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Revision: 1.61
Committed: Mon Nov 26 11:41:02 2007 UTC (16 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.60: +23 -0 lines
Log Message:
implemented drop item limit and fixed small performance problem in is_in_shop()

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 int
97 command_uskill (object *pl, char *params)
98 {
99 if (!params)
100 {
101 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
102 return 0;
103 }
104
105 return use_skill (pl, params);
106 }
107
108 int
109 command_rskill (object *pl, char *params)
110 {
111 object *skill;
112
113 if (!params)
114 {
115 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
116 return 0;
117 }
118
119 skill = find_skill_by_name (pl, params);
120
121 if (!skill)
122 {
123 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
124 return 0;
125 }
126
127 pl->change_skill (0);
128 apply_special (pl, skill, AP_APPLY);
129 return 1;
130 }
131
132 /* These functions (command_search, command_disarm) are really just wrappers for
133 * things like 'use_skill ...'). In fact, they should really be obsoleted
134 * and replaced with those.
135 */
136 int
137 command_search (object *op, char *params)
138 {
139 return use_skill (op, skill_names[SK_FIND_TRAPS]);
140 }
141
142 int
143 command_disarm (object *op, char *params)
144 {
145 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
146 }
147
148 /* A little special because we do want to pass the full params along
149 * as it includes the object to throw.
150 */
151 int
152 command_throw (object *op, char *params)
153 {
154 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
155 return do_skill (op, op, skop, op->facing, params);
156 else
157 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
158
159 return 0;
160 }
161
162 int
163 command_apply (object *op, char *params)
164 {
165 if (!params)
166 {
167 player_apply_below (op);
168 return 0;
169 }
170 else
171 {
172 apply_flag aflag = (apply_flag)0;
173
174 while (*params == ' ')
175 params++;
176
177 if (!strncmp (params, "-a ", 3))
178 {
179 aflag = AP_APPLY;
180 params += 3;
181 }
182
183 if (!strncmp (params, "-u ", 3))
184 {
185 aflag = AP_UNAPPLY;
186 params += 3;
187 }
188
189 while (*params == ' ')
190 params++;
191
192 if (object *inv = find_best_apply_object_match (op, params, aflag))
193 player_apply (op, inv, aflag, 0);
194 else
195 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
196 }
197
198 return 0;
199 }
200
201 /*
202 * Check if an item op can be put into a sack. If pl exists then tell
203 * a player the reason of failure.
204 * returns 1 if it will fit, 0 if it will not. nrof is the number of
205 * objects (op) we want to put in. We specify it separately instead of
206 * using op->nrof because often times, a player may have specified a
207 * certain number of objects to drop, so we can pass that number, and
208 * not need to use split_ob and stuff.
209 */
210 int
211 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
212 {
213
214 if (!QUERY_FLAG (sack, FLAG_APPLIED))
215 {
216 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
217 return 0;
218 }
219 if (sack == op)
220 {
221 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
222 return 0;
223 }
224 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
225 {
226 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
227 return 0;
228 }
229 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
230 {
231 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
232 return 0;
233 }
234 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
235 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
236 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
237 {
238 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
239 return 0;
240 }
241 /* All other checks pass, must be OK */
242 return 1;
243 }
244
245 /* Pick up commands follow */
246
247 /* pl = player (not always - monsters can use this now)
248 * op is the object to put tmp into,
249 * tmp is the object to pick up, nrof is the number to
250 * pick up (0 means all of them)
251 */
252 static void
253 pick_up_object (object *pl, object *op, object *tmp, int nrof)
254 {
255 /* buf needs to be big (more than 256 chars) because you can get
256 * very long item names.
