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Revision: 1.84
Committed: Mon Dec 22 21:11:27 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.83: +1 -1 lines
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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 pl->failmsg ("You are levitating, you can't reach the ground! "
290 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
291 "or waiting till the levitation effect wears off.>");
292 return;
293 }
294
295 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
296 return;
297
298 if (nrof > tmp_nrof || nrof <= 0)
299 nrof = tmp_nrof;
300
301 /* Figure out how much weight this object will add to the player */
302 weight = tmp->weight * nrof;
303 if (tmp->inv)
304 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
305
306 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
307
308 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
309 {
310 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
311 return;
312 }
313
314 if (!can_split (pl, tmp, nrof))
315 return;
316
317 if (QUERY_FLAG (tmp, FLAG_UNPAID))
318 {
319 tmp->flag.reset (FLAG_UNPAID);
320 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));
321 tmp->flag.set (FLAG_UNPAID);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
325
326 op->insert (tmp);
327 }
328
329 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
330 void
331 pick_up (object *op, object *alt)
332 {
333 int need_fix_tmp = 0;
334 object *tmp = NULL;
335 maptile *tmp_map = NULL;
336 int count;
337
338 /* Decide which object to pick. */
339 if (alt)
340 {
341 if (!can_pick (op, alt))
342 {
343 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
344 goto leave;
345 }
346
347 tmp = alt;
348 }
349 else
350 {
351 if (op->below == NULL || !can_pick (op, op->below))
352 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
354 goto leave;
355 }
356
357 tmp = op->below;
358 }
359
360 /* Try to catch it. */
361 tmp_map = tmp->map;
362 tmp = stop_item (tmp);
363 if (tmp == NULL)
364 goto leave;
365
366 need_fix_tmp = 1;
367 if (!can_pick (op, tmp))
368 goto leave;
369
370 if (op->type == PLAYER)
371 {
372 count = op->contr->count;
373 if (count == 0)
374 count = tmp->nrof;
375 }
376 else
377 count = tmp->nrof;
378
379 /* container is open, so use it */
380 if (tmp->flag [FLAG_STARTEQUIP])
381 alt = op;
382 else if (op->container)
383 {
384 alt = op->container;
385 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
386 goto leave;
387 }
388 else
389 { /* non container pickup */
390 for (alt = op->inv; alt; alt = alt->below)
391 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
392 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
393 break; /* perfect match */
394
395 if (!alt)
396 for (alt = op->inv; alt; alt = alt->below)
397 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
398 break; /* General container comes next */
399
400 if (!alt)
401 alt = op; /* No free containers */
402 }
403
404 if (tmp->env == alt)
405 {
406 /* here it could be possible to check rent,
407 * if someone wants to implement it
408 */
409 alt = op;
410 }
411
412 #ifdef PICKUP_DEBUG
413 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
414 #endif
415
416 /* startequip items are not allowed to be put into containers: */
417 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
418 {
419 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
420 goto leave;
421 }
422
423 pick_up_object (op, alt, tmp, count);
424
425 if (tmp->destroyed () || tmp->env)
426 need_fix_tmp = 0;
427
428 if (op->type == PLAYER)
429 op->contr->count = 0;
430
431 goto leave;
432
433 leave:
434 if (need_fix_tmp)
435 fix_stopped_item (tmp, tmp_map, op);
436 }
437
438 /* This takes (picks up) and item. op is the player
439 * who issued the command. params is a string to
440 * match against the item name. Basically, always
441 * returns zero, but that should be improved.
