ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
Revision: 1.69
Committed: Tue Apr 22 07:01:47 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.68: +15 -61 lines
Log Message:
see Changes

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 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
290 return;
291 }
292
293 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
294 return;
295
296 if (nrof > tmp_nrof || nrof <= 0)
297 nrof = tmp_nrof;
298
299 /* Figure out how much weight this object will add to the player */
300 weight = tmp->weight * nrof;
301 if (tmp->inv)
302 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
303
304 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
305
306 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
307 {
308 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
309 return;
310 }
311
312 if (!can_split (pl, tmp, nrof))
313 return;
314
315 if (QUERY_FLAG (tmp, FLAG_UNPAID))
316 {
317 tmp->flag.reset (FLAG_UNPAID);
318 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));
319 tmp->flag.set (FLAG_UNPAID);
320 }
321 else
322 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
323
324 op->insert (tmp);
325 }
326
327 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
328 void
329 pick_up (object *op, object *alt)
330 {
331 int need_fix_tmp = 0;
332 object *tmp = NULL;
333 maptile *tmp_map = NULL;
334 int count;
335
336 /* Decide which object to pick. */
337 if (alt)
338 {
339 if (!can_pick (op, alt))
340 {
341 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
342 goto leave;
343 }
344
345 tmp = alt;
346 }
347 else
348 {
349 if (op->below == NULL || !can_pick (op, op->below))
350 {
351 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
352 goto leave;
353 }
354
355 tmp = op->below;
356 }
357
358 /* Try to catch it. */
359 tmp_map = tmp->map;
360 tmp = stop_item (tmp);
361 if (tmp == NULL)
362 goto leave;
363
364 need_fix_tmp = 1;
365 if (!can_pick (op, tmp))
366 goto leave;
367
368 if (op->type == PLAYER)
369 {
370 count = op->contr->count;
371 if (count == 0)
372 count = tmp->nrof;
373 }
374 else
375 count = tmp->nrof;
376
377 /* container is open, so use it */
378 if (tmp->flag [FLAG_STARTEQUIP])
379 alt = op;
380 else if (op->container)
381 {
382 alt = op->container;
383 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
384 goto leave;
385 }
386 else
387 { /* non container pickup */
388 for (alt = op->inv; alt; alt = alt->below)
389 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
390 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
391 break; /* perfect match */
392
393 if (!alt)
394 for (alt = op->inv; alt; alt = alt->below)
395 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
396 break; /* General container comes next */
397
398 if (!alt)
399 alt = op; /* No free containers */
400 }
401
402 if (tmp->env == alt)
403 {
404 /* here it could be possible to check rent,
405 * if someone wants to implement it
406 */
407 alt = op;
408 }
409
410 #ifdef PICKUP_DEBUG
411 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
412 #endif
413
414 /* startequip items are not allowed to be put into containers: */
415 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
416 {
417 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
418 goto leave;
419 }
420
421 pick_up_object (op, alt, tmp, count);
422
423 if (tmp->destroyed () || tmp->env)
424 need_fix_tmp = 0;
425
426 if (op->type == PLAYER)
427 op->contr->count = 0;
428
429 goto leave;
430
431 leave:
432 if (need_fix_tmp)
433 fix_stopped_item (tmp, tmp_map, op);
434 }
435
436 /* This takes (picks up) and item. op is the player
437 * who issued the command. params is a string to
438 * match against the item name. Basically, always
439 * returns zero, but that should be improved.