257 */
258 char buf[HUGE_BUF];
259 object *env = tmp->env;
260 uint32 weight, effective_weight_limit;
261 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
262
263 /* IF the player is flying & trying to take the item out of a container
264 * that is in his inventory, let him. tmp->env points to the container
265 * (sack, luggage, etc), tmp->env->env then points to the player (nested
266 * containers not allowed as of now)
267 */
268 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
269 {
270 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
271 return;
272 }
273
274 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
275 return;
276
277 if (nrof > tmp_nrof || nrof == 0)
278 nrof = tmp_nrof;
279
280 /* Figure out how much weight this object will add to the player */
281 weight = tmp->weight * nrof;
282 if (tmp->inv)
283 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
284
285 if (pl->stats.Str <= MAX_STAT)
286 effective_weight_limit = weight_limit[pl->stats.Str];
287 else
288 effective_weight_limit = weight_limit[MAX_STAT];
289
290 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
291 {
292 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
293 return;
294 }
295
296 if (nrof != tmp_nrof)
297 {
298 object *tmp2 = tmp;
299
300 tmp = get_split_ob (tmp, nrof);
301 if (!tmp)
302 {
303 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
304 return;
305 }
306
307 /* Tell the client what happened to the rest of objects */
308 if (pl->contr)
309 if (tmp2->destroyed ())
310 esrv_del_item (pl->contr, tmp2->count);
311 else
312 esrv_update_item (UPD_NROF, pl, tmp2);
313 }
314 else
315 {
316 /* If the object is in a container, send a delete to the client.
317 * - we are moving all the items from the container to elsewhere,
318 * so it needs to be deleted.
319 */
320 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
321 {
322 if (tmp->env && pl->type == PLAYER)
323 esrv_del_item (pl->contr, tmp->count);
324
325 tmp->remove (); /* Unlink it */
326 }
327 }
328
329 if (QUERY_FLAG (tmp, FLAG_UNPAID))
330 sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
331 else
332 sprintf (buf, "You pick up the %s.", query_name (tmp));
333
334 new_draw_info (NDI_UNIQUE, 0, pl, buf);
335
336 tmp = insert_ob_in_ob (tmp, op);
337
338 /* All the stuff below deals with client/server code, and is only
339 * usable by players
340 */
341 if (pl->contr)
342 {
343 esrv_send_item (pl, tmp);
344
345 /* These are needed to update the weight for the container we
346 * are putting the object in.
347 */
348 if (op != pl)
349 {
350 esrv_update_item (UPD_WEIGHT, pl, op);
351 esrv_send_item (pl, pl);
352 }
353
354 /* Update the container the object was in */
355 if (env && env != pl && env != op)
356 esrv_update_item (UPD_WEIGHT, pl, env);
357 }
358 }
359
360 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
361 void
362 pick_up (object *op, object *alt)
363 {
364 int need_fix_tmp = 0;
365 object *tmp = NULL;
366 maptile *tmp_map = NULL;
367 int count;
368
369 /* Decide which object to pick. */
370 if (alt)
371 {
372 if (!can_pick (op, alt))
373 {
374 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
375 goto leave;
376 }
377 tmp = alt;
378 }
379 else
380 {
381 if (op->below == NULL || !can_pick (op, op->below))
382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
384 goto leave;
385 }
386
387 tmp = op->below;
388 }
389
390 /* Try to catch it. */
391 tmp_map = tmp->map;
392 tmp = stop_item (tmp);
393 if (tmp == NULL)
394 goto leave;
395 need_fix_tmp = 1;
396 if (!can_pick (op, tmp))
397 goto leave;
398
399 if (op->type == PLAYER)
400 {
401 count = op->contr->count;
402 if (count == 0)
403 count = tmp->nrof;
404 }
405 else
406 count = tmp->nrof;
407
408 /* container is open, so use it */
409 if (op->container)
410 {
411 alt = op->container;
412 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
413 goto leave;
414 }
415 else
416 { /* non container pickup */
417 for (alt = op->inv; alt; alt = alt->below)
418 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
419 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
420 break; /* perfect match */
421
422 if (!alt)
423 for (alt = op->inv; alt; alt = alt->below)
424 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
425 break; /* General container comes next */
426
427 if (!alt)
428 alt = op; /* No free containers */
429 }
430
431 if (tmp->env == alt)
432 {
433 /* here it could be possible to check rent,
434 * if someone wants to implement it
435 */
436 alt = op;
437 }
438 #ifdef PICKUP_DEBUG
439 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
440 #endif
441
442 /* startequip items are not allowed to be put into containers: */
443 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
444 {
445 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
446 goto leave;
447 }
448
449 pick_up_object (op, alt, tmp, count);
450
451 if (tmp->destroyed () || tmp->env)
452 need_fix_tmp = 0;
453
454 if (op->type == PLAYER)
455 op->contr->count = 0;
456
457 goto leave;
458
459 leave:
460 if (need_fix_tmp)
461 fix_stopped_item (tmp, tmp_map, op);
462 }
463
464 /* This takes (picks up) and item. op is the player
465 * who issued the command. params is a string to
466 * match against the item name. Basically, always
467 * returns zero, but that should be improved.
