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Revision: 1.70
Committed: Wed Apr 23 07:49:57 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.69: +23 -40 lines
Log Message:
*** empty log message ***

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
587 /*
588 * This function was part of drop, now is own function.
589 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
590 * nrof objects is tried to dropped.
591 * This is used when dropping objects onto the floor.
592 */
593 void
594 drop_object (object *op, object *tmp, uint32 nrof)
595 {
596 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
597 return;
598
599 if (QUERY_FLAG (tmp, FLAG_APPLIED))
600 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
601 return; /* can't unapply it */
602
603 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
604
605 /* We are only dropping some of the items. We split the current object
606 * off
607 */
608 if (!can_split (op, tmp, nrof))
609
610 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
611 return;
612
613 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
614 {
615 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
616 op->statusmsg ("The gods who lent it to you retrieves it.");
617
618 tmp->destroy ();
619 op->update_stats ();
620 return;
621 }
622
623 /* Call this before we update the various windows/players. At least
624 * that we, we know the weight is correct.
625 */
626 // 2007-11-26: moved op->update_stats away and calling it later after
627 // all items of a drop command have been processed.
628
629 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
630 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
631 return;
632
633 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
634 sell_item (tmp, op);
635
636 tmp->x = op->x;
637 tmp->y = op->y;
638
639 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
640 }
641
642 void
643 drop (object *op, object *tmp)
644 {
645 /* Hopeful fix for disappearing objects when dropping from a container -
646 * somehow, players get an invisible object in the container, and the
647 * old logic would skip over invisible objects - works fine for the
648 * playes inventory, but drop inventory wants to use the next value.
649 */
650 if (tmp->invisible)
651 {
652 /* if the following is the case, it must be in an container. */
653 if (tmp->env && tmp->env->type != PLAYER)
654 {
655 /* Just toss the object - probably shouldn't be hanging
656 * around anyways
657 */
658 tmp->remove ();
659 tmp->destroy ();
660 return;
661 }
662 else
663 {
664 while (tmp && tmp->invisible)
665 tmp = tmp->below;
666 }
667 }
668
669 if (tmp == NULL)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
672 return;
673 }
674
675 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
676 {
677 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
678 return;
679 }
680
681 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
682 {
683 #if 0
684 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
685 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
686 #endif
687 return;
688 }
689
690 if (op->type == PLAYER && op->contr->last_used == tmp)
691 op->contr->last_used = tmp->below ? tmp->below
692 : tmp->above ? tmp->above
693 : 0;
694
695 if (op->container)
696 {
697 if (op->type == PLAYER)
698 put_object_in_sack (op, op->container, tmp, op->contr->count);
699 else
700 put_object_in_sack (op, op->container, tmp, 0);
701 }
702 else
703 {
704 if (op->type == PLAYER)
705 drop_object (op, tmp, op->contr->count);
706 else
707 drop_object (op, tmp, 0);
708 }
709
710 if (op->type == PLAYER)
711 op->contr->count = 0;
712 }
713
714 /* Command will drop all items that have not been locked */
715 int
716 command_dropall (object *op, char *params)
717 {
718
719 if (op->inv == NULL)
720 {
721 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
722 return 0;
723 }
724
725 object *curinv = op->inv;
726 object *nextinv;
727
728 /*
729 This is the default. Drops everything not locked or considered
730 not something that should be dropped.