440 */
441 int
442 command_take (object *op, char *params)
443 {
444 object *tmp, *next;
445
446 if (op->container)
447 tmp = op->container->inv;
448 else
449 {
450 tmp = op->above;
451 if (tmp)
452 while (tmp->above)
453 tmp = tmp->above;
454
455 if (!tmp)
456 tmp = op->below;
457 }
458
459 if (!tmp)
460 {
461 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
462 return 0;
463 }
464
465 /* Makes processing easier */
466 if (params && *params == '\0')
467 params = 0;
468
469 int cnt = MAX_ITEM_PER_DROP;
470
471 while (tmp)
472 {
473 next = tmp->below;
474
475 if (tmp->invisible)
476 {
477 tmp = next;
478 continue;
479 }
480
481 /* This following two if and else if could be merged into line
482 * but that probably will make it more difficult to read, and
483 * not make it any more efficient
484 */
485 if (params && item_matched_string (op, tmp, params))
486 {
487 pick_up (op, tmp);
488 if (--cnt <= 0) break;
489 }
490 else if (can_pick (op, tmp) && !params)
491 {
492 pick_up (op, tmp);
493 break;
494 }
495
496 tmp = next;
497 }
498
499 if (cnt <= 0)
500 {
501 op->failmsg ("Couldn't pick up so many items at once.");
502 return 0;
503 }
504
505 if (!params && !tmp)
506 {
507 for (tmp = op->below; tmp; tmp = tmp->below)
508 if (!tmp->invisible)
509 {
510 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
511 break;
512 }
513
514 if (!tmp)
515 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
516 }
517
518 return 0;
519 }
520
521 /*
522 * This function was part of drop, now is own function.
523 * Player 'op' tries to put object 'tmp' into sack 'sack',
524 * if nrof is non zero, then nrof objects is tried to put into sack.
525 * Note that the 'sack' in question can now be a transport,
526 * so this function isn't named very good anymore.
527 */
528 void
529 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
530 {
531 object *tmp2, *sack2;
532 char buf[MAX_BUF];
533
534 if (sack == tmp)
535 return; /* Can't put an object in itself */
536
537 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
538 {
539 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
540 return;
541 }
542
543 if (tmp->type == CONTAINER && tmp->inv)
544 {
545 /* Eneq(@csd.uu.se): If the object to be dropped is a container
546 * we instead move the contents of that container into the active
547 * container, this is only done if the object has something in it.
548 */
549 sack2 = tmp;
550 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
551
552 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
553 {
554 tmp = tmp2->below;
555
556 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
557 put_object_in_sack (op, sack, tmp2, 0);
558 else
559 {
560 sprintf (buf, "Your %s fills up.", query_name (sack));
561 new_draw_info (NDI_UNIQUE, 0, op, buf);
562 break;
563 }
564 }
565
566 return;
567 }
568
569 /* Don't worry about this for containers - our caller should have
570 * already checked this.
571 */
572 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
573 return;
574
575 if (QUERY_FLAG (tmp, FLAG_APPLIED))
576 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
577 return;
578
579 /* we want to put some portion of the item into the container */
580 if (!can_split (op, tmp, nrof))
581 return;
582
583 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
584 sack->insert (tmp);
585
586 // elmex: 2007-11-26: removed update_stats and replaced
587 // it by update_after_inventory_change () in the caller
588 // of this function
589 }
590
591 /*
592 * This function was part of drop, now is own function.
593 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
594 * nrof objects is tried to dropped.
595 * This is used when dropping objects onto the floor.
596 */
597 void
598 drop_object (object *op, object *tmp, uint32 nrof)
599 {
600 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
601 return;
602
603 if (QUERY_FLAG (tmp, FLAG_APPLIED))
604 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
605 return; /* can't unapply it */
606
607 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
608
609 /* We are only dropping some of the items. We split the current object
610 * off
611 */
612 if (!can_split (op, tmp, nrof))
613
614 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
615 return;
616
617 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
618 {
619 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
620 op->statusmsg ("The gods who lent it to you retrieves it.");
621
622 tmp->destroy ();
623 op->update_stats ();
624 return;
625 }
626
627 /* Call this before we update the various windows/players. At least
628 * that we, we know the weight is correct.
629 */
630 // 2007-11-26: moved op->update_stats away and calling it later after
631 // all items of a drop command have been processed.
632
633 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
634 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
635 return;
636
637 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
638 sell_item (tmp, op);
639
640 tmp->x = op->x;
641 tmp->y = op->y;
642
643 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
644 }
645
646 void
647 update_after_inventory_change (object *op)
648 {
649 /* Call this before we update the various windows/players. At least
650 * that we, we know the weight is correct.
