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Revision: 1.67
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +6 -2 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

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 static bool
97 can_split (object *pl, object *&op, sint32 nrof)
98 {
99 if (object *tmp = op->split (nrof))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
113 }
114
115 int
116 command_uskill (object *pl, char *params)
117 {
118 if (!params)
119 {
120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
121 return 0;
122 }
123
124 return use_skill (pl, params);
125 }
126
127 int
128 command_rskill (object *pl, char *params)
129 {
130 object *skill;
131
132 if (!params)
133 {
134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
135 return 0;
136 }
137
138 skill = find_skill_by_name (pl, params);
139
140 if (!skill)
141 {
142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
143 return 0;
144 }
145
146 pl->change_skill (0);
147 apply_special (pl, skill, AP_APPLY);
148 return 1;
149 }
150
151 /* These functions (command_search, command_disarm) are really just wrappers for
152 * things like 'use_skill ...'). In fact, they should really be obsoleted
153 * and replaced with those.
154 */
155 int
156 command_search (object *op, char *params)
157 {
158 return use_skill (op, skill_names[SK_FIND_TRAPS]);
159 }
160
161 int
162 command_disarm (object *op, char *params)
163 {
164 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
165 }
166
167 /* A little special because we do want to pass the full params along
168 * as it includes the object to throw.
169 */
170 int
171 command_throw (object *op, char *params)
172 {
173 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
174 return do_skill (op, op, skop, op->facing, params);
175 else
176 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
177
178 return 0;
179 }
180
181 int
182 command_apply (object *op, char *params)
183 {
184 if (!params)
185 {
186 player_apply_below (op);
187 return 0;
188 }
189 else
190 {
191 apply_flag aflag = (apply_flag)0;
192
193 while (*params == ' ')
194 params++;
195
196 if (!strncmp (params, "-a ", 3))
197 {
198 aflag = AP_APPLY;
199 params += 3;
200 }
201
202 if (!strncmp (params, "-u ", 3))
203 {
204 aflag = AP_UNAPPLY;
205 params += 3;
206 }
207
208 while (*params == ' ')
209 params++;
210
211 if (object *inv = find_best_apply_object_match (op, params, aflag))
212 player_apply (op, inv, aflag, 0);
213 else
214 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
215 }
216
217 return 0;
218 }
219
220 /*
221 * Check if an item op can be put into a sack. If pl exists then tell
222 * a player the reason of failure.
223 * returns 1 if it will fit, 0 if it will not. nrof is the number of
224 * objects (op) we want to put in. We specify it separately instead of
225 * using op->nrof because often times, a player may have specified a
226 * certain number of objects to drop, so we can pass that number, and
227 * not need to use split_ob and stuff.
228 */
229 int
230 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
231 {
232 if (!QUERY_FLAG (sack, FLAG_APPLIED))
233 {
234 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
235 return 0;
236 }
237
238 if (sack == op)
239 {
240 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
241 return 0;
242 }
243
244 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
245 {
246 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
247 return 0;
248 }
249
250 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
251 {
252 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
253 return 0;
254 }
255
256 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
257 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
258 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
259 {
260 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
261 return 0;
262 }
263
264 /* All other checks pass, must be OK */
265 return 1;
266 }
267
268 /* Pick up commands follow */
269
270 /* pl = player (not always - monsters can use this now)
271 * op is the object to put tmp into,
272 * tmp is the object to pick up, nrof is the number to
273 * pick up (0 means all of them)
274 */
275 static void
276 pick_up_object (object *pl, object *op, object *tmp, int nrof)
277 {
278 object *env = tmp->env;
279 uint32 weight, effective_weight_limit;
280 int tmp_nrof = tmp->number_of ();
281
282 /* IF the player is flying & trying to take the item out of a container
283 * that is in his inventory, let him. tmp->env points to the container
284 * (sack, luggage, etc), tmp->env->env then points to the player (nested
285 * containers not allowed as of now)
286 */
287 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
288 {
289 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
290 return;
291 }
292
293 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
294 return;
295
296 if (nrof > tmp_nrof || nrof <= 0)
297 nrof = tmp_nrof;
298
299 /* Figure out how much weight this object will add to the player */
300 weight = tmp->weight * nrof;
301 if (tmp->inv)
302 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
303
304 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
305
306 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
307 {
308 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
309 return;
310 }
311
312 if (!can_split (pl, tmp, nrof))
313 return;
314
315 if (QUERY_FLAG (tmp, FLAG_UNPAID))
316 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));
317 else
318 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
319
320 tmp = insert_ob_in_ob (tmp, op);
321
322 /* All the stuff below deals with client/server code, and is only
323 * usable by players
324 */
325 if (pl->contr)
326 {
327 esrv_send_item (pl, tmp);
328
329 /* These are needed to update the weight for the container we
330 * are putting the object in.