468 */
469 int
470 command_take (object *op, char *params)
471 {
472 object *tmp, *next;
473
474 if (op->container)
475 tmp = op->container->inv;
476 else
477 {
478 tmp = op->above;
479 if (tmp)
480 while (tmp->above)
481 tmp = tmp->above;
482
483 if (!tmp)
484 tmp = op->below;
485 }
486
487 if (!tmp)
488 {
489 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
490 return 0;
491 }
492
493 /* Makes processing easier */
494 if (params && *params == '\0')
495 params = 0;
496
497 while (tmp)
498 {
499 next = tmp->below;
500
501 if (tmp->invisible)
502 {
503 tmp = next;
504 continue;
505 }
506
507 /* This following two if and else if could be merged into line
508 * but that probably will make it more difficult to read, and
509 * not make it any more efficient
510 */
511 if (params && item_matched_string (op, tmp, params))
512 pick_up (op, tmp);
513 else if (can_pick (op, tmp) && !params)
514 {
515 pick_up (op, tmp);
516 break;
517 }
518
519 tmp = next;
520 }
521
522 if (!params && !tmp)
523 {
524 for (tmp = op->below; tmp; tmp = tmp->below)
525 if (!tmp->invisible)
526 {
527 char buf[MAX_BUF];
528
529 sprintf (buf, "You can't pick up a %s.", &tmp->name);
530 new_draw_info (NDI_UNIQUE, 0, op, buf);
531 break;
532 }
533
534 if (!tmp)
535 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
536 }
537
538 return 0;
539 }
540
541
542 /*
543 * This function was part of drop, now is own function.
544 * Player 'op' tries to put object 'tmp' into sack 'sack',
545 * if nrof is non zero, then nrof objects is tried to put into sack.
546 * Note that the 'sack' in question can now be a transport,
547 * so this function isn't named very good anymore.
548 */
549 void
550 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
551 {
552 object *tmp2, *sack2;
553 char buf[MAX_BUF];
554
555 if (sack == tmp)
556 return; /* Can't put an object in itself */
557
558 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
559 {
560 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
561 return;
562 }
563
564 if (tmp->type == CONTAINER && tmp->inv)
565 {
566
567 /* Eneq(@csd.uu.se): If the object to be dropped is a container
568 * we instead move the contents of that container into the active
569 * container, this is only done if the object has something in it.
570 */
571 sack2 = tmp;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
573
574 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
575 {
576 tmp = tmp2->below;
577
578 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
579 {
580 put_object_in_sack (op, sack, tmp2, 0);
581 }
582 else
583 {
584 sprintf (buf, "Your %s fills up.", query_name (sack));
585 new_draw_info (NDI_UNIQUE, 0, op, buf);
586 break;
587 }
588 }
589
590 esrv_update_item (UPD_WEIGHT, op, sack2);
591 return;
592 }
593
594 /* Don't worry about this for containers - our caller should have
595 * already checked this.