651 */
652 op->update_stats ();
653
654 // elmex: kept this for now, i have no idea what happens when i remove it:
655 if (op->type == PLAYER)
656 {
657 /* Need to update the weight for the player */
658 esrv_send_item (op, op);
659 op->contr->ns->floorbox_update ();
660 }
661 }
662
663 void
664 drop (object *op, object *tmp)
665 {
666 /* Hopeful fix for disappearing objects when dropping from a container -
667 * somehow, players get an invisible object in the container, and the
668 * old logic would skip over invisible objects - works fine for the
669 * playes inventory, but drop inventory wants to use the next value.
670 */
671 if (tmp->invisible)
672 {
673 /* if the following is the case, it must be in an container. */
674 if (tmp->env && tmp->env->type != PLAYER)
675 {
676 /* Just toss the object - probably shouldn't be hanging
677 * around anyways
678 */
679 tmp->remove ();
680 tmp->destroy ();
681 return;
682 }
683 else
684 {
685 while (tmp != NULL && tmp->invisible)
686 tmp = tmp->below;
687 }
688 }
689
690 if (tmp == NULL)
691 {
692 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
693 return;
694 }
695 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
696 {
697 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
698 return;
699 }
700 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
701 {
702 #if 0
703 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
704 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
705 #endif
706 return;
707 }
708
709 if (op->type == PLAYER && op->contr->last_used == tmp)
710 op->contr->last_used = tmp->below ? tmp->below
711 : tmp->above ? tmp->above
712 : 0;
713
714 if (op->container)
715 {
716 if (op->type == PLAYER)
717 put_object_in_sack (op, op->container, tmp, op->contr->count);
718 else
719 put_object_in_sack (op, op->container, tmp, 0);
720 }
721 else
722 {
723 if (op->type == PLAYER)
724 drop_object (op, tmp, op->contr->count);
725 else
726 drop_object (op, tmp, 0);
727 }
728
729 if (op->type == PLAYER)
730 op->contr->count = 0;
731 }
732
733
734
735 /* Command will drop all items that have not been locked */
736 int
737 command_dropall (object *op, char *params)
738 {
739
740 object *curinv, *nextinv;
741
742 if (op->inv == NULL)
743 {
744 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
745 return 0;
746 }
747
748 curinv = op->inv;
749
750 /*
751 This is the default. Drops everything not locked or considered
752 not something that should be dropped.
753 */
754 /*
755 Care must be taken that the next item pointer is not to money as
756 the drop() routine will do unknown things to it when dropping
757 in a shop. --Tero.Pelander@utu.fi
758 */
759
760 int cnt = MAX_ITEM_PER_DROP;
761
762 if (params == NULL)
763 {
764 while (curinv != NULL)
765 {
766 nextinv = curinv->below;
767 while (nextinv && nextinv->type == MONEY)
768 nextinv = nextinv->below;
769 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
770 curinv->type != FOOD && curinv->type != KEY &&
771 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
772 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
773 {
774 drop (op, curinv);
775 if (--cnt <= 0) break;
776 }
777 curinv = nextinv;
778 }
779 }
780
781 else if (strcmp (params, "weapons") == 0)
782 {
783 while (curinv != NULL)
784 {
785 nextinv = curinv->below;
786 while (nextinv && nextinv->type == MONEY)
787 nextinv = nextinv->below;
788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793 curinv = nextinv;
794 }
795 }
796
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv != NULL)
800 {
801 nextinv = curinv->below;
802 while (nextinv && nextinv->type == MONEY)
803 nextinv = nextinv->below;
804 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
805 {
806 drop (op, curinv);
807 if (--cnt <= 0) break;
808 }
809 curinv = nextinv;
810 }
811 }
812
813 else if (strcmp (params, "misc") == 0)
814 {
815 while (curinv != NULL)
816 {
817 nextinv = curinv->below;
818 while (nextinv && nextinv->type == MONEY)
819 nextinv = nextinv->below;
820 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
821 {
822 switch (curinv->type)
823 {
824 case HORN:
825 case BOOK:
826 case SPELLBOOK:
827 case GIRDLE:
828 case AMULET:
829 case RING:
830 case CLOAK:
831 case BOOTS:
832 case GLOVES:
833 case BRACERS:
834 case SCROLL:
835 case ARMOUR_IMPROVER:
836 case WEAPON_IMPROVER:
837 case WAND:
838 case ROD:
839 case POTION:
840 drop (op, curinv);
841 curinv = nextinv;
842 break;
843 default:
844 curinv = nextinv;
845 break;
846 }
847 if (--cnt <= 0) break;
848 }
849 curinv = nextinv;
850 }
851 }
852
853 if (cnt <= 0)
854 op->failmsg ("Only dropped some items, can't drop that many items at once.");
855
856 update_after_inventory_change (op);
857
858 /* draw_look(op);*/
859 return 0;
860 }
861
862 /* Object op wants to drop object(s) params. params can be a
863 * comma seperated list.