331 */
332 if (op != pl)
333 {
334 esrv_update_item (UPD_WEIGHT, pl, op);
335 esrv_send_item (pl, pl);
336 }
337
338 /* Update the container the object was in */
339 if (env && env != pl && env != op)
340 esrv_update_item (UPD_WEIGHT, pl, env);
341 }
342 }
343
344 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
345 void
346 pick_up (object *op, object *alt)
347 {
348 int need_fix_tmp = 0;
349 object *tmp = NULL;
350 maptile *tmp_map = NULL;
351 int count;
352
353 /* Decide which object to pick. */
354 if (alt)
355 {
356 if (!can_pick (op, alt))
357 {
358 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
359 goto leave;
360 }
361
362 tmp = alt;
363 }
364 else
365 {
366 if (op->below == NULL || !can_pick (op, op->below))
367 {
368 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
369 goto leave;
370 }
371
372 tmp = op->below;
373 }
374
375 /* Try to catch it. */
376 tmp_map = tmp->map;
377 tmp = stop_item (tmp);
378 if (tmp == NULL)
379 goto leave;
380
381 need_fix_tmp = 1;
382 if (!can_pick (op, tmp))
383 goto leave;
384
385 if (op->type == PLAYER)
386 {
387 count = op->contr->count;
388 if (count == 0)
389 count = tmp->nrof;
390 }
391 else
392 count = tmp->nrof;
393
394 /* container is open, so use it */
395 if (tmp->flag [FLAG_STARTEQUIP])
396 alt = op;
397 else if (op->container)
398 {
399 alt = op->container;
400 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
401 goto leave;
402 }
403 else
404 { /* non container pickup */
405 for (alt = op->inv; alt; alt = alt->below)
406 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
407 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
408 break; /* perfect match */
409
410 if (!alt)
411 for (alt = op->inv; alt; alt = alt->below)
412 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
413 break; /* General container comes next */
414
415 if (!alt)
416 alt = op; /* No free containers */
417 }
418
419 if (tmp->env == alt)
420 {
421 /* here it could be possible to check rent,
422 * if someone wants to implement it
423 */
424 alt = op;
425 }
426
427 #ifdef PICKUP_DEBUG
428 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
429 #endif
430
431 /* startequip items are not allowed to be put into containers: */
432 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
433 {
434 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
435 goto leave;
436 }
437
438 pick_up_object (op, alt, tmp, count);
439
440 if (tmp->destroyed () || tmp->env)
441 need_fix_tmp = 0;
442
443 if (op->type == PLAYER)
444 op->contr->count = 0;
445
446 goto leave;
447
448 leave:
449 if (need_fix_tmp)
450 fix_stopped_item (tmp, tmp_map, op);
451 }
452
453 /* This takes (picks up) and item. op is the player
454 * who issued the command. params is a string to
455 * match against the item name. Basically, always
456 * returns zero, but that should be improved.
457 */
458 int
459 command_take (object *op, char *params)
460 {
461 object *tmp, *next;
462
463 if (op->container)
464 tmp = op->container->inv;
465 else
466 {
467 tmp = op->above;
468 if (tmp)
469 while (tmp->above)
470 tmp = tmp->above;
471
472 if (!tmp)
473 tmp = op->below;
474 }
475
476 if (!tmp)
477 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
479 return 0;
480 }
481
482 /* Makes processing easier */
483 if (params && *params == '\0')
484 params = 0;
485
486 int cnt = MAX_ITEM_PER_DROP;
487
488 while (tmp)
489 {
490 next = tmp->below;
491
492 if (tmp->invisible)
493 {
494 tmp = next;
495 continue;
496 }
497
498 /* This following two if and else if could be merged into line
499 * but that probably will make it more difficult to read, and
500 * not make it any more efficient
501 */
502 if (params && item_matched_string (op, tmp, params))
503 {
504 pick_up (op, tmp);
505 if (--cnt <= 0) break;
506 }
507 else if (can_pick (op, tmp) && !params)
508 {
509 pick_up (op, tmp);
510 break;
511 }
512
513 tmp = next;
514 }
515
516 if (cnt <= 0)
517 {
518 op->failmsg ("Couldn't pick up so many items at once.");
519 return 0;
520 }
521
522 if (!params && !tmp)
523 {
524 for (tmp = op->below; tmp; tmp = tmp->below)
525 if (!tmp->invisible)
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
528 break;
529 }
530
531 if (!tmp)
532 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
533 }
534
535 return 0;
536 }
537
538 /*
539 * This function was part of drop, now is own function.