442 */
443 int
444 command_take (object *op, char *params)
445 {
446 object *tmp, *next;
447
448 if (op->container)
449 tmp = op->container->inv;
450 else
451 {
452 tmp = op->above;
453 if (tmp)
454 while (tmp->above)
455 tmp = tmp->above;
456
457 if (!tmp)
458 tmp = op->below;
459 }
460
461 if (!tmp)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
464 return 0;
465 }
466
467 /* Makes processing easier */
468 if (params && *params == '\0')
469 params = 0;
470
471 int cnt = MAX_ITEM_PER_DROP;
472
473 while (tmp)
474 {
475 next = tmp->below;
476
477 if (tmp->invisible)
478 {
479 tmp = next;
480 continue;
481 }
482
483 /* This following two if and else if could be merged into line
484 * but that probably will make it more difficult to read, and
485 * not make it any more efficient
486 */
487 if (params && item_matched_string (op, tmp, params))
488 {
489 if (--cnt < 0) break;
490 pick_up (op, tmp);
491 }
492 else if (can_pick (op, tmp) && !params)
493 {
494 if (--cnt < 0) break;
495 pick_up (op, tmp);
496 break;
497 }
498
499 tmp = next;
500 }
501
502 if (cnt < 0)
503 {
504 op->failmsg ("Couldn't pick up so many items at once.");
505 return 0;
506 }
507
508 if (!params && !tmp)
509 {
510 for (tmp = op->below; tmp; tmp = tmp->below)
511 if (!tmp->invisible)
512 {
513 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
514 break;
515 }
516
517 if (!tmp)
518 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
519 }
520
521 return 0;
522 }
523
524 /*
525 * This function was part of drop, now is own function.
526 * Player 'op' tries to put object 'tmp' into sack 'sack',
527 * if nrof is non zero, then nrof objects is tried to put into sack.
528 *
529 * Note that the 'sack' in question can now be a transport,
530 * so this function isn't named very good anymore.
531 */
532 void
533 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
534 {
535 object *tmp2, *sack2;
536 char buf[MAX_BUF];
537
538 if (sack == tmp)
539 return; /* Can't put an object in itself */
540
541 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
542 {
543 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
544 return;
545 }
546
547 if (tmp->type == CONTAINER && tmp->inv)
548 {
549 /* Eneq(@csd.uu.se): If the object to be dropped is a container
550 * we instead move the contents of that container into the active
551 * container, this is only done if the object has something in it.
552 */
553 sack2 = tmp;
554 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
555
556 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
557 {
558 tmp = tmp2->below;
559
560 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
561 put_object_in_sack (op, sack, tmp2, 0);
562 else
563 {
564 sprintf (buf, "Your %s fills up.", query_name (sack));
565 new_draw_info (NDI_UNIQUE, 0, op, buf);
566 break;
567 }
568 }
569
570 return;
571 }
572
573 /* Don't worry about this for containers - our caller should have
574 * already checked this.
575 */
576 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
577 return;
578
579 if (QUERY_FLAG (tmp, FLAG_APPLIED))
580 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
581 return;
582
583 /* we want to put some portion of the item into the container */
584 if (!can_split (op, tmp, nrof))
585 return;
586
587 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
588 sack->insert (tmp);
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 return;
614
615 drop_object (op, tmp);
616
617 if (!tmp->destroyed () && !tmp->is_inserted ())
618 {
619 // if nothing happened with the object we give it back
620 op->insert (tmp);
621 }
622 }
623
624 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
625 * already split off object, and feeds it to the event handlers and does
626 * other magic with it.
627 *
628 * <droppper> is the object that dropped this object and <obj> is the
629 * object that was dropped.
630 *
631 * Make sure to check what happened with <obj> after this function returns!
632 * Otherwise you may leak this object.
633 */
634
635 void
636 drop_object (object *dropper, object *obj)
637 {
638 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
639 return;
640
641 if (obj->destroyed () || obj->is_inserted ())
642 return;
643
644 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
645 {
646 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
647 dropper->statusmsg ("The god who lent it to you retrieves it.");
648
649 obj->destroy ();
650 dropper->update_stats ();
651 return;
652 }
653
654 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
655 floor;
656 floor = floor->above)
657 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
658 return;
659
660 if (obj->destroyed () || obj->is_inserted ())
661 return;
662
663 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
664 if (!sell_item (obj, dropper))
665 return;
666
667 /* If nothing special happened with this object, the default action is to
668 * insert it below the dropper:
669 */
670
671 obj->x = dropper->x;
672 obj->y = dropper->y;
673
674 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
675 }
676
677 void
678 drop (object *op, object *tmp)
679 {
680 /* Hopeful fix for disappearing objects when dropping from a container -
681 * somehow, players get an invisible object in the container, and the
682 * old logic would skip over invisible objects - works fine for the
683 * playes inventory, but drop inventory wants to use the next value.