864 */
865
866 int
867 command_drop (object *op, char *params)
868 {
869 object *tmp, *next;
870 int did_one = 0;
871
872 if (!params)
873 {
874 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
875 return 0;
876 }
877 else
878 {
879 int cnt = MAX_ITEM_PER_DROP;
880
881 for (tmp = op->inv; tmp; tmp = next)
882 {
883 next = tmp->below;
884 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
885 continue;
886
887 if (item_matched_string (op, tmp, params))
888 {
889 drop (op, tmp);
890 if (--cnt <= 0) break;
891 did_one = 1;
892 }
893 }
894
895 if (!did_one)
896 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
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
904 return 0;
905 }
906
907 int
908 command_examine (object *op, char *params)
909 {
910 if (!params)
911 {
912 object *tmp = op->below;
913
914 while (tmp && !tmp->client_visible ())
915 tmp = tmp->below;
916
917 if (tmp)
918 examine (op, tmp);
919 }
920 else
921 {
922 object *tmp = find_best_object_match (op, params);
923
924 if (tmp)
925 examine (op, tmp);
926 else
927 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
928 }
929
930 return 0;
931 }
932
933 /* op should be a player.
934 * we return the object the player has marked with the 'mark' command
935 * below. If no match is found (or object has changed), we return
936 * NULL. We leave it up to the calling function to print messages if
937 * nothing is found.
938 */
939 object *
940 find_marked_object (object *op)
941 {
942 object *tmp;
943
944 if (!op || !op->contr)
945 return NULL;
946
947 if (!op->contr->mark)
948 {
949 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
950 return 0;
951 }
952
953 /* This may seem like overkill, but we need to make sure that they
954 * player hasn't dropped the item. We use count on the off chance that
955 * an item got reincarnated at some point.
956 */
957 for (tmp = op->inv; tmp; tmp = tmp->below)
958 {
959 if (tmp->invisible)
960 continue;
961
962 if (tmp == op->contr->mark)
963 {
964 if (!tmp->destroyed ())
965 return tmp;
966 else
967 {
968 op->contr->mark = 0;
969 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
970 return 0;
971 }
972 }
973 }
974
975 return 0;
976 }
977
978 std::string
979 object::describe_monster (object *who)
980 {
981 dynbuf_text buf (512, 512);
982
983 object *mon = head ? head : this;
984
985 if (QUERY_FLAG (mon, FLAG_UNDEAD))
986 buf << "It is an undead force.\n";
987
988 if (mon->level > who->level)
989 buf << "It is likely more powerful than you.\n";
990 else if (mon->level < who->level)
991 buf << "It is likely less powerful than you.\n";
992 else
993 buf << "It is probably as powerful as you.\n";
994
995 if (mon->attacktype & AT_ACID)
996 buf << "You seem to smell an acrid odor.\n";
997
998 /* Anyone know why this used to use the clone value instead of the
999 * maxhp field? This seems that it should give more accurate results.