540 * Player 'op' tries to put object 'tmp' into sack 'sack',
541 * if nrof is non zero, then nrof objects is tried to put into sack.
542 * Note that the 'sack' in question can now be a transport,
543 * so this function isn't named very good anymore.
544 */
545 void
546 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
547 {
548 object *tmp2, *sack2;
549 char buf[MAX_BUF];
550
551 if (sack == tmp)
552 return; /* Can't put an object in itself */
553
554 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
555 {
556 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
557 return;
558 }
559
560 if (tmp->type == CONTAINER && tmp->inv)
561 {
562 /* Eneq(@csd.uu.se): If the object to be dropped is a container
563 * we instead move the contents of that container into the active
564 * container, this is only done if the object has something in it.
565 */
566 sack2 = tmp;
567 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
568
569 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
570 {
571 tmp = tmp2->below;
572
573 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
574 {
575 put_object_in_sack (op, sack, tmp2, 0);
576 }
577 else
578 {
579 sprintf (buf, "Your %s fills up.", query_name (sack));
580 new_draw_info (NDI_UNIQUE, 0, op, buf);
581 break;
582 }
583 }
584
585 esrv_update_item (UPD_WEIGHT, op, sack2);
586 return;
587 }
588
589 /* Don't worry about this for containers - our caller should have
590 * already checked this.
591 */
592 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
593 return;
594
595 if (QUERY_FLAG (tmp, FLAG_APPLIED))
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return;
598
599 /* we want to put some portion of the item into the container */
600 if (nrof && tmp->nrof != nrof)
601 {
602 if (!can_split (op, tmp, nrof))
603 return;
604 }
605 else
606 tmp->remove ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
609 tmp2 = insert_ob_in_ob (tmp, sack);
610
611 // elmex: 2007-11-26: removed update_stats and replaced
612 // it by update_after_inventory_change () in the caller
613 // of this function
614
615 /* If an object merged (and thus, different object), we need to
616 * delete the original.
617 */
618 if (tmp2 != tmp)
619 esrv_del_item (op->contr, tmp->count);
620
621 esrv_send_item (op, tmp2);
622
623 /* update the sacks weight */
624 esrv_update_item (UPD_WEIGHT, op, sack);
625 }
626
627 /*
628 * This function was part of drop, now is own function.
629 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
630 * nrof objects is tried to dropped.
631 * This is used when dropping objects onto the floor.
632 */
633 void
634 drop_object (object *op, object *tmp, uint32 nrof)
635 {
636 object *floor;
637
638 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
639 return;
640
641 if (QUERY_FLAG (tmp, FLAG_APPLIED))
642 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
643 return; /* can't unapply it */
644
645 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
646
647 /* We are only dropping some of the items. We split the current object
648 * off
649 */
650 if (nrof && tmp->nrof != nrof)
651 {
652 if (!can_split (op, tmp, nrof))
653 return;
654 }
655 else
656 tmp->remove ();
657
658 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
659 return;
660
661 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
662 {
663 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
664 op->statusmsg ("The gods who lent it to you retrieves it.");
665
666 if (op->type == PLAYER)
667 esrv_del_item (op->contr, tmp->count);
668
669 tmp->destroy ();
670 op->update_stats ();
671 return;
672 }
673
674 if (op->type == PLAYER)
675 esrv_del_item (op->contr, tmp->count);
676
677 /* Call this before we update the various windows/players. At least
678 * that we, we know the weight is correct.
679 */
680 // 2007-11-26: moved op->update_stats away and calling it later after
681 // all items of a drop command have been processed.
682
683 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
684 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
685 return;
686
687 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
688 sell_item (tmp, op);
689
690 tmp->x = op->x;
691 tmp->y = op->y;
692
693 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
694 }
695
696 void update_after_inventory_change (object *op)
697 {
698 /* Call this before we update the various windows/players. At least
699 * that we, we know the weight is correct.
