
/* we want to put some portion of the item into the container */ |
606 |
if (nrof && tmp->nrof != nrof) |
607 |
{ |
608 |
object *tmp2 = tmp; |
609 |
|
610 |
tmp = get_split_ob (tmp, nrof); |
611 |
|
612 |
if (!tmp) |
613 |
{ |
614 |
new_draw_info (NDI_UNIQUE, 0, op, errmsg); |
615 |
return; |
616 |
} |
617 |
/* Tell a client what happened other objects */ |
618 |
if (tmp2->destroyed ()) |
619 |
esrv_del_item (op->contr, tmp2->count); |
620 |
else /* this can proably be replaced with an update */ |
621 |
esrv_send_item (op, tmp2); |
622 |
} |
623 |
else |
624 |
tmp->remove (); |
625 |
|
626 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); |
627 |
tmp2 = insert_ob_in_ob (tmp, sack); |
628 |
op->update_stats (); /* This is overkill, fix_player() is called somewhere */ |
629 |
/* in object.c */ |
630 |
|
631 |
/* If an object merged (and thus, different object), we need to |
632 |
* delete the original. |
633 |
*/ |
634 |
if (tmp2 != tmp) |
635 |
esrv_del_item (op->contr, tmp->count); |
636 |
|
637 |
esrv_send_item (op, tmp2); |
638 |
|
639 |
/* update the sacks weight */ |
640 |
esrv_update_item (UPD_WEIGHT, op, sack); |
641 |
} |
642 |
|
643 |
/* |
644 |
* This function was part of drop, now is own function. |
645 |
* Player 'op' tries to drop object 'tmp', if tmp is non zero, then |
646 |
* nrof objects is tried to dropped. |
647 |
* This is used when dropping objects onto the floor. |
648 |
*/ |
649 |
void |
650 |
drop_object (object *op, object *tmp, uint32 nrof) |
651 |
{ |
652 |
char buf[MAX_BUF]; |
653 |
object *floor; |
654 |
|
655 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
656 |
return; |
657 |
|
658 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
659 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
660 |
return; /* can't unapply it */ |
661 |
|
662 |
//fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D |
663 |
|
664 |
/* We are only dropping some of the items. We split the current object |
665 |
* off |
666 |
*/ |
667 |
if (nrof && tmp->nrof != nrof) |
668 |
{ |
669 |
object *tmp2 = tmp; |
670 |
|
671 |
tmp = get_split_ob (tmp, nrof); |
672 |
if (!tmp) |
673 |
{ |
674 |
new_draw_info (NDI_UNIQUE, 0, op, errmsg); |
675 |
return; |
676 |
} |
677 |
/* Tell a client what happened rest of objects. tmp2 is now the |
678 |
* original object |
679 |
*/ |
680 |
if (op->type == PLAYER) |
681 |
{ |
682 |
if (tmp2->destroyed ()) |
683 |
esrv_del_item (op->contr, tmp2->count); |
684 |
else |
685 |
esrv_send_item (op, tmp2); |
686 |
} |
687 |
} |
688 |
else |
689 |
tmp->remove (); |
690 |
|
691 |
if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op))) |
692 |
return; |
693 |
|
694 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
695 |
{ |
696 |
sprintf (buf, "You drop the %s.", query_name (tmp)); |
697 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
698 |
new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it."); |
699 |
|
700 |
if (op->type == PLAYER) |
701 |
esrv_del_item (op->contr, tmp->count); |
702 |
|
703 |
tmp->destroy (); |
704 |
op->update_stats (); |
705 |
return; |
706 |
} |
707 |
|
708 |
if (op->type == PLAYER) |
709 |
esrv_del_item (op->contr, tmp->count); |
710 |
|
711 |
/* Call this before we update the various windows/players. At least |
712 |
* that we, we know the weight is correct. |
713 |
*/ |
714 |
op->update_stats (); /* This is overkill, fix_player() is called somewhere */ |
715 |
/* in object.c */ |
716 |
|
717 |
if (op->type == PLAYER) |
718 |
{ |
719 |
/* Need to update the weight for the player */ |
720 |
esrv_send_item (op, op); |
721 |
op->contr->ns->floorbox_update (); |
722 |
} |
723 |
|
724 |
for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above) |