684 */
685 if (tmp->invisible)
686 {
687 /* if the following is the case, it must be in an container. */
688 if (tmp->env && tmp->env->type != PLAYER)
689 {
690 /* Just toss the object - probably shouldn't be hanging
691 * around anyways
692 */
693 tmp->destroy ();
694 return;
695 }
696 else
697 {
698 while (tmp && tmp->invisible)
699 tmp = tmp->below;
700 }
701 }
702
703 if (tmp == NULL)
704 {
705 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
706 return;
707 }
708
709 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
712 return;
713 }
714
715 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
716 {
717 #if 0
718 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
719 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
720 #endif
721 return;
722 }
723
724 if (op->type == PLAYER && op->contr->last_used == tmp)
725 op->contr->last_used = tmp->below ? tmp->below
726 : tmp->above ? tmp->above
727 : 0;
728
729 if (op->container)
730 {
731 if (op->type == PLAYER)
732 put_object_in_sack (op, op->container, tmp, op->contr->count);
733 else
734 put_object_in_sack (op, op->container, tmp, 0);
735 }
736 else
737 {
738 if (op->type == PLAYER)
739 drop_object (op, tmp, op->contr->count);
740 else
741 drop_object (op, tmp, 0);
742 }
743
744 if (op->type == PLAYER)
745 op->contr->count = 0;
746 }
747
748 /* Command will drop all items that have not been locked */
749 int
750 command_dropall (object *op, char *params)
751 {
752
753 if (op->inv == NULL)
754 {
755 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
756 return 0;
757 }
758
759 object *curinv = op->inv;
760 object *nextinv;
761
762 /*
763 This is the default. Drops everything not locked or considered
764 not something that should be dropped.
765 */
766 /*
767 Care must be taken that the next item pointer is not to money as
768 the drop() routine will do unknown things to it when dropping
769 in a shop. --Tero.Pelander@utu.fi
770 */
771
772 int cnt = MAX_ITEM_PER_DROP;
773
774 if (!params)
775 {
776 while (curinv)
777 {
778 nextinv = curinv->below;
779
780 while (nextinv && nextinv->type == MONEY)
781 nextinv = nextinv->below;
782
783 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
784 curinv->type != FOOD && curinv->type != KEY &&
785 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
786 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
787 {
788 drop (op, curinv);
789 if (--cnt <= 0) break;
790 }
791
792 curinv = nextinv;
793 }
794 }
795 else if (strcmp (params, "weapons") == 0)
796 {
797 while (curinv)
798 {
799 nextinv = curinv->below;
800
801 while (nextinv && nextinv->type == MONEY)
802 nextinv = nextinv->below;
803
804 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
805 {
806 drop (op, curinv);
807 if (--cnt <= 0) break;
808 }
809
810 curinv = nextinv;
811 }
812 }
813 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
814 {
815 while (curinv)
816 {
817 nextinv = curinv->below;
818
819 while (nextinv && nextinv->type == MONEY)
820 nextinv = nextinv->below;
821
822 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
823 {
824 drop (op, curinv);
825 if (--cnt <= 0) break;
826 }
827
828 curinv = nextinv;
829 }
830 }
831 else if (strcmp (params, "misc") == 0)
832 {
833 while (curinv)
834 {
835 nextinv = curinv->below;
836
837 while (nextinv && nextinv->type == MONEY)
838 nextinv = nextinv->below;
839
840 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
841 {
842 switch (curinv->type)
843 {
844 case HORN:
845 case BOOK:
846 case SPELLBOOK:
847 case GIRDLE:
848 case AMULET:
849 case RING:
850 case CLOAK:
851 case BOOTS:
852 case GLOVES:
853 case BRACERS:
854 case SCROLL:
855 case ARMOUR_IMPROVER:
856 case WEAPON_IMPROVER:
857 case WAND:
858 case ROD:
859 case POTION:
860 drop (op, curinv);
861 curinv = nextinv;
862 break;
863 default:
864 curinv = nextinv;
865 break;
866 }
867
868 if (--cnt <= 0) break;
869 }
870
871 curinv = nextinv;
872 }
873 }
874
875 if (cnt <= 0)
876 op->failmsg ("Only dropped some items, can't drop that many items at once.");
877
878 /* draw_look(op);*/
879 return 0;
880 }
881
882
883 /* This function tries to drop all objects in the <objs> vector.