700 */
701 op->update_stats ();
702
703 // elmex: kept this for now, i have no idea what happens when i remove it:
704 if (op->type == PLAYER)
705 {
706 /* Need to update the weight for the player */
707 esrv_send_item (op, op);
708 op->contr->ns->floorbox_update ();
709 }
710 }
711
712 void
713 drop (object *op, object *tmp)
714 {
715 /* Hopeful fix for disappearing objects when dropping from a container -
716 * somehow, players get an invisible object in the container, and the
717 * old logic would skip over invisible objects - works fine for the
718 * playes inventory, but drop inventory wants to use the next value.
719 */
720 if (tmp->invisible)
721 {
722 /* if the following is the case, it must be in an container. */
723 if (tmp->env && tmp->env->type != PLAYER)
724 {
725 /* Just toss the object - probably shouldn't be hanging
726 * around anyways
727 */
728 tmp->remove ();
729 tmp->destroy ();
730 return;
731 }
732 else
733 {
734 while (tmp != NULL && tmp->invisible)
735 tmp = tmp->below;
736 }
737 }
738
739 if (tmp == NULL)
740 {
741 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
742 return;
743 }
744 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
745 {
746 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
747 return;
748 }
749 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
750 {
751 #if 0
752 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
753 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
754 #endif
755 return;
756 }
757
758 if (op->type == PLAYER && op->contr->last_used == tmp)
759 op->contr->last_used = tmp->below ? tmp->below
760 : tmp->above ? tmp->above
761 : 0;
762
763 if (op->container)
764 {
765 if (op->type == PLAYER)
766 put_object_in_sack (op, op->container, tmp, op->contr->count);
767 else
768 put_object_in_sack (op, op->container, tmp, 0);
769 }
770 else
771 {
772 if (op->type == PLAYER)
773 drop_object (op, tmp, op->contr->count);
774 else
775 drop_object (op, tmp, 0);
776 }
777
778 if (op->type == PLAYER)
779 op->contr->count = 0;
780 }
781
782
783
784 /* Command will drop all items that have not been locked */
785 int
786 command_dropall (object *op, char *params)
787 {
788
789 object *curinv, *nextinv;
790
791 if (op->inv == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
794 return 0;
795 }
796
797 curinv = op->inv;
798
799 /*
800 This is the default. Drops everything not locked or considered
801 not something that should be dropped.
802 */
803 /*
804 Care must be taken that the next item pointer is not to money as
805 the drop() routine will do unknown things to it when dropping
806 in a shop. --Tero.Pelander@utu.fi
807 */
808
809 int cnt = MAX_ITEM_PER_DROP;
810
811 if (params == NULL)
812 {
813 while (curinv != NULL)
814 {
815 nextinv = curinv->below;
816 while (nextinv && nextinv->type == MONEY)
817 nextinv = nextinv->below;
818 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
819 curinv->type != FOOD && curinv->type != KEY &&
820 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
821 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
822 {
823 drop (op, curinv);
824 if (--cnt <= 0) break;
825 }
826 curinv = nextinv;
827 }
828 }
829
830 else if (strcmp (params, "weapons") == 0)
831 {
832 while (curinv != NULL)
833 {
834 nextinv = curinv->below;
835 while (nextinv && nextinv->type == MONEY)
836 nextinv = nextinv->below;
837 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
838 {
839 drop (op, curinv);
840 if (--cnt <= 0) break;
841 }
842 curinv = nextinv;
843 }
844 }
845
846 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
847 {
848 while (curinv != NULL)
849 {
850 nextinv = curinv->below;
851 while (nextinv && nextinv->type == MONEY)
852 nextinv = nextinv->below;
853 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
854 {
855 drop (op, curinv);
856 if (--cnt <= 0) break;
857 }
858 curinv = nextinv;
859 }
860 }
861
862 else if (strcmp (params, "misc") == 0)
863 {
864 while (curinv != NULL)
865 {
866 nextinv = curinv->below;
867 while (nextinv && nextinv->type == MONEY)
868 nextinv = nextinv->below;
869 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
870 {
871 switch (curinv->type)
872 {
873 case HORN:
874 case BOOK:
875 case SPELLBOOK:
876 case GIRDLE:
877 case AMULET:
878 case RING:
879 case CLOAK:
880 case BOOTS:
881 case GLOVES:
882 case BRACERS:
883 case SCROLL:
884 case ARMOUR_IMPROVER:
885 case WEAPON_IMPROVER:
886 case WAND:
887 case ROD:
888 case POTION:
889 drop (op, curinv);
890 curinv = nextinv;
891 break;
892 default:
893 curinv = nextinv;
894 break;
895 }
896 if (--cnt <= 0) break;
897 }
898 curinv = nextinv;
899 }
900 }
901
902 if (cnt <= 0)
903 op->failmsg ("Only dropped some items, can't drop that many items at once.");
904
905 update_after_inventory_change (op);
906
907 /* draw_look(op);*/
908 return 0;
909 }
910
911 /* Object op wants to drop object(s) params. params can be a
912 * comma seperated list.