596 */
597 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
598 return;
599
600 if (QUERY_FLAG (tmp, FLAG_APPLIED))
601 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
602 return;
603
604 /* we want to put some portion of the item into the container */
605 if (nrof && tmp->nrof != nrof)
606 {
607 object *tmp2 = tmp;
608
609 tmp = get_split_ob (tmp, nrof);
610
611 if (!tmp)
612 {
613 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
614 return;
615 }
616 /* Tell a client what happened other objects */
617 if (tmp2->destroyed ())
618 esrv_del_item (op->contr, tmp2->count);
619 else /* this can proably be replaced with an update */
620 esrv_send_item (op, tmp2);
621 }
622 else
623 tmp->remove ();
624
625 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
626 tmp2 = insert_ob_in_ob (tmp, sack);
627 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
628 /* in object.c */
629
630 /* If an object merged (and thus, different object), we need to
631 * delete the original.
632 */
633 if (tmp2 != tmp)
634 esrv_del_item (op->contr, tmp->count);
635
636 esrv_send_item (op, tmp2);
637
638 /* update the sacks weight */
639 esrv_update_item (UPD_WEIGHT, op, sack);
640 }
641
642 /*
643 * This function was part of drop, now is own function.
644 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
645 * nrof objects is tried to dropped.
646 * This is used when dropping objects onto the floor.
647 */
648 void
649 drop_object (object *op, object *tmp, uint32 nrof)
650 {
651 char buf[MAX_BUF];
652 object *floor;
653
654 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
655 return;
656
657 if (QUERY_FLAG (tmp, FLAG_APPLIED))
658 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
659 return; /* can't unapply it */
660
661 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
662
663 /* We are only dropping some of the items. We split the current object
664 * off
665 */
666 if (nrof && tmp->nrof != nrof)
667 {
668 object *tmp2 = tmp;
669
670 tmp = get_split_ob (tmp, nrof);
671 if (!tmp)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
674 return;
675 }
676 /* Tell a client what happened rest of objects. tmp2 is now the
677 * original object
678 */
679 if (op->type == PLAYER)
680 {
681 if (tmp2->destroyed ())
682 esrv_del_item (op->contr, tmp2->count);
683 else
684 esrv_send_item (op, tmp2);
685 }
686 }
687 else
688 tmp->remove ();
689
690 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
691 return;
692
693 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
694 {
695 sprintf (buf, "You drop the %s.", query_name (tmp));
696 new_draw_info (NDI_UNIQUE, 0, op, buf);
697 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
698
699 if (op->type == PLAYER)
700 esrv_del_item (op->contr, tmp->count);
701
702 tmp->destroy ();
703 op->update_stats ();
704 return;
705 }
706
707 if (op->type == PLAYER)
708 esrv_del_item (op->contr, tmp->count);
709
710 /* Call this before we update the various windows/players. At least
711 * that we, we know the weight is correct.
712 */
713 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
714 /* in object.c */
715
716 if (op->type == PLAYER)
717 {
718 /* Need to update the weight for the player */
719 esrv_send_item (op, op);
720 op->contr->ns->floorbox_update ();
721 }
722
723 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
724 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
725 return;
726
727 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
728 sell_item (tmp, op);
729
730 tmp->x = op->x;
731 tmp->y = op->y;
732
733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
734 }
735
736 void
737 drop (object *op, object *tmp)
738 {
739 /* Hopeful fix for disappearing objects when dropping from a container -
740 * somehow, players get an invisible object in the container, and the
741 * old logic would skip over invisible objects - works fine for the
742 * playes inventory, but drop inventory wants to use the next value.