884 * <dropper> is the object that wants to drop them.
885 * <cnt> can be a 0 pointer or a pointer to the maximum number of
886 * drop operations to perform.
887 *
888 * Returns true if at least one item was dropped.
889 */
890 bool
891 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
892 {
893 vector<object *>::iterator i;
894
895 bool did_one = false;
896
897 for (i = objs.begin (); i != objs.end (); i++)
898 {
899 drop (dropper, *i);
900 if (cnt && --*cnt <= 0) break;
901 did_one = true;
902 }
903
904 return did_one;
905 }
906
907 /* Object op wants to drop object(s) params. params can be a
908 * comma seperated list.
909 */
910 int
911 command_drop (object *op, char *params)
912 {
913 object *tmp, *next;
914 int did_one = 0;
915
916 if (!params)
917 {
918 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
919 return 0;
920 }
921 else
922 {
923 vector<object *> matched_objs;
924
925 for (tmp = op->inv; tmp; tmp = next)
926 {
927 next = tmp->below;
928 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
929 continue;
930
931 if (item_matched_string (op, tmp, params))
932 matched_objs.push_back (tmp);
933 }
934
935 int cnt = MAX_ITEM_PER_DROP;
936
937 if (!drop_vector (op, matched_objs, &cnt))
938 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
939
940 if (cnt <= 0)
941 op->failmsg ("Only dropped some items, can't drop that many items at once.");
942 }
943
944 return 0;
945 }
946
947 int
948 command_examine (object *op, char *params)
949 {
950 if (!params)
951 {
952 object *tmp = op->below;
953
954 while (tmp && !tmp->client_visible ())
955 tmp = tmp->below;
956
957 if (tmp)
958 examine (op, tmp);
959 }
960 else
961 {
962 object *tmp = find_best_object_match (op, params);
963
964 if (tmp)
965 examine (op, tmp);
966 else
967 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
968 }
969
970 return 0;
971 }
972
973 /* op should be a player.
974 * we return the object the player has marked with the 'mark' command
975 * below. If no match is found (or object has changed), we return
976 * NULL. We leave it up to the calling function to print messages if
977 * nothing is found.
978 */
979 object *
980 find_marked_object (object *op)
981 {
982 object *tmp;
983
984 if (!op || !op->contr)
985 return NULL;
986
987 if (!op->contr->mark)
988 {
989 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
990 return 0;
991 }
992
993 /* This may seem like overkill, but we need to make sure that they
994 * player hasn't dropped the item. We use count on the off chance that
995 * an item got reincarnated at some point.
996 */
997 for (tmp = op->inv; tmp; tmp = tmp->below)
998 {
999 if (tmp->invisible)
1000 continue;
1001
1002 if (tmp == op->contr->mark)
1003 {
1004 if (!tmp->destroyed ())
1005 return tmp;
1006 else
1007 {
1008 op->contr->mark = 0;
1009 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1010 return 0;
1011 }
1012 }
1013 }
1014
1015 return 0;
1016 }
1017
1018 std::string
1019 object::describe_monster (object *who)
1020 {
1021 dynbuf_text buf (512, 512);
1022
1023 object *mon = head ? head : this;
1024
1025 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1026 buf << "It is an undead force.\r";
1027
1028 if (mon->level > who->level)
1029 buf << "It is likely more powerful than you.\r";
1030 else if (mon->level < who->level)
1031 buf << "It is likely less powerful than you.\r";
1032 else
1033 buf << "It is probably as powerful as you.\r";
1034
1035 if (mon->attacktype & AT_ACID)
1036 buf << "You seem to smell an acrid odor.\r";
1037
1038 /* Anyone know why this used to use the clone value instead of the
1039 * maxhp field? This seems that it should give more accurate results.