725 |
if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op))) |
726 |
return; |
727 |
|
728 |
if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY) |
729 |
sell_item (tmp, op); |
730 |
|
731 |
tmp->x = op->x; |
732 |
tmp->y = op->y; |
733 |
|
734 |
insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
735 |
} |
736 |
|
737 |
void |
738 |
drop (object *op, object *tmp) |
739 |
{ |
740 |
/* Hopeful fix for disappearing objects when dropping from a container - |
741 |
* somehow, players get an invisible object in the container, and the |
742 |
* old logic would skip over invisible objects - works fine for the |
743 |
* playes inventory, but drop inventory wants to use the next value. |
744 |
*/ |
745 |
if (tmp->invisible) |
746 |
{ |
747 |
/* if the following is the case, it must be in an container. */ |
748 |
if (tmp->env && tmp->env->type != PLAYER) |
749 |
{ |
750 |
/* Just toss the object - probably shouldn't be hanging |
751 |
* around anyways |
752 |
*/ |
753 |
tmp->remove (); |
754 |
tmp->destroy (); |
755 |
return; |
756 |
} |
757 |
else |
758 |
{ |
759 |
while (tmp != NULL && tmp->invisible) |
760 |
tmp = tmp->below; |
761 |
} |
762 |
} |
763 |
|
764 |
if (tmp == NULL) |
765 |
{ |
766 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); |
767 |
return; |
768 |
} |
769 |
if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
770 |
{ |
771 |
new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); |
772 |
return; |
773 |
} |
774 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
775 |
{ |
776 |
#if 0 |
777 |
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ |
778 |
new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); |
779 |
#endif |
780 |
return; |
781 |
} |
782 |
|
783 |
if (op->type == PLAYER && op->contr->last_used == tmp) |
784 |
op->contr->last_used = tmp->below ? tmp->below |
785 |
: tmp->above ? tmp->above |
786 |
: 0; |
787 |
|
788 |
if (op->container) |
789 |
{ |
790 |
if (op->type == PLAYER) |
791 |
put_object_in_sack (op, op->container, tmp, op->contr->count); |
792 |
else |
793 |
put_object_in_sack (op, op->container, tmp, 0); |
794 |
} |
795 |
else |
796 |
{ |
797 |
if (op->type == PLAYER) |
798 |
drop_object (op, tmp, op->contr->count); |
799 |
else |
800 |
drop_object (op, tmp, 0); |
801 |
} |
802 |
|
803 |
if (op->type == PLAYER) |
804 |
op->contr->count = 0; |
805 |
} |
806 |
|
807 |
|
808 |
|
809 |
/* Command will drop all items that have not been locked */ |
810 |
int |
811 |
command_dropall (object *op, char *params) |
812 |
{ |
813 |
|
814 |
object *curinv, *nextinv; |
815 |
|
816 |
if (op->inv == NULL) |
817 |
{ |
818 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); |
819 |
return 0; |
820 |
} |
821 |
|
822 |
curinv = op->inv; |
823 |
|
824 |
/* |
825 |
This is the default. Drops everything not locked or considered |
826 |
not something that should be dropped. |
827 |
*/ |
828 |
/* |
829 |
Care must be taken that the next item pointer is not to money as |
830 |
the drop() routine will do unknown things to it when dropping |
831 |
in a shop. --Tero.Pelander@utu.fi |
832 |
*/ |
833 |
|
834 |
if (params == NULL) |
835 |
{ |
836 |
while (curinv != NULL) |
837 |
{ |
838 |
nextinv = curinv->below; |
839 |
while (nextinv && nextinv->type == MONEY) |
840 |
nextinv = nextinv->below; |
841 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && |
842 |
curinv->type != FOOD && curinv->type != KEY && |
843 |
curinv->type != SPECIAL_KEY && curinv->type != GEM && |
844 |
!curinv->invisible && (curinv->type != CONTAINER || op->container != curinv)) |
845 |
{ |
846 |
drop (op, curinv); |
847 |
} |
848 |
curinv = nextinv; |
849 |
} |
850 |
} |
851 |
|
852 |