731 */
732 /*
733 Care must be taken that the next item pointer is not to money as
734 the drop() routine will do unknown things to it when dropping
735 in a shop. --Tero.Pelander@utu.fi
736 */
737
738 int cnt = MAX_ITEM_PER_DROP;
739
740 if (!params)
741 {
742 while (curinv)
743 {
744 nextinv = curinv->below;
745
746 while (nextinv && nextinv->type == MONEY)
747 nextinv = nextinv->below;
748
749 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
750 curinv->type != FOOD && curinv->type != KEY &&
751 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
752 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
753 {
754 drop (op, curinv);
755 if (--cnt <= 0) break;
756 }
757
758 curinv = nextinv;
759 }
760 }
761 else if (strcmp (params, "weapons") == 0)
762 {
763 while (curinv)
764 {
765 nextinv = curinv->below;
766
767 while (nextinv && nextinv->type == MONEY)
768 nextinv = nextinv->below;
769
770 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
771 {
772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
777 }
778 }
779 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
780 {
781 while (curinv)
782 {
783 nextinv = curinv->below;
784
785 while (nextinv && nextinv->type == MONEY)
786 nextinv = nextinv->below;
787
788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793
794 curinv = nextinv;
795 }
796 }
797 else if (strcmp (params, "misc") == 0)
798 {
799 while (curinv)
800 {
801 nextinv = curinv->below;
802
803 while (nextinv && nextinv->type == MONEY)
804 nextinv = nextinv->below;
805
806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
807 {
808 switch (curinv->type)
809 {
810 case HORN:
811 case BOOK:
812 case SPELLBOOK:
813 case GIRDLE:
814 case AMULET:
815 case RING:
816 case CLOAK:
817 case BOOTS:
818 case GLOVES:
819 case BRACERS:
820 case SCROLL:
821 case ARMOUR_IMPROVER:
822 case WEAPON_IMPROVER:
823 case WAND:
824 case ROD:
825 case POTION:
826 drop (op, curinv);
827 curinv = nextinv;
828 break;
829 default:
830 curinv = nextinv;
831 break;
832 }
833
834 if (--cnt <= 0) break;
835 }
836
837 curinv = nextinv;
838 }
839 }
840
841 if (cnt <= 0)
842 op->failmsg ("Only dropped some items, can't drop that many items at once.");
843
844 /* draw_look(op);*/
845 return 0;
846 }
847
848 /* Object op wants to drop object(s) params. params can be a
849 * comma seperated list.
850 */
851 int
852 command_drop (object *op, char *params)
853 {
854 object *tmp, *next;
855 int did_one = 0;
856
857 if (!params)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
860 return 0;
861 }
862 else
863 {
864 int cnt = MAX_ITEM_PER_DROP;
865
866 for (tmp = op->inv; tmp; tmp = next)
867 {
868 next = tmp->below;
869 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
870 continue;
871
872 if (item_matched_string (op, tmp, params))
873 {
874 drop (op, tmp);
875 if (--cnt <= 0) break;
876 did_one = 1;
877 }
878 }
879
880 if (!did_one)
881 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
882
883 if (cnt <= 0)
884 op->failmsg ("Only dropped some items, can't drop that many items at once.");
885 }
886
887 return 0;
888 }
889
890 int
891 command_examine (object *op, char *params)
892 {
893 if (!params)
894 {
895 object *tmp = op->below;
896
897 while (tmp && !tmp->client_visible ())
898 tmp = tmp->below;
899
900 if (tmp)
901 examine (op, tmp);
902 }
903 else
904 {
905 object *tmp = find_best_object_match (op, params);
906
907 if (tmp)
908 examine (op, tmp);
909 else
910 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
911 }
912
913 return 0;
914 }
915
916 /* op should be a player.
917 * we return the object the player has marked with the 'mark' command
918 * below. If no match is found (or object has changed), we return
919 * NULL. We leave it up to the calling function to print messages if
920 * nothing is found.
921 */
922 object *
923 find_marked_object (object *op)
924 {
925 object *tmp;
926
927 if (!op || !op->contr)
928 return NULL;
929
930 if (!op->contr->mark)
931 {
932 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
933 return 0;
934 }
935
936 /* This may seem like overkill, but we need to make sure that they
937 * player hasn't dropped the item. We use count on the off chance that
938 * an item got reincarnated at some point.
939 */
940 for (tmp = op->inv; tmp; tmp = tmp->below)
941 {
942 if (tmp->invisible)
943 continue;
944
945 if (tmp == op->contr->mark)
946 {
947 if (!tmp->destroyed ())
948 return tmp;
949 else
950 {
951 op->contr->mark = 0;
952 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
953 return 0;
954 }
955 }
956 }
957
958 return 0;
959 }
960
961 std::string
962 object::describe_monster (object *who)
963 {
964 dynbuf_text buf (512, 512);
965
966 object *mon = head ? head : this;
967
968 if (QUERY_FLAG (mon, FLAG_UNDEAD))
969 buf << "It is an undead force.\n";
970
971 if (mon->level > who->level)
972 buf << "It is likely more powerful than you.\n";
973 else if (mon->level < who->level)
974 buf << "It is likely less powerful than you.\n";
975 else
976 buf << "It is probably as powerful as you.\n";
977
978 if (mon->attacktype & AT_ACID)
979 buf << "You seem to smell an acrid odor.\n";
980
981 /* Anyone know why this used to use the clone value instead of the
982 * maxhp field? This seems that it should give more accurate results.