743 */
744 if (tmp->invisible)
745 {
746 /* if the following is the case, it must be in an container. */
747 if (tmp->env && tmp->env->type != PLAYER)
748 {
749 /* Just toss the object - probably shouldn't be hanging
750 * around anyways
751 */
752 tmp->remove ();
753 tmp->destroy ();
754 return;
755 }
756 else
757 {
758 while (tmp != NULL && tmp->invisible)
759 tmp = tmp->below;
760 }
761 }
762
763 if (tmp == NULL)
764 {
765 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
766 return;
767 }
768 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
769 {
770 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
771 return;
772 }
773 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
774 {
775 #if 0
776 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
777 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
778 #endif
779 return;
780 }
781
782 if (op->type == PLAYER && op->contr->last_used == tmp)
783 op->contr->last_used = tmp->below ? tmp->below
784 : tmp->above ? tmp->above
785 : 0;
786
787 if (op->container)
788 {
789 if (op->type == PLAYER)
790 put_object_in_sack (op, op->container, tmp, op->contr->count);
791 else
792 put_object_in_sack (op, op->container, tmp, 0);
793 }
794 else
795 {
796 if (op->type == PLAYER)
797 drop_object (op, tmp, op->contr->count);
798 else
799 drop_object (op, tmp, 0);
800 }
801
802 if (op->type == PLAYER)
803 op->contr->count = 0;
804 }
805
806
807
808 /* Command will drop all items that have not been locked */
809 int
810 command_dropall (object *op, char *params)
811 {
812
813 object *curinv, *nextinv;
814
815 if (op->inv == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
818 return 0;
819 }
820
821 curinv = op->inv;
822
823 /*
824 This is the default. Drops everything not locked or considered
825 not something that should be dropped.
826 */
827 /*
828 Care must be taken that the next item pointer is not to money as
829 the drop() routine will do unknown things to it when dropping
830 in a shop. --Tero.Pelander@utu.fi
831 */
832
833 int cnt = MAX_ITEM_PER_DROP;
834
835 if (params == NULL)
836 {
837 while (curinv != NULL)
838 {
839 nextinv = curinv->below;
840 while (nextinv && nextinv->type == MONEY)
841 nextinv = nextinv->below;
842 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
843 curinv->type != FOOD && curinv->type != KEY &&
844 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
845 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
846 {
847 drop (op, curinv);
848 if (--cnt <= 0) break;
849 }
850 curinv = nextinv;
851 }
852 }
853
854 else if (strcmp (params, "weapons") == 0)
855 {
856 while (curinv != NULL)
857 {
858 nextinv = curinv->below;
859 while (nextinv && nextinv->type == MONEY)
860 nextinv = nextinv->below;
861 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
862 {
863 drop (op, curinv);
864 if (--cnt <= 0) break;
865 }
866 curinv = nextinv;
867 }
868 }
869
870 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
871 {
872 while (curinv != NULL)
873 {
874 nextinv = curinv->below;
875 while (nextinv && nextinv->type == MONEY)
876 nextinv = nextinv->below;
877 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
878 {
879 drop (op, curinv);
880 if (--cnt <= 0) break;
881 }
882 curinv = nextinv;
883 }
884 }
885
886 else if (strcmp (params, "misc") == 0)
887 {
888 while (curinv != NULL)
889 {
890 nextinv = curinv->below;
891 while (nextinv && nextinv->type == MONEY)
892 nextinv = nextinv->below;
893 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
894 {
895 switch (curinv->type)
896 {
897 case HORN:
898 case BOOK:
899 case SPELLBOOK:
900 case GIRDLE:
901 case AMULET:
902 case RING:
903 case CLOAK:
904 case BOOTS:
905 case GLOVES:
906 case BRACERS:
907 case SCROLL:
908 case ARMOUR_IMPROVER:
909 case WEAPON_IMPROVER:
910 case WAND:
911 case ROD:
912 case POTION:
913 drop (op, curinv);
914 curinv = nextinv;
915 break;
916 default:
917 curinv = nextinv;
918 break;
919 }
920 if (--cnt <= 0) break;
921 }
922 curinv = nextinv;
923 }
924 }
925
926 if (cnt <= 0)
927 op->failmsg (format (
928 "Droppped only %d items, you can't drop more than that at once.",
929 MAX_ITEM_PER_DROP
930 ));
931
932 op->contr->ns->floorbox_update ();
933
934 /* draw_look(op);*/
935 return 0;
936 }
937
938 /* Object op wants to drop object(s) params. params can be a
939 * comma seperated list.