else if (strcmp (params, "weapons") == 0) |
853 |
{ |
854 |
while (curinv != NULL) |
855 |
{ |
856 |
nextinv = curinv->below; |
857 |
while (nextinv && nextinv->type == MONEY) |
858 |
nextinv = nextinv->below; |
859 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) |
860 |
{ |
861 |
drop (op, curinv); |
862 |
} |
863 |
curinv = nextinv; |
864 |
} |
865 |
} |
866 |
|
867 |
else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) |
868 |
{ |
869 |
while (curinv != NULL) |
870 |
{ |
871 |
nextinv = curinv->below; |
872 |
while (nextinv && nextinv->type == MONEY) |
873 |
nextinv = nextinv->below; |
874 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) |
875 |
{ |
876 |
drop (op, curinv); |
877 |
} |
878 |
curinv = nextinv; |
879 |
} |
880 |
} |
881 |
|
882 |
else if (strcmp (params, "misc") == 0) |
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) && !QUERY_FLAG (curinv, FLAG_APPLIED)) |
890 |
{ |
891 |
switch (curinv->type) |
892 |
{ |
893 |
case HORN: |
894 |
case BOOK: |
895 |
case SPELLBOOK: |
896 |
case GIRDLE: |
897 |
case AMULET: |
898 |
case RING: |
899 |
case CLOAK: |
900 |
case BOOTS: |
901 |
case GLOVES: |
902 |
case BRACERS: |
903 |
case SCROLL: |
904 |
case ARMOUR_IMPROVER: |
905 |
case WEAPON_IMPROVER: |
906 |
case WAND: |
907 |
case ROD: |
908 |
case POTION: |
909 |
drop (op, curinv); |
910 |
curinv = nextinv; |
911 |
break; |
912 |
default: |
913 |
curinv = nextinv; |
914 |
break; |
915 |
} |
916 |
} |
917 |
curinv = nextinv; |
918 |
} |
919 |
} |
920 |
|
921 |
op->contr->ns->floorbox_update (); |
922 |
|
923 |
/* draw_look(op);*/ |
924 |
return 0; |
925 |
} |
926 |
|
927 |
/* Object op wants to drop object(s) params. params can be a |
928 |
* comma seperated list. |
929 |
*/ |
930 |
|
931 |
int |
932 |
command_drop (object *op, char *params) |
933 |
{ |
934 |
object *tmp, *next; |
935 |
int did_one = 0; |
936 |
|
937 |
if (!params) |
938 |
{ |
939 |
new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); |
940 |
return 0; |
941 |
} |
942 |
else |
943 |
{ |
944 |
for (tmp = op->inv; tmp; tmp = next) |
945 |
{ |
946 |
next = tmp->below; |
947 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) |
948 |
continue; |
949 |
if (item_matched_string (op, tmp, params)) |
950 |
{ |
951 |
drop (op, tmp); |
952 |
did_one = 1; |
953 |
} |
954 |
} |
955 |
if (!did_one) |
956 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); |
957 |
} |
958 |
if (op->type == PLAYER) |
959 |
{ |
960 |
op->contr->count = 0; |
961 |
op->contr->ns->floorbox_update (); |
962 |
}; |
963 |
|
964 |
/* draw_look(op);*/ |
965 |
return 0; |
966 |
} |
967 |
|
968 |
int |
969 |
command_examine (object *op, char *params) |
970 |
{ |
971 |
if (!params) |
972 |
{ |
973 |
object *tmp = op->below; |
974 |
|
975 |
while (tmp && !tmp->client_visible ()) |
976 |
tmp = tmp->below; |
977 |
if (tmp) |
978 |
examine (op, tmp); |
979 |
} |
980 |
else |
981 |
{ |
982 |
object *tmp = find_best_object_match (op, params); |
983 |
|
984 |
if (tmp) |
985 |
examine (op, tmp); |
986 |
else |
987 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params); |
988 |
} |
989 |
return 0; |
990 |
} |
991 |
|
992 |
/* op should be a player. |
993 |
* we return the object the player has marked with the 'mark' command |
994 |
* below. If no match is found (or object has changed), we return |
995 |
* NULL. We leave it up to the calling function to print messages if |
996 |
* nothing is found. |
997 |
*/ |
998 |
object * |
999 |
find_marked_object (object *op) |
1000 |
{ |
1001 |
object *tmp; |
1002 |
|
1003 |
if (!op || !op->contr) |
1004 |
return NULL; |
1005 |
|
1006 |
if (!op->contr->mark) |
1007 |
{ |
1008 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