983 */
984 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
985 { /* From 1-4 */
986 case 1:
987 buf << "It is in a bad shape.\n";
988 break;
989 case 2:
990 buf << "It is hurt.\n";
991 break;
992 case 3:
993 buf << "It is somewhat hurt.\n";
994 break;
995 case 4:
996 buf << "It is in excellent shape.\n";
997 break;
998 }
999
1000 if (present_in_ob (POISONING, mon))
1001 buf << "It looks very ill.\n";
1002
1003 return buf;
1004 }
1005
1006 /* tmp is the object being described, pl is who is examing it. */
1007 const char *
1008 long_desc (object *tmp, object *pl)
1009 {
1010 static std::string s;
1011
1012 return (s = tmp->long_desc (pl)).c_str ();
1013 }
1014
1015 std::string
1016 object::long_desc (object *who)
1017 {
1018 std::string buf (query_name (this));
1019
1020 switch (type)
1021 {
1022 case RING:
1023 case SKILL:
1024 case WEAPON:
1025 case ARMOUR:
1026 case BRACERS:
1027 case HELMET:
1028 case SHIELD:
1029 case BOOTS:
1030 case GLOVES:
1031 case AMULET:
1032 case GIRDLE:
1033 case BOW:
1034 case ARROW:
1035 case CLOAK:
1036 case FOOD:
1037 case DRINK:
1038 case FLESH:
1039 case SKILL_TOOL:
1040 case POWER_CRYSTAL:
1041 {
1042 const char *cp = ::describe_item (this, who);
1043
1044 if (*cp)
1045 {
1046 buf.append (" ");
1047 buf.append (cp);
1048 }
1049 }
1050 }
1051
1052 return buf;
1053 }
1054
1055 /* op is the player
1056 * tmp is the monster being examined.
1057 */
1058 void
1059 examine_monster (object *op, object *tmp)
1060 {
1061 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1062 }
1063
1064 std::string
1065 object::describe (object *who)
1066 {
1067 dynbuf_text buf (1024, 1024);
1068
1069 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1070
1071 if (custom_name)
1072 buf.printf ("You call it %s\n", &custom_name);
1073
1074 switch (type)
1075 {
1076 case SPELLBOOK:
1077 if (flag [FLAG_IDENTIFIED] && inv)
1078 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1079 break;
1080
1081 case BOOK:
1082 if (msg)
1083 buf << "Something is written in it.\n";
1084 break;
1085
1086 case CONTAINER:
1087 if (race != NULL)
1088 {
1089 if (weight_limit && stats.Str < 100)
1090 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1091 &race, weight_limit / (10.0 * (100 - stats.Str)));
1092 else
1093 buf.printf ("It can hold only %s.\n", &race);
1094 }
1095 else if (weight_limit && stats.Str < 100)
1096 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1097 break;
1098
1099 case WAND:
1100 if (flag [FLAG_IDENTIFIED])
1101 buf.printf ("It has %d charges left.\n", stats.food);
1102 break;
1103 }
1104
1105 if (materialname && !msg)
1106 buf.printf ("It is made of: %s.\n", &materialname);
1107
1108 if (who)
1109 /* Where to wear this item */
1110 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1111 if (slot[i].info)
1112 {
1113 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1114
1115 if (slot[i].info < -1 && who->slot[i].info)
1116 buf.printf ("(%d)", -slot[i].info);
1117
1118 buf << ".\n";
1119 }
1120
1121 if (weight)
1122 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1123
1124 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1125 {
1126 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1127
1128 if (is_in_shop (who))
1129 {
1130 if (flag [FLAG_UNPAID])
1131 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1132 else
1133 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1134 }
1135 }
1136
1137 if (flag [FLAG_MONSTER])
1138 buf << describe_monster (who);
1139
1140 /* Is this item buildable? */
1141 if (flag [FLAG_IS_BUILDABLE])
1142 buf << "This is a buildable item.\n";
1143
1144 /* Does the object have a message? Don't show message for all object
1145 * types - especially if the first entry is a match
1146 */
1147 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1148 {
1149 /* This is just a hack so when identifying the items, we print
1150 * out the extra message
1151 */
1152 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1153 buf << "The object has a story:\n";
1154
1155 buf << msg << '\n';
1156 }
1157
1158 buf << '\n';
1159
1160 return std::string (buf.linearise (), buf.size ());
1161 }
1162
1163 static void
1164 display_new_pickup (object *op)
1165 {
1166 int i = op->contr->mode;
1167
1168 if (!(i & PU_NEWMODE))
1169 return;
1170