940 */
941
942 int
943 command_drop (object *op, char *params)
944 {
945 object *tmp, *next;
946 int did_one = 0;
947
948 if (!params)
949 {
950 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
951 return 0;
952 }
953 else
954 {
955 int cnt = MAX_ITEM_PER_DROP;
956
957 for (tmp = op->inv; tmp; tmp = next)
958 {
959 next = tmp->below;
960 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
961 continue;
962
963 if (item_matched_string (op, tmp, params))
964 {
965 drop (op, tmp);
966 if (--cnt <= 0) break;
967 did_one = 1;
968 }
969 }
970
971 if (!did_one)
972 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
973
974 if (cnt <= 0)
975 op->failmsg (format (
976 "Droppped only %d items, you can't drop more than that at once.",
977 MAX_ITEM_PER_DROP
978 ));
979 }
980 if (op->type == PLAYER)
981 {
982 op->contr->count = 0;
983 op->contr->ns->floorbox_update ();
984 };
985
986 /* draw_look(op);*/
987 return 0;
988 }
989
990 int
991 command_examine (object *op, char *params)
992 {
993 if (!params)
994 {
995 object *tmp = op->below;
996
997 while (tmp && !tmp->client_visible ())
998 tmp = tmp->below;
999 if (tmp)
1000 examine (op, tmp);
1001 }
1002 else
1003 {
1004 object *tmp = find_best_object_match (op, params);
1005
1006 if (tmp)
1007 examine (op, tmp);
1008 else
1009 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1010 }
1011 return 0;
1012 }
1013
1014 /* op should be a player.
1015 * we return the object the player has marked with the 'mark' command
1016 * below. If no match is found (or object has changed), we return
1017 * NULL. We leave it up to the calling function to print messages if
1018 * nothing is found.
1019 */
1020 object *
1021 find_marked_object (object *op)
1022 {
1023 object *tmp;
1024
1025 if (!op || !op->contr)
1026 return NULL;
1027
1028 if (!op->contr->mark)
1029 {
1030 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1031 return 0;
1032 }
1033
1034 /* This may seem like overkill, but we need to make sure that they
1035 * player hasn't dropped the item. We use count on the off chance that
1036 * an item got reincarnated at some point.
1037 */
1038 for (tmp = op->inv; tmp; tmp = tmp->below)
1039 {
1040 if (tmp->invisible)
1041 continue;
1042
1043 if (tmp == op->contr->mark)
1044 {
1045 if (!tmp->destroyed ())
1046 return tmp;
1047 else
1048 {
1049 op->contr->mark = 0;
1050 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1051 return 0;
1052 }
1053 }
1054 }
1055
1056 return 0;
1057 }
1058
1059 std::string
1060 object::describe_monster (object *who)
1061 {
1062 dynbuf_text buf (512, 512);
1063
1064 object *mon = head ? head : this;
1065
1066 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1067 buf << "It is an undead force.\n";
1068
1069 if (mon->level > who->level)
1070 buf << "It is likely more powerful than you.\n";
1071 else if (mon->level < who->level)
1072 buf << "It is likely less powerful than you.\n";
1073 else
1074 buf << "It is probably as powerful as you.\n";
1075
1076 if (mon->attacktype & AT_ACID)
1077 buf << "You seem to smell an acrid odor.\n";
1078
1079 /* Anyone know why this used to use the clone value instead of the
1080 * maxhp field? This seems that it should give more accurate results.