1040 */
1041 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1042 { /* From 1-4 */
1043 case 1:
1044 buf << "It is in a bad shape.\r";
1045 break;
1046 case 2:
1047 buf << "It is hurt.\r";
1048 break;
1049 case 3:
1050 buf << "It is somewhat hurt.\r";
1051 break;
1052 case 4:
1053 buf << "It is in excellent shape.\r";
1054 break;
1055 }
1056
1057 if (present_in_ob (POISONING, mon))
1058 buf << "It looks very ill.\r";
1059
1060 buf << '\n';
1061
1062 return buf;
1063 }
1064
1065 /* tmp is the object being described, pl is who is examing it. */
1066 const char *
1067 long_desc (object *tmp, object *pl)
1068 {
1069 static std::string s;
1070
1071 return (s = tmp->long_desc (pl)).c_str ();
1072 }
1073
1074 std::string
1075 object::long_desc (object *who)
1076 {
1077 std::string buf (query_name (this));
1078
1079 switch (type)
1080 {
1081 case RING:
1082 case SKILL:
1083 case WEAPON:
1084 case ARMOUR:
1085 case BRACERS:
1086 case HELMET:
1087 case SHIELD:
1088 case BOOTS:
1089 case GLOVES:
1090 case AMULET:
1091 case GIRDLE:
1092 case BOW:
1093 case ARROW:
1094 case CLOAK:
1095 case FOOD:
1096 case DRINK:
1097 case FLESH:
1098 case SKILL_TOOL:
1099 case POWER_CRYSTAL:
1100 {
1101 const char *cp = ::describe_item (this, who);
1102
1103 if (*cp)
1104 {
1105 buf.append (" ");
1106 buf.append (cp);
1107 }
1108 }
1109 }
1110
1111 return buf;
1112 }
1113
1114 /* op is the player
1115 * tmp is the monster being examined.
1116 */
1117 void
1118 examine_monster (object *op, object *tmp)
1119 {
1120 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1121 }
1122
1123 std::string
1124 object::describe (object *who)
1125 {
1126 dynbuf_text buf (1024, 1024);
1127
1128 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1129
1130 if (custom_name)
1131 buf.printf ("You call it %s.\r", &custom_name);
1132
1133 switch (type)
1134 {
1135 case SPELLBOOK:
1136 if (flag [FLAG_IDENTIFIED] && inv)
1137 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1138 break;
1139
1140 case BOOK:
1141 if (msg)
1142 buf << "Something is written in it.\r";
1143 break;
1144
1145 case CONTAINER:
1146 if (race)
1147 {
1148 if (weight_limit && stats.Str < 100)
1149 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1150 &race, weight_limit / (10.0 * (100 - stats.Str)));
1151 else
1152 buf.printf ("It can hold only %s.\r", &race);
1153 }
1154 else if (weight_limit && stats.Str < 100)
1155 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1156 break;
1157
1158 case WAND:
1159 if (flag [FLAG_IDENTIFIED])
1160 buf.printf ("It has %d charges left.\r", stats.food);
1161 break;
1162 }
1163
1164 if (materialname && !msg)
1165 buf.printf ("It is made of: %s.\r", &materialname);
1166
1167 if (who)
1168 /* Where to wear this item */
1169 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1170 if (slot[i].info)
1171 {
1172 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1173
1174 if (slot[i].info < -1 && who->slot[i].info)
1175 buf.printf ("(%d)", -slot[i].info);
1176
1177 buf << ".\r";
1178 }
1179
1180 if (weight)
1181 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1182
1183 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1184 {
1185 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1186
1187 if (is_in_shop (who))
1188 {
1189 if (flag [FLAG_UNPAID])
1190 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1191 else
1192 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1193 }
1194 }
1195
1196 if (flag [FLAG_MONSTER])
1197 buf << describe_monster (who);
1198
1199 /* Is this item buildable? */
1200 if (flag [FLAG_IS_BUILDABLE])
1201 buf << "This is a buildable item.\r";
1202
1203 /* Does the object have a message? Don't show message for all object
1204 * types - especially if the first entry is a match
1205 */
1206 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1207 {
1208 /* This is just a hack so when identifying the items, we print
1209 * out the extra message
1210 */
1211 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1212 buf << "The object has a story:\r";
1213
1214 buf << msg << '\n';
1215 }
1216
1217 buf << '\n';
1218
1219 return std::string (buf.linearise (), buf.size ());
1220 }
1221
1222 static void
1223 display_new_pickup (object *op)
1224 {
1225 int i = op->contr->mode;
1226
1227 if (!(i & PU_NEWMODE))
1228 return;
1229
1230 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1231 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1233 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1234