1009 |
return 0; |
1010 |
} |
1011 |
|
1012 |
/* This may seem like overkill, but we need to make sure that they |
1013 |
* player hasn't dropped the item. We use count on the off chance that |
1014 |
* an item got reincarnated at some point. |
1015 |
*/ |
1016 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1017 |
{ |
1018 |
if (tmp->invisible) |
1019 |
continue; |
1020 |
|
1021 |
if (tmp == op->contr->mark) |
1022 |
{ |
1023 |
if (!tmp->destroyed ()) |
1024 |
return tmp; |
1025 |
else |
1026 |
{ |
1027 |
op->contr->mark = 0; |
1028 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
1029 |
return 0; |
1030 |
} |
1031 |
} |
1032 |
} |
1033 |
|
1034 |
return 0; |
1035 |
} |
1036 |
|
1037 |
std::string |
1038 |
object::describe_monster (object *who) |
1039 |
{ |
1040 |
dynbuf_text buf (512, 512); |
1041 |
|
1042 |
object *mon = head ? head : this; |
1043 |
|
1044 |
if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
1045 |
buf << "It is an undead force.\n"; |
1046 |
|
1047 |
if (mon->level > who->level) |
1048 |
buf << "It is likely more powerful than you.\n"; |
1049 |
else if (mon->level < who->level) |
1050 |
buf << "It is likely less powerful than you.\n"; |
1051 |
else |
1052 |
buf << "It is probably as powerful as you.\n"; |
1053 |
|
1054 |
if (mon->attacktype & AT_ACID) |
1055 |
buf << "You seem to smell an acrid odor.\n"; |
1056 |
|
1057 |
/* Anyone know why this used to use the clone value instead of the |
1058 |
* maxhp field? This seems that it should give more accurate results. |
1059 |
*/ |
1060 |
switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) |
1061 |
{ /* From 1-4 */ |
1062 |
case 1: |
1063 |
buf << "It is in a bad shape.\n"; |
1064 |
break; |
1065 |
case 2: |
1066 |
buf << "It is hurt.\n"; |
1067 |
break; |
1068 |
case 3: |
1069 |
buf << "It is somewhat hurt.\n"; |
1070 |
break; |
1071 |
case 4: |
1072 |
buf << "It is in excellent shape.\n"; |
1073 |
break; |
1074 |
} |
1075 |
|
1076 |
if (present_in_ob (POISONING, mon)) |
1077 |
buf << "It looks very ill.\n"; |
1078 |
|
1079 |
return buf; |
1080 |
} |
1081 |
|
1082 |
/* tmp is the object being described, pl is who is examing it. */ |
1083 |
const char * |
1084 |
long_desc (object *tmp, object *pl) |
1085 |
{ |
1086 |
static std::string s; |
1087 |
|
1088 |
return (s = tmp->long_desc (pl)).c_str (); |
1089 |
} |
1090 |
|
1091 |
std::string |
1092 |
object::long_desc (object *who) |
1093 |
{ |
1094 |
std::string buf (query_name (this)); |
1095 |
|
1096 |
switch (type) |
1097 |
{ |
1098 |
case RING: |
1099 |
case SKILL: |
1100 |
case WEAPON: |
1101 |
case ARMOUR: |
1102 |
case BRACERS: |
1103 |
case HELMET: |
1104 |
case SHIELD: |
1105 |
case BOOTS: |
1106 |
case GLOVES: |
1107 |
case AMULET: |
1108 |
case GIRDLE: |
1109 |
case BOW: |
1110 |
case ARROW: |
1111 |
case CLOAK: |
1112 |
case FOOD: |
1113 |
case DRINK: |
1114 |
case FLESH: |
1115 |
case SKILL_TOOL: |
1116 |
case POWER_CRYSTAL: |
1117 |
{ |
1118 |
const char *cp = ::describe_item (this, who); |
1119 |
|
1120 |
if (*cp) |
1121 |
{ |
1122 |
buf.append (" "); |
1123 |
buf.append (cp); |
1124 |
} |
1125 |
} |
1126 |
} |
1127 |
|
1128 |
return buf; |
1129 |
} |
1130 |
|
1131 |
/* op is the player |
1132 |
* tmp is the monster being examined. |
1133 |
*/ |
1134 |
void |
1135 |
examine_monster (object *op, object *tmp) |
1136 |
{ |
1137 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); |
1138 |
} |
1139 |
|
1140 |
std::string |
1141 |
object::describe (object *who) |
1142 |
{ |
1143 |
dynbuf_text buf (1024, 1024); |
1144 |
|
1145 |
buf.printf ("That is: %s.\n", long_desc (who).c_str ()); |
1146 |
|
1147 |
if (custom_name) |
1148 |
buf,printf ("You call it %s\n", &custom_name); |