1081 */
1082 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1083 { /* From 1-4 */
1084 case 1:
1085 buf << "It is in a bad shape.\n";
1086 break;
1087 case 2:
1088 buf << "It is hurt.\n";
1089 break;
1090 case 3:
1091 buf << "It is somewhat hurt.\n";
1092 break;
1093 case 4:
1094 buf << "It is in excellent shape.\n";
1095 break;
1096 }
1097
1098 if (present_in_ob (POISONING, mon))
1099 buf << "It looks very ill.\n";
1100
1101 return buf;
1102 }
1103
1104 /* tmp is the object being described, pl is who is examing it. */
1105 const char *
1106 long_desc (object *tmp, object *pl)
1107 {
1108 static std::string s;
1109
1110 return (s = tmp->long_desc (pl)).c_str ();
1111 }
1112
1113 std::string
1114 object::long_desc (object *who)
1115 {
1116 std::string buf (query_name (this));
1117
1118 switch (type)
1119 {
1120 case RING:
1121 case SKILL:
1122 case WEAPON:
1123 case ARMOUR:
1124 case BRACERS:
1125 case HELMET:
1126 case SHIELD:
1127 case BOOTS:
1128 case GLOVES:
1129 case AMULET:
1130 case GIRDLE:
1131 case BOW:
1132 case ARROW:
1133 case CLOAK:
1134 case FOOD:
1135 case DRINK:
1136 case FLESH:
1137 case SKILL_TOOL:
1138 case POWER_CRYSTAL:
1139 {
1140 const char *cp = ::describe_item (this, who);
1141
1142 if (*cp)
1143 {
1144 buf.append (" ");
1145 buf.append (cp);
1146 }
1147 }
1148 }
1149
1150 return buf;
1151 }
1152
1153 /* op is the player
1154 * tmp is the monster being examined.
1155 */
1156 void
1157 examine_monster (object *op, object *tmp)
1158 {
1159 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1160 }
1161
1162 std::string
1163 object::describe (object *who)
1164 {
1165 dynbuf_text buf (1024, 1024);
1166
1167 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1168
1169 if (custom_name)
1170 buf.printf ("You call it %s\n", &custom_name);
1171
1172 switch (type)
1173 {
1174 case SPELLBOOK:
1175 if (flag [FLAG_IDENTIFIED] && inv)
1176 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1177 break;
1178
1179 case BOOK:
1180 if (msg)
1181 buf << "Something is written in it.\n";
1182 break;
1183
1184 case CONTAINER:
1185 if (race != NULL)
1186 {
1187 if (weight_limit && stats.Str < 100)
1188 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1189 &race, weight_limit / (10.0 * (100 - stats.Str)));
1190 else
1191 buf.printf ("It can hold only %s.\n", &race);
1192 }
1193 else if (weight_limit && stats.Str < 100)
1194 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1195 break;
1196
1197 case WAND:
1198 if (flag [FLAG_IDENTIFIED])
1199 buf.printf ("It has %d charges left.\n", stats.food);
1200 break;
1201 }
1202
1203 if (materialname && !msg)
1204 buf.printf ("It is made of: %s.\n", &materialname);
1205
1206 if (who)
1207 /* Where to wear this item */
1208 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1209 if (slot[i].info)
1210 {
1211 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1212
1213 if (slot[i].info < -1 && who->slot[i].info)
1214 buf.printf ("(%d)", -slot[i].info);
1215
1216 buf << ".\n";
1217 }
1218
1219 if (weight)
1220 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1221
1222 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1223 {
1224 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1225
1226 if (is_in_shop (who))
1227 {
1228 if (flag [FLAG_UNPAID])
1229 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1230 else
1231 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1232 }
1233 }
1234
1235 if (flag [FLAG_MONSTER])
1236 buf << describe_monster (who);
1237
1238 /* Is this item buildable? */
1239 if (flag [FLAG_IS_BUILDABLE])
1240 buf << "This is a buildable item.\n";
1241
1242 /* Does the object have a message? Don't show message for all object
1243 * types - especially if the first entry is a match
1244 */
1245 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && strncasecmp (msg, "@match", 7))
1246 {
1247 /* This is just a hack so when identifying the items, we print
1248 * out the extra message
1249 */
1250 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1251 buf << "The object has a story:\n";
1252
1253 buf << msg << '\n';
1254 }
1255
1256 buf << '\n';
1257
1258 return std::string (buf.linearise (), buf.size ());
1259 }
1260
1261 static void
1262 display_new_pickup (object *op)
1263 {
1264 int i = op->contr->mode;
1265
1266 if (!(i & PU_NEWMODE))
1267 return;
1268
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1273
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1275
1276 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1277 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1279
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1281 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1282
