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Revision: 1.60
Committed: Thu Nov 8 19:43:26 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

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 if (params == NULL)
834 {
835 while (curinv != NULL)
836 {
837 nextinv = curinv->below;
838 while (nextinv && nextinv->type == MONEY)
839 nextinv = nextinv->below;
840 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
841 curinv->type != FOOD && curinv->type != KEY &&
842 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
843 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
844 {
845 drop (op, curinv);
846 }
847 curinv = nextinv;
848 }
849 }
850
851 else if (strcmp (params, "weapons") == 0)
852 {
853 while (curinv != NULL)
854 {
855 nextinv = curinv->below;
856 while (nextinv && nextinv->type == MONEY)
857 nextinv = nextinv->below;
858 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
859 {
860 drop (op, curinv);
861 }
862 curinv = nextinv;
863 }
864 }
865
866 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
867 {
868 while (curinv != NULL)
869 {
870 nextinv = curinv->below;
871 while (nextinv && nextinv->type == MONEY)
872 nextinv = nextinv->below;
873 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
874 {
875 drop (op, curinv);
876 }
877 curinv = nextinv;
878 }
879 }
880
881 else if (strcmp (params, "misc") == 0)
882 {
883 while (curinv != NULL)
884 {
885 nextinv = curinv->below;
886 while (nextinv && nextinv->type == MONEY)
887 nextinv = nextinv->below;
888 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
889 {
890 switch (curinv->type)
891 {
892 case HORN:
893 case BOOK:
894 case SPELLBOOK:
895 case GIRDLE:
896 case AMULET:
897 case RING:
898 case CLOAK:
899 case BOOTS:
900 case GLOVES:
901 case BRACERS:
902 case SCROLL:
903 case ARMOUR_IMPROVER:
904 case WEAPON_IMPROVER:
905 case WAND:
906 case ROD:
907 case POTION:
908 drop (op, curinv);
909 curinv = nextinv;
910 break;
911 default:
912 curinv = nextinv;
913 break;
914 }
915 }
916 curinv = nextinv;
917 }
918 }
919
920 op->contr->ns->floorbox_update ();
921
922 /* draw_look(op);*/
923 return 0;
924 }
925
926 /* Object op wants to drop object(s) params. params can be a
927 * comma seperated list.
928 */
929
930 int
931 command_drop (object *op, char *params)
932 {
933 object *tmp, *next;
934 int did_one = 0;
935
936 if (!params)
937 {
938 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
939 return 0;
940 }
941 else
942 {
943 for (tmp = op->inv; tmp; tmp = next)
944 {
945 next = tmp->below;
946 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
947 continue;
948 if (item_matched_string (op, tmp, params))
949 {
950 drop (op, tmp);
951 did_one = 1;
952 }
953 }
954 if (!did_one)
955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
956 }
957 if (op->type == PLAYER)
958 {
959 op->contr->count = 0;
960 op->contr->ns->floorbox_update ();
961 };
962
963 /* draw_look(op);*/
964 return 0;
965 }
966
967 int
968 command_examine (object *op, char *params)
969 {
970 if (!params)
971 {
972 object *tmp = op->below;
973
974 while (tmp && !tmp->client_visible ())
975 tmp = tmp->below;
976 if (tmp)
977 examine (op, tmp);
978 }
979 else
980 {
981 object *tmp = find_best_object_match (op, params);
982
983 if (tmp)
984 examine (op, tmp);
985 else
986 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
987 }
988 return 0;
989 }
990
991 /* op should be a player.
992 * we return the object the player has marked with the 'mark' command
993 * below. If no match is found (or object has changed), we return
994 * NULL. We leave it up to the calling function to print messages if
995 * nothing is found.
996 */
997 object *
998 find_marked_object (object *op)
999 {
1000 object *tmp;
1001
1002 if (!op || !op->contr)
1003 return NULL;
1004
1005 if (!op->contr->mark)
1006 {
1007 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1008 return 0;
1009 }
1010
1011 /* This may seem like overkill, but we need to make sure that they
1012 * player hasn't dropped the item. We use count on the off chance that
1013 * an item got reincarnated at some point.