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1172 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1174 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1175
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1177
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1179 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1181
1182 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1184
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1188
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1190 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1192 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1193
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1195 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1203
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1208
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1210 }
1211
1212 int
1213 command_pickup (object *op, char *params)
1214 {
1215 uint32 i;
1216 static const char *names[] = {
1217 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1218 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1219 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1220 "jewels", "flesh", NULL
1221 };
1222 static uint32 modes[] = {
1223 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1224 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1225 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1226 PU_JEWELS, PU_FLESH, 0
1227 };
1228
1229 if (!params)
1230 {
1231 /* if the new mode is used, just print the settings */
1232 if (op->contr->mode & PU_NEWMODE)
1233 {
1234 display_new_pickup (op);
1235 return 1;
1236 }
1237 if (1)
1238 LOG (llevDebug, "command_pickup: !params\n");
1239 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1240 return 0;
1241 }
1242
1243 while (*params == ' ' && *params)
1244 params++;
1245
1246 if (*params == '+' || *params == '-')
1247 {
1248 int mode;
1249
1250 for (mode = 0; names[mode]; mode++)
1251 {
1252 if (!strcmp (names[mode], params + 1))
1253 {
1254 i = op->contr->mode;
1255 if (!(i & PU_NEWMODE))
1256 i = PU_NEWMODE;
1257 if (*params == '+')
1258 i = i | modes[mode];
1259 else
1260 i = i & ~modes[mode];
1261 op->contr->mode = i;
1262 display_new_pickup (op);
1263 return 1;
1264 }
1265 }
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1267 return 1;
1268 }
1269
1270 if (sscanf (params, "%u", &i) != 1)
1271 {
1272 if (1)
1273 LOG (llevDebug, "command_pickup: params==NULL\n");
1274 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1275 return 1;
1276 }
1277 set_pickup_mode (op, i);
1278
1279 return 1;
1280 }
1281
1282 void
1283 set_pickup_mode (object *op, int i)
1284 {
1285 switch (op->contr->mode = i)
1286 {
1287 case 0:
1288 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1289 break;
1290 case 1:
1291 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1292 break;
1293 case 2:
1294 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1295 break;
1296 case 3:
1297 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1298 break;
1299 case 4:
1300 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1301 break;
1302 case 5:
1303 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1304 break;
1305 case 6:
1306 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1307 break;
1308 case 7:
1309 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1310 break;
1311 }
1312 }
1313
1314 int
1315 command_search_items (object *op, char *params)
1316 {
1317 char buf[MAX_BUF];
1318
1319 if (settings.search_items == FALSE)
1320 return 1;
1321
1322 if (params == NULL)
1323 {
1324 if (op->contr->search_str[0] == '\0')
1325 {
1326 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1327 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1328 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1329 return 1;
1330 }
1331
1332 op->contr->search_str[0] = '\0';
1333 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1334 op->update_stats ();
1335 return 1;
1336 }
1337
1338 if ((int) strlen (params) >= MAX_BUF)
1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1341 return 1;
1342 }
1343
1344 strcpy (op->contr->search_str, params);
1345 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1346 new_draw_info (NDI_UNIQUE, 0, op, buf);
1347 op->update_stats ();
1348 return 1;
1349 }
1350