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1236
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1239 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1240
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1243
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1247
1248 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1250 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1252
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1255 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1256 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1257
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1259 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1260 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1262
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1264
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1267
1268 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1269 }
1270
1271 int
1272 command_pickup (object *op, char *params)
1273 {
1274 uint32 i;
1275 static const char *names[] = {
1276 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1277 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1278 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1279 "jewels", "flesh", NULL
1280 };
1281 static uint32 modes[] = {
1282 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1283 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1284 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1285 PU_JEWELS, PU_FLESH, 0
1286 };
1287
1288 if (!params)
1289 {
1290 /* if the new mode is used, just print the settings */
1291 if (op->contr->mode & PU_NEWMODE)
1292 {
1293 display_new_pickup (op);
1294 return 1;
1295 }
1296 if (1)
1297 LOG (llevDebug, "command_pickup: !params\n");
1298 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1299 return 0;
1300 }
1301
1302 while (*params == ' ' && *params)
1303 params++;
1304
1305 if (*params == '+' || *params == '-')
1306 {
1307 int mode;
1308
1309 for (mode = 0; names[mode]; mode++)
1310 {
1311 if (!strcmp (names[mode], params + 1))
1312 {
1313 i = op->contr->mode;
1314 if (!(i & PU_NEWMODE))
1315 i = PU_NEWMODE;
1316 if (*params == '+')
1317 i = i | modes[mode];
1318 else
1319 i = i & ~modes[mode];
1320 op->contr->mode = i;
1321 display_new_pickup (op);
1322 return 1;
1323 }
1324 }
1325 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1326 return 1;
1327 }
1328
1329 if (sscanf (params, "%u", &i) != 1)
1330 {
1331 if (1)
1332 LOG (llevDebug, "command_pickup: params==NULL\n");
1333 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1334 return 1;
1335 }
1336 set_pickup_mode (op, i);
1337
1338 return 1;
1339 }
1340
1341 void
1342 set_pickup_mode (object *op, int i)
1343 {
1344 switch (op->contr->mode = i)
1345 {
1346 case 0:
1347 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1348 break;
1349 case 1:
1350 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1351 break;
1352 case 2:
1353 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1354 break;
1355 case 3:
1356 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1357 break;
1358 case 4:
1359 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1360 break;
1361 case 5:
1362 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1363 break;
1364 case 6:
1365 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1366 break;
1367 case 7:
1368 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1369 break;
1370 }
1371 }
1372
1373 int
1374 command_search_items (object *op, char *params)
1375 {
1376 char buf[MAX_BUF];
1377
1378 if (settings.search_items == FALSE)
1379 return 1;
1380
1381 if (params == NULL)
1382 {
1383 if (op->contr->search_str[0] == '\0')
1384 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1386 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1387 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1388 return 1;
1389 }
1390
1391 op->contr->search_str[0] = '\0';
1392 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1393 op->update_stats ();
1394 return 1;
1395 }
1396
1397 if ((int) strlen (params) >= MAX_BUF)
1398 {
1399 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1400 return 1;
1401 }
1402
1403 strcpy (op->contr->search_str, params);
1404 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1405 new_draw_info (NDI_UNIQUE, 0, op, buf);
1406 op->update_stats ();
1407 return 1;
1408 }
1409