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1284 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1285 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1286
1287 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1288 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1289 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1290 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1291
1292 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1293 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1294 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1295 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1296
1297 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1298 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1299 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1300 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1301
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1303
1304 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1305 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1306
1307 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1308 }
1309
1310 int
1311 command_pickup (object *op, char *params)
1312 {
1313 uint32 i;
1314 static const char *names[] = {
1315 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1316 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1317 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1318 "jewels", "flesh", NULL
1319 };
1320 static uint32 modes[] = {
1321 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1322 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1323 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1324 PU_JEWELS, PU_FLESH, 0
1325 };
1326
1327 if (!params)
1328 {
1329 /* if the new mode is used, just print the settings */
1330 if (op->contr->mode & PU_NEWMODE)
1331 {
1332 display_new_pickup (op);
1333 return 1;
1334 }
1335 if (1)
1336 LOG (llevDebug, "command_pickup: !params\n");
1337 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1338 return 0;
1339 }
1340
1341 while (*params == ' ' && *params)
1342 params++;
1343
1344 if (*params == '+' || *params == '-')
1345 {
1346 int mode;
1347
1348 for (mode = 0; names[mode]; mode++)
1349 {
1350 if (!strcmp (names[mode], params + 1))
1351 {
1352 i = op->contr->mode;
1353 if (!(i & PU_NEWMODE))
1354 i = PU_NEWMODE;
1355 if (*params == '+')
1356 i = i | modes[mode];
1357 else
1358 i = i & ~modes[mode];
1359 op->contr->mode = i;
1360 display_new_pickup (op);
1361 return 1;
1362 }
1363 }
1364 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1365 return 1;
1366 }
1367
1368 if (sscanf (params, "%u", &i) != 1)
1369 {
1370 if (1)
1371 LOG (llevDebug, "command_pickup: params==NULL\n");
1372 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1373 return 1;
1374 }
1375 set_pickup_mode (op, i);
1376
1377 return 1;
1378 }
1379
1380 void
1381 set_pickup_mode (object *op, int i)
1382 {
1383 switch (op->contr->mode = i)
1384 {
1385 case 0:
1386 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1387 break;
1388 case 1:
1389 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1390 break;
1391 case 2:
1392 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1393 break;
1394 case 3:
1395 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1396 break;
1397 case 4:
1398 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1399 break;
1400 case 5:
1401 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1402 break;
1403 case 6:
1404 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1405 break;
1406 case 7:
1407 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1408 break;
1409 }
1410 }
1411
1412 int
1413 command_search_items (object *op, char *params)
1414 {
1415 char buf[MAX_BUF];
1416
1417 if (settings.search_items == FALSE)
1418 return 1;
1419
1420 if (params == NULL)
1421 {
1422 if (op->contr->search_str[0] == '\0')
1423 {
1424 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1425 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1426 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1427 return 1;
1428 }
1429
1430 op->contr->search_str[0] = '\0';
1431 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1432 op->update_stats ();
1433 return 1;
1434 }
1435
1436 if ((int) strlen (params) >= MAX_BUF)
1437 {
1438 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1439 return 1;
1440 }
1441
1442 strcpy (op->contr->search_str, params);
1443 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1444 new_draw_info (NDI_UNIQUE, 0, op, buf);
1445 op->update_stats ();
1446 return 1;
1447 }
1448