913 */
914
915 int
916 command_drop (object *op, char *params)
917 {
918 object *tmp, *next;
919 int did_one = 0;
920
921 if (!params)
922 {
923 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
924 return 0;
925 }
926 else
927 {
928 int cnt = MAX_ITEM_PER_DROP;
929
930 for (tmp = op->inv; tmp; tmp = next)
931 {
932 next = tmp->below;
933 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
934 continue;
935
936 if (item_matched_string (op, tmp, params))
937 {
938 drop (op, tmp);
939 if (--cnt <= 0) break;
940 did_one = 1;
941 }
942 }
943
944 if (!did_one)
945 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
946
947 if (cnt <= 0)
948 op->failmsg ("Only dropped some items, can't drop that many items at once.");
949
950 update_after_inventory_change (op);
951 }
952
953 return 0;
954 }
955
956 int
957 command_examine (object *op, char *params)
958 {
959 if (!params)
960 {
961 object *tmp = op->below;
962
963 while (tmp && !tmp->client_visible ())
964 tmp = tmp->below;
965
966 if (tmp)
967 examine (op, tmp);
968 }
969 else
970 {
971 object *tmp = find_best_object_match (op, params);
972
973 if (tmp)
974 examine (op, tmp);
975 else
976 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
977 }
978
979 return 0;
980 }
981
982 /* op should be a player.
983 * we return the object the player has marked with the 'mark' command
984 * below. If no match is found (or object has changed), we return
985 * NULL. We leave it up to the calling function to print messages if
986 * nothing is found.
987 */
988 object *
989 find_marked_object (object *op)
990 {
991 object *tmp;
992
993 if (!op || !op->contr)
994 return NULL;
995
996 if (!op->contr->mark)
997 {
998 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
999 return 0;
1000 }
1001
1002 /* This may seem like overkill, but we need to make sure that they
1003 * player hasn't dropped the item. We use count on the off chance that
1004 * an item got reincarnated at some point.
1005 */
1006 for (tmp = op->inv; tmp; tmp = tmp->below)
1007 {
1008 if (tmp->invisible)
1009 continue;
1010
1011 if (tmp == op->contr->mark)
1012 {
1013 if (!tmp->destroyed ())
1014 return tmp;
1015 else
1016 {
1017 op->contr->mark = 0;
1018 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1019 return 0;
1020 }
1021 }
1022 }
1023
1024 return 0;
1025 }
1026
1027 std::string
1028 object::describe_monster (object *who)
1029 {
1030 dynbuf_text buf (512, 512);
1031
1032 object *mon = head ? head : this;
1033
1034 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1035 buf << "It is an undead force.\n";
1036
1037 if (mon->level > who->level)
1038 buf << "It is likely more powerful than you.\n";
1039 else if (mon->level < who->level)
1040 buf << "It is likely less powerful than you.\n";
1041 else
1042 buf << "It is probably as powerful as you.\n";
1043
1044 if (mon->attacktype & AT_ACID)
1045 buf << "You seem to smell an acrid odor.\n";
1046
1047 /* Anyone know why this used to use the clone value instead of the
1048 * maxhp field? This seems that it should give more accurate results.