1000 */
1001 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1002 { /* From 1-4 */
1003 case 1:
1004 buf << "It is in a bad shape.\n";
1005 break;
1006 case 2:
1007 buf << "It is hurt.\n";
1008 break;
1009 case 3:
1010 buf << "It is somewhat hurt.\n";
1011 break;
1012 case 4:
1013 buf << "It is in excellent shape.\n";
1014 break;
1015 }
1016
1017 if (present_in_ob (POISONING, mon))
1018 buf << "It looks very ill.\n";
1019
1020 return buf;
1021 }
1022
1023 /* tmp is the object being described, pl is who is examing it. */
1024 const char *
1025 long_desc (object *tmp, object *pl)
1026 {
1027 static std::string s;
1028
1029 return (s = tmp->long_desc (pl)).c_str ();
1030 }
1031
1032 std::string
1033 object::long_desc (object *who)
1034 {
1035 std::string buf (query_name (this));
1036
1037 switch (type)
1038 {
1039 case RING:
1040 case SKILL:
1041 case WEAPON:
1042 case ARMOUR:
1043 case BRACERS:
1044 case HELMET:
1045 case SHIELD:
1046 case BOOTS:
1047 case GLOVES:
1048 case AMULET:
1049 case GIRDLE:
1050 case BOW:
1051 case ARROW:
1052 case CLOAK:
1053 case FOOD:
1054 case DRINK:
1055 case FLESH:
1056 case SKILL_TOOL:
1057 case POWER_CRYSTAL:
1058 {
1059 const char *cp = ::describe_item (this, who);
1060
1061 if (*cp)
1062 {
1063 buf.append (" ");
1064 buf.append (cp);
1065 }
1066 }
1067 }
1068
1069 return buf;
1070 }
1071
1072 /* op is the player
1073 * tmp is the monster being examined.
1074 */
1075 void
1076 examine_monster (object *op, object *tmp)
1077 {
1078 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1079 }
1080
1081 std::string
1082 object::describe (object *who)
1083 {
1084 dynbuf_text buf (1024, 1024);
1085
1086 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1087
1088 if (custom_name)
1089 buf.printf ("You call it %s\n", &custom_name);
1090
1091 switch (type)
1092 {
1093 case SPELLBOOK:
1094 if (flag [FLAG_IDENTIFIED] && inv)
1095 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1096 break;
1097
1098 case BOOK:
1099 if (msg)
1100 buf << "Something is written in it.\n";
1101 break;
1102
1103 case CONTAINER:
1104 if (race != NULL)
1105 {
1106 if (weight_limit && stats.Str < 100)
1107 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1108 &race, weight_limit / (10.0 * (100 - stats.Str)));
1109 else
1110 buf.printf ("It can hold only %s.\n", &race);
1111 }
1112 else if (weight_limit && stats.Str < 100)
1113 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1114 break;
1115
1116 case WAND:
1117 if (flag [FLAG_IDENTIFIED])
1118 buf.printf ("It has %d charges left.\n", stats.food);
1119 break;
1120 }
1121
1122 if (materialname && !msg)
1123 buf.printf ("It is made of: %s.\n", &materialname);
1124
1125 if (who)
1126 /* Where to wear this item */
1127 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1128 if (slot[i].info)
1129 {
1130 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1131
1132 if (slot[i].info < -1 && who->slot[i].info)
1133 buf.printf ("(%d)", -slot[i].info);
1134
1135 buf << ".\n";
1136 }
1137
1138 if (weight)
1139 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1140
1141 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1142 {
1143 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1144
1145 if (is_in_shop (who))
1146 {
1147 if (flag [FLAG_UNPAID])
1148 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1149 else
1150 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1151 }
1152 }
1153
1154 if (flag [FLAG_MONSTER])
1155 buf << describe_monster (who);
1156
1157 /* Is this item buildable? */
1158 if (flag [FLAG_IS_BUILDABLE])
1159 buf << "This is a buildable item.\n";
1160
1161 /* Does the object have a message? Don't show message for all object
1162 * types - especially if the first entry is a match
1163 */
1164 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1165 {
1166 /* This is just a hack so when identifying the items, we print
1167 * out the extra message
1168 */
1169 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1170 buf << "The object has a story:\n";
1171
1172 buf << msg << '\n';
1173 }
1174
1175 buf << '\n';
1176
1177 return std::string (buf.linearise (), buf.size ());
1178 }
1179
1180 static void
1181 display_new_pickup (object *op)
1182 {