1014 */
1015 for (tmp = op->inv; tmp; tmp = tmp->below)
1016 {
1017 if (tmp->invisible)
1018 continue;
1019
1020 if (tmp == op->contr->mark)
1021 {
1022 if (!tmp->destroyed ())
1023 return tmp;
1024 else
1025 {
1026 op->contr->mark = 0;
1027 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1028 return 0;
1029 }
1030 }
1031 }
1032
1033 return 0;
1034 }
1035
1036 std::string
1037 object::describe_monster (object *who)
1038 {
1039 dynbuf_text buf (512, 512);
1040
1041 object *mon = head ? head : this;
1042
1043 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1044 buf << "It is an undead force.\n";
1045
1046 if (mon->level > who->level)
1047 buf << "It is likely more powerful than you.\n";
1048 else if (mon->level < who->level)
1049 buf << "It is likely less powerful than you.\n";
1050 else
1051 buf << "It is probably as powerful as you.\n";
1052
1053 if (mon->attacktype & AT_ACID)
1054 buf << "You seem to smell an acrid odor.\n";
1055
1056 /* Anyone know why this used to use the clone value instead of the
1057 * maxhp field? This seems that it should give more accurate results.
1058 */
1059 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1060 { /* From 1-4 */
1061 case 1:
1062 buf << "It is in a bad shape.\n";
1063 break;
1064 case 2:
1065 buf << "It is hurt.\n";
1066 break;
1067 case 3:
1068 buf << "It is somewhat hurt.\n";
1069 break;
1070 case 4:
1071 buf << "It is in excellent shape.\n";
1072 break;
1073 }
1074
1075 if (present_in_ob (POISONING, mon))
1076 buf << "It looks very ill.\n";
1077
1078 return buf;
1079 }
1080
1081 /* tmp is the object being described, pl is who is examing it. */
1082 const char *
1083 long_desc (object *tmp, object *pl)
1084 {
1085 static std::string s;
1086
1087 return (s = tmp->long_desc (pl)).c_str ();
1088 }
1089
1090 std::string
1091 object::long_desc (object *who)
1092 {
1093 std::string buf (query_name (this));
1094
1095 switch (type)
1096 {
1097 case RING:
1098 case SKILL:
1099 case WEAPON:
1100 case ARMOUR:
1101 case BRACERS:
1102 case HELMET:
1103 case SHIELD:
1104 case BOOTS:
1105 case GLOVES:
1106 case AMULET:
1107 case GIRDLE:
1108 case BOW:
1109 case ARROW:
1110 case CLOAK:
1111 case FOOD:
1112 case DRINK:
1113 case FLESH:
1114 case SKILL_TOOL:
1115 case POWER_CRYSTAL:
1116 {
1117 const char *cp = ::describe_item (this, who);
1118
1119 if (*cp)
1120 {
1121 buf.append (" ");
1122 buf.append (cp);
1123 }
1124 }
1125 }
1126
1127 return buf;
1128 }
1129
1130 /* op is the player
1131 * tmp is the monster being examined.
1132 */
1133 void
1134 examine_monster (object *op, object *tmp)
1135 {
1136 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1137 }
1138
1139 std::string
1140 object::describe (object *who)
1141 {
1142 dynbuf_text buf (1024, 1024);
1143
1144 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1145
1146 if (custom_name)
1147 buf.printf ("You call it %s\n", &custom_name);
1148
1149 switch (type)
1150 {
1151 case SPELLBOOK:
1152 if (flag [FLAG_IDENTIFIED] && inv)
1153 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1154 break;
1155
1156 case BOOK:
1157 if (msg)
1158 buf << "Something is written in it.\n";
1159 break;
1160
1161 case CONTAINER:
1162 if (race != NULL)
1163 {
1164 if (weight_limit && stats.Str < 100)
1165 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1166 &race, weight_limit / (10.0 * (100 - stats.Str)));
1167 else
1168 buf.printf ("It can hold only %s.\n", &race);
1169 }
1170 else if (weight_limit && stats.Str < 100)
1171 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1172 break;
1173
1174 case WAND:
1175 if (flag [FLAG_IDENTIFIED])
1176 buf.printf ("It has %d charges left.\n", stats.food);
1177 break;
1178 }
1179
1180 if (materialname && !msg)
1181 buf.printf ("It is made of: %s.\n", &materialname);
1182
1183 if (who)
1184 /* Where to wear this item */
1185 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1186 if (slot[i].info)
1187 {
1188 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1189
1190 if (slot[i].info < -1 && who->slot[i].info)
1191 buf.printf ("(%d)", -slot[i].info);
1192
1193 buf << ".\n";
1194 }
1195
1196 if (weight)
1197 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1198
1199 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1200 {
1201 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1202
1203 if (is_in_shop (who))
1204 {
1205 if (flag [FLAG_UNPAID])
1206 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1207 else
1208 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1209 }
1210 }
1211
1212 if (flag [FLAG_MONSTER])
1213 buf << describe_monster (who);
1214
1215 /* Is this item buildable? */
1216 if (flag [FLAG_IS_BUILDABLE])
1217 buf << "This is a buildable item.\n";
1218
1219 /* Does the object have a message? Don't show message for all object
1220 * types - especially if the first entry is a match
1221 */
1222 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && strncasecmp (msg, "@match", 7))