1149 |
|
1150 |
switch (type) |
1151 |
{ |
1152 |
case SPELLBOOK: |
1153 |
if (flag [FLAG_IDENTIFIED] && inv) |
1154 |
buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill); |
1155 |
break; |
1156 |
|
1157 |
case BOOK: |
1158 |
if (msg) |
1159 |
buf << "Something is written in it.\n"; |
1160 |
break; |
1161 |
|
1162 |
case CONTAINER: |
1163 |
if (race != NULL) |
1164 |
{ |
1165 |
if (weight_limit && stats.Str < 100) |
1166 |
buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n", |
1167 |
&race, weight_limit / (10.0 * (100 - stats.Str))); |
1168 |
else |
1169 |
buf.printf ("It can hold only %s.\n", &race); |
1170 |
} |
1171 |
else if (weight_limit && stats.Str < 100) |
1172 |
buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str))); |
1173 |
break; |
1174 |
|
1175 |
case WAND: |
1176 |
if (flag [FLAG_IDENTIFIED]) |
1177 |
buf.printf ("It has %d charges left.\n", stats.food); |
1178 |
break; |
1179 |
} |
1180 |
|
1181 |
if (materialname && !msg) |
1182 |
buf.printf ("It is made of: %s.\n", &materialname); |
1183 |
|
1184 |
if (who) |
1185 |
/* Where to wear this item */ |
1186 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1187 |
if (slot[i].info) |
1188 |
{ |
1189 |
buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); |
1190 |
|
1191 |
if (slot[i].info < -1 && who->slot[i].info) |
1192 |
buf.printf ("(%d)", -slot[i].info); |
1193 |
|
1194 |
buf << ".\n"; |
1195 |
} |
1196 |
|
1197 |
if (weight) |
1198 |
buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0); |
1199 |
|
1200 |
if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) |
1201 |
{ |
1202 |
buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); |
1203 |
|
1204 |
if (is_in_shop (who)) |
1205 |
{ |
1206 |
if (flag [FLAG_UNPAID]) |
1207 |
buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); |
1208 |
else |
1209 |
buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); |
1210 |
} |
1211 |
} |
1212 |
|
1213 |
if (flag [FLAG_MONSTER]) |
1214 |
buf << describe_monster (who); |
1215 |
|
1216 |
/* Is this item buildable? */ |
1217 |
if (flag [FLAG_IS_BUILDABLE]) |
1218 |
buf << "This is a buildable item.\n"; |
1219 |
|
1220 |
/* Does the object have a message? Don't show message for all object |
1221 |
* types - especially if the first entry is a match |
1222 |
*/ |
1223 |
if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && strncasecmp (msg, "@match", 7)) |
1224 |
{ |
1225 |
/* This is just a hack so when identifying the items, we print |
1226 |
* out the extra message |
1227 |
*/ |
1228 |
if (need_identify (this) && flag [FLAG_IDENTIFIED]) |
1229 |
buf << "The object has a story:\n"; |
1230 |
|
1231 |
buf << msg << '\n'; |
1232 |
} |
1233 |
|
1234 |
buf << '\n'; |
1235 |
|
1236 |
return std::string (buf.linearise (), buf.size ()); |
1237 |
} |
1238 |
|
1239 |
void |
1240 |
examine (object *op, object *tmp) |
1241 |
{ |
1242 |
std::string s = tmp->describe (op); |
1243 |
|
1244 |
new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); |
1245 |
} |
1246 |
|
1247 |
/* |
1248 |
* inventory prints object's inventory. If inv==NULL then print player's |
1249 |
* inventory. |
1250 |
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1251 |
*/ |
1252 |
void |
1253 |
inventory (object *op, object *inv) |
1254 |
{ |
1255 |
object *tmp; |
1256 |
const char *in; |
1257 |
int items = 0, length; |
1258 |
|
1259 |
if (inv == NULL && op == NULL) |
1260 |
{ |
1261 |
new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?"); |
1262 |
return; |
1263 |
} |
1264 |
|
1265 |
tmp = inv ? inv->inv : op->inv; |
1266 |
|
1267 |
while (tmp) |
1268 |
{ |
1269 |
if ((!tmp->invisible && |
1270 |
(inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ))) |
