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Revision: 1.66
Committed: Mon Apr 21 07:01:40 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +27 -68 lines
Log Message:
- fix weight update on insert-merge
- refactor get_split_ob into ->split, taking advantage
  (partially only) of split managing client updates.

File Contents

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