1183 int i = op->contr->mode;
1184
1185 if (!(i & PU_NEWMODE))
1186 return;
1187
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1190 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1192
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1194
1195 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1201
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1208 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1210
1211 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1214 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1215
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1220
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1222
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1225
1226 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1227 }
1228
1229 int
1230 command_pickup (object *op, char *params)
1231 {
1232 uint32 i;
1233 static const char *names[] = {
1234 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1235 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1236 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1237 "jewels", "flesh", NULL
1238 };
1239 static uint32 modes[] = {
1240 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1241 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1242 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1243 PU_JEWELS, PU_FLESH, 0
1244 };
1245
1246 if (!params)
1247 {
1248 /* if the new mode is used, just print the settings */
1249 if (op->contr->mode & PU_NEWMODE)
1250 {
1251 display_new_pickup (op);
1252 return 1;
1253 }
1254 if (1)
1255 LOG (llevDebug, "command_pickup: !params\n");
1256 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1257 return 0;
1258 }
1259
1260 while (*params == ' ' && *params)
1261 params++;
1262
1263 if (*params == '+' || *params == '-')
1264 {
1265 int mode;
1266
1267 for (mode = 0; names[mode]; mode++)
1268 {
1269 if (!strcmp (names[mode], params + 1))
1270 {
1271 i = op->contr->mode;
1272 if (!(i & PU_NEWMODE))
1273 i = PU_NEWMODE;
1274 if (*params == '+')
1275 i = i | modes[mode];
1276 else
1277 i = i & ~modes[mode];
1278 op->contr->mode = i;
1279 display_new_pickup (op);
1280 return 1;
1281 }
1282 }
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1284 return 1;
1285 }
1286
1287 if (sscanf (params, "%u", &i) != 1)
1288 {
1289 if (1)
1290 LOG (llevDebug, "command_pickup: params==NULL\n");
1291 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1292 return 1;
1293 }
1294 set_pickup_mode (op, i);
1295
1296 return 1;
1297 }
1298
1299 void
1300 set_pickup_mode (object *op, int i)
1301 {
1302 switch (op->contr->mode = i)
1303 {
1304 case 0:
1305 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1306 break;
1307 case 1:
1308 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1309 break;
1310 case 2:
1311 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1312 break;
1313 case 3:
1314 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1315 break;
1316 case 4:
1317 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1318 break;
1319 case 5:
1320 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1321 break;
1322 case 6:
1323 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1324 break;
1325 case 7:
1326 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1327 break;
1328 }
1329 }
1330
1331 int
1332 command_search_items (object *op, char *params)
1333 {
1334 char buf[MAX_BUF];
1335
1336 if (settings.search_items == FALSE)
1337 return 1;
1338
1339 if (params == NULL)
1340 {
1341 if (op->contr->search_str[0] == '\0')
1342 {
1343 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1344 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1345 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1346 return 1;
1347 }
1348
1349 op->contr->search_str[0] = '\0';
1350 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1351 op->update_stats ();
1352 return 1;
1353 }
1354
1355 if ((int) strlen (params) >= MAX_BUF)
1356 {
1357 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1358 return 1;
1359 }
1360
1361 strcpy (op->contr->search_str, params);
1362 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1363 new_draw_info (NDI_UNIQUE, 0, op, buf);
1364 op->update_stats ();
1365 return 1;
1366 }
1367