1271 |
items++; |
1272 |
tmp = tmp->below; |
1273 |
} |
1274 |
|
1275 |
if (inv == NULL) |
1276 |
{ /* player's inventory */ |
1277 |
if (items == 0) |
1278 |
{ |
1279 |
new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing."); |
1280 |
return; |
1281 |
} |
1282 |
else |
1283 |
{ |
1284 |
length = 28; |
1285 |
in = ""; |
1286 |
new_draw_info (NDI_UNIQUE, 0, op, "Inventory:"); |
1287 |
} |
1288 |
} |
1289 |
else |
1290 |
{ |
1291 |
if (items == 0) |
1292 |
return; |
1293 |
else |
1294 |
{ |
1295 |
length = 28; |
1296 |
in = " "; |
1297 |
} |
1298 |
} |
1299 |
|
1300 |
for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below) |
1301 |
{ |
1302 |
if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED)))) |
1303 |
continue; |
1304 |
if ((!op || QUERY_FLAG (op, FLAG_WIZ))) |
1305 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length, |
1306 |
query_name (tmp), tmp->count, query_weight (tmp)); |
1307 |
else |
1308 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp)); |
1309 |
} |
1310 |
|
1311 |
if (!inv && op) |
1312 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op)); |
1313 |
} |
1314 |
|
1315 |
static void |
1316 |
display_new_pickup (object *op) |
1317 |
{ |
1318 |
int i = op->contr->mode; |
1319 |
|
1320 |
if (!(i & PU_NEWMODE)) |
1321 |
return; |
1322 |
|
1323 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0); |
1324 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); |
1325 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); |
1326 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); |
1327 |
|
1328 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); |
1329 |
|
1330 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); |
1331 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); |
1332 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); |
1333 |
|
1334 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); |
1335 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); |
1336 |
|
1337 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); |
1338 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); |
1339 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); |
1340 |
|
1341 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); |
1342 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); |
1343 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); |
1344 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); |
1345 |
|
1346 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); |
1347 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); |
1348 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); |
1349 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); |
1350 |
|
1351 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); |
1352 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); |
1353 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); |
1354 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); |
1355 |
|
1356 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); |
1357 |
|
1358 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); |
1359 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0); |
1360 |
|
1361 |
new_draw_info_format (NDI_UNIQUE, 0, op, ""); |
1362 |
} |
1363 |
|
1364 |
int |
1365 |
command_pickup (object *op, char *params) |
1366 |
{ |
1367 |
uint32 i; |
1368 |
static const char *names[] = { |
1369 |
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", |
1370 |
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", |
1371 |
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", |
1372 |
"jewels", "flesh", NULL |
1373 |
}; |
1374 |
static uint32 modes[] = { |
1375 |