1223 {
1224 /* This is just a hack so when identifying the items, we print
1225 * out the extra message
1226 */
1227 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1228 buf << "The object has a story:\n";
1229
1230 buf << msg << '\n';
1231 }
1232
1233 buf << '\n';
1234
1235 return std::string (buf.linearise (), buf.size ());
1236 }
1237
1238 static void
1239 display_new_pickup (object *op)
1240 {
1241 int i = op->contr->mode;
1242
1243 if (!(i & PU_NEWMODE))
1244 return;
1245
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1248 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1250
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1252
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1255 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1256
1257 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1259
1260 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1263
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1268
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1273
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1275 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1276 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1277 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1278
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1280
1281 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1282 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1283
1284 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1285 }
1286
1287 int
1288 command_pickup (object *op, char *params)
1289 {
1290 uint32 i;
1291 static const char *names[] = {
1292 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1293 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1294 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1295 "jewels", "flesh", NULL
1296 };
1297 static uint32 modes[] = {
1298 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1299 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1300 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1301 PU_JEWELS, PU_FLESH, 0
1302 };
1303
1304 if (!params)
1305 {
1306 /* if the new mode is used, just print the settings */
1307 if (op->contr->mode & PU_NEWMODE)
1308 {
1309 display_new_pickup (op);
1310 return 1;
1311 }
1312 if (1)
1313 LOG (llevDebug, "command_pickup: !params\n");
1314 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1315 return 0;
1316 }
1317
1318 while (*params == ' ' && *params)
1319 params++;
1320
1321 if (*params == '+' || *params == '-')
1322 {
1323 int mode;
1324
1325 for (mode = 0; names[mode]; mode++)
1326 {
1327 if (!strcmp (names[mode], params + 1))
1328 {
1329 i = op->contr->mode;
1330 if (!(i & PU_NEWMODE))
1331 i = PU_NEWMODE;
1332 if (*params == '+')
1333 i = i | modes[mode];
1334 else
1335 i = i & ~modes[mode];
1336 op->contr->mode = i;
1337 display_new_pickup (op);
1338 return 1;
1339 }
1340 }
1341 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1342 return 1;
1343 }
1344
1345 if (sscanf (params, "%u", &i) != 1)
1346 {
1347 if (1)
1348 LOG (llevDebug, "command_pickup: params==NULL\n");
1349 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1350 return 1;
1351 }
1352 set_pickup_mode (op, i);
1353
1354 return 1;
1355 }
1356
1357 void
1358 set_pickup_mode (object *op, int i)
1359 {
1360 switch (op->contr->mode = i)
1361 {
1362 case 0:
1363 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1364 break;
1365 case 1:
1366 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1367 break;
1368 case 2:
1369 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1370 break;
1371 case 3:
1372 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1373 break;
1374 case 4:
1375 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1376 break;
1377 case 5:
1378 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1379 break;
1380 case 6:
1381 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1382 break;
1383 case 7:
1384 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1385 break;
1386 }
1387 }
1388
1389 int
1390 command_search_items (object *op, char *params)
1391 {
1392 char buf[MAX_BUF];
1393
1394 if (settings.search_items == FALSE)
1395 return 1;
1396
1397 if (params == NULL)
1398 {
1399 if (op->contr->search_str[0] == '\0')
1400 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1402 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1403 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1404 return 1;
1405 }
1406
1407 op->contr->search_str[0] = '\0';
1408 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1409 op->update_stats ();
1410 return 1;
1411 }
1412
1413 if ((int) strlen (params) >= MAX_BUF)
1414 {
1415 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1416 return 1;
1417 }
1418
1419 strcpy (op->contr->search_str, params);
1420 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1421 new_draw_info (NDI_UNIQUE, 0, op, buf);
1422 op->update_stats ();
1423 return 1;
1424 }
1425