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, |
1376 |
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, |
1377 |
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, |
1378 |
PU_JEWELS, PU_FLESH, 0 |
1379 |
}; |
1380 |
|
1381 |
if (!params) |
1382 |
{ |
1383 |
/* if the new mode is used, just print the settings */ |
1384 |
if (op->contr->mode & PU_NEWMODE) |
1385 |
{ |
1386 |
display_new_pickup (op); |
1387 |
return 1; |
1388 |
} |
1389 |
if (1) |
1390 |
LOG (llevDebug, "command_pickup: !params\n"); |
1391 |
set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1); |
1392 |
return 0; |
1393 |
} |
1394 |
|
1395 |
while (*params == ' ' && *params) |
1396 |
params++; |
1397 |
|
1398 |
if (*params == '+' || *params == '-') |
1399 |
{ |
1400 |
int mode; |
1401 |
|
1402 |
for (mode = 0; names[mode]; mode++) |
1403 |
{ |
1404 |
if (!strcmp (names[mode], params + 1)) |
1405 |
{ |
1406 |
i = op->contr->mode; |
1407 |
if (!(i & PU_NEWMODE)) |
1408 |
i = PU_NEWMODE; |
1409 |
if (*params == '+') |
1410 |
i = i | modes[mode]; |
1411 |
else |
1412 |
i = i & ~modes[mode]; |
1413 |
op->contr->mode = i; |
1414 |
display_new_pickup (op); |
1415 |
return 1; |
1416 |
} |
1417 |
} |
1418 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); |
1419 |
return 1; |
1420 |
} |
1421 |
|
1422 |
if (sscanf (params, "%u", &i) != 1) |
1423 |
{ |
1424 |
if (1) |
1425 |
LOG (llevDebug, "command_pickup: params==NULL\n"); |
1426 |
new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> ."); |
1427 |
return 1; |
1428 |
} |
1429 |
set_pickup_mode (op, i); |
1430 |
|
1431 |
return 1; |
1432 |
} |
1433 |
|
1434 |
void |
1435 |
set_pickup_mode (object *op, int i) |
1436 |
{ |
1437 |
switch (op->contr->mode = i) |
1438 |
{ |
1439 |
case 0: |
1440 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up."); |
1441 |
break; |
1442 |
case 1: |
1443 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item."); |
1444 |
break; |
1445 |
case 2: |
1446 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop."); |
1447 |
break; |
1448 |
case 3: |
1449 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up."); |
1450 |
break; |
1451 |
case 4: |
1452 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items."); |
1453 |
break; |
1454 |
case 5: |
1455 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop."); |
1456 |
break; |
1457 |
case 6: |
1458 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items."); |
1459 |
break; |
1460 |
case 7: |
1461 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems"); |
1462 |
break; |
1463 |
} |
1464 |
} |
1465 |
|
1466 |
int |
1467 |
command_search_items (object *op, char *params) |
1468 |
{ |
1469 |
char buf[MAX_BUF]; |
1470 |
|
1471 |
if (settings.search_items == FALSE) |
1472 |
return 1; |
1473 |
|
1474 |
if (params == NULL) |
1475 |
{ |
1476 |
if (op->contr->search_str[0] == '\0') |
1477 |
{ |
1478 |
new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); |
1479 |
new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); |
1480 |
new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); |
1481 |
return 1; |
1482 |
} |
1483 |
|
1484 |
op->contr->search_str[0] = '\0'; |
1485 |
new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); |
1486 |
op->update_stats (); |
1487 |
return 1; |
1488 |
} |
1489 |
|
1490 |
if ((int) strlen (params) >= MAX_BUF) |
1491 |
{ |
1492 |
new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); |
1493 |
return 1; |
1494 |
} |
1495 |
|
1496 |
strcpy (op->contr->search_str, params); |
1497 |
sprintf (buf, "Searching for '%s'.", op->contr->search_str); |
1498 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1499 |
op->update_stats (); |
1500 |
return 1; |
1501 |
} |
1502 |
|