1049 */
1050 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1051 { /* From 1-4 */
1052 case 1:
1053 buf << "It is in a bad shape.\n";
1054 break;
1055 case 2:
1056 buf << "It is hurt.\n";
1057 break;
1058 case 3:
1059 buf << "It is somewhat hurt.\n";
1060 break;
1061 case 4:
1062 buf << "It is in excellent shape.\n";
1063 break;
1064 }
1065
1066 if (present_in_ob (POISONING, mon))
1067 buf << "It looks very ill.\n";
1068
1069 return buf;
1070 }
1071
1072 /* tmp is the object being described, pl is who is examing it. */
1073 const char *
1074 long_desc (object *tmp, object *pl)
1075 {
1076 static std::string s;
1077
1078 return (s = tmp->long_desc (pl)).c_str ();
1079 }
1080
1081 std::string
1082 object::long_desc (object *who)
1083 {
1084 std::string buf (query_name (this));
1085
1086 switch (type)
1087 {
1088 case RING:
1089 case SKILL:
1090 case WEAPON:
1091 case ARMOUR:
1092 case BRACERS:
1093 case HELMET:
1094 case SHIELD:
1095 case BOOTS:
1096 case GLOVES:
1097 case AMULET:
1098 case GIRDLE:
1099 case BOW:
1100 case ARROW:
1101 case CLOAK:
1102 case FOOD:
1103 case DRINK:
1104 case FLESH:
1105 case SKILL_TOOL:
1106 case POWER_CRYSTAL:
1107 {
1108 const char *cp = ::describe_item (this, who);
1109
1110 if (*cp)
1111 {
1112 buf.append (" ");
1113 buf.append (cp);
1114 }
1115 }
1116 }
1117
1118 return buf;
1119 }
1120
1121 /* op is the player
1122 * tmp is the monster being examined.
1123 */
1124 void
1125 examine_monster (object *op, object *tmp)
1126 {
1127 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1128 }
1129
1130 std::string
1131 object::describe (object *who)
1132 {
1133 dynbuf_text buf (1024, 1024);
1134
1135 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1136
1137 if (custom_name)
1138 buf.printf ("You call it %s\n", &custom_name);
1139
1140 switch (type)
1141 {
1142 case SPELLBOOK:
1143 if (flag [FLAG_IDENTIFIED] && inv)
1144 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1145 break;
1146
1147 case BOOK:
1148 if (msg)
1149 buf << "Something is written in it.\n";
1150 break;
1151
1152 case CONTAINER:
1153 if (race != NULL)
1154 {
1155 if (weight_limit && stats.Str < 100)
1156 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1157 &race, weight_limit / (10.0 * (100 - stats.Str)));
1158 else
1159 buf.printf ("It can hold only %s.\n", &race);
1160 }
1161 else if (weight_limit && stats.Str < 100)
1162 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1163 break;
1164
1165 case WAND:
1166 if (flag [FLAG_IDENTIFIED])
1167 buf.printf ("It has %d charges left.\n", stats.food);
1168 break;
1169 }
1170
1171 if (materialname && !msg)
1172 buf.printf ("It is made of: %s.\n", &materialname);
1173
1174 if (who)
1175 /* Where to wear this item */
1176 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1177 if (slot[i].info)
1178 {
1179 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1180
1181 if (slot[i].info < -1 && who->slot[i].info)
1182 buf.printf ("(%d)", -slot[i].info);
1183
1184 buf << ".\n";
1185 }
1186
1187 if (weight)
1188 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1189
1190 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1191 {
1192 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1193
1194 if (is_in_shop (who))
1195 {
1196 if (flag [FLAG_UNPAID])
1197 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1198 else
1199 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1200 }
1201 }
1202
1203 if (flag [FLAG_MONSTER])
1204 buf << describe_monster (who);
1205
1206 /* Is this item buildable? */
1207 if (flag [FLAG_IS_BUILDABLE])
1208 buf << "This is a buildable item.\n";
1209
1210 /* Does the object have a message? Don't show message for all object
1211 * types - especially if the first entry is a match
1212 */
1213 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1214 {
1215 /* This is just a hack so when identifying the items, we print
1216 * out the extra message
1217 */
1218 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1219 buf << "The object has a story:\n";
1220
1221 buf << msg << '\n';
1222 }
1223
1224 buf << '\n';
1225
1226 return std::string (buf.linearise (), buf.size ());
1227 }
1228
1229 static void
1230 display_new_pickup (object *op)
1231 {
1232 int i = op->contr->mode;
1233
1234 if (!(i & PU_NEWMODE))
1235 return;
1236
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1239 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1240 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1241
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1243
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1247
1248 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1250
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1254
1255 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1256 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1257 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1259
1260 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1264
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1268 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1269
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1271
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1274
1275 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1276 }
1277
1278 int
1279 command_pickup (object *op, char *params)
1280 {
1281 uint32 i;
1282 static const char *names[] = {
1283 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1284 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1285 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1286 "jewels", "flesh", NULL
1287 };
1288 static uint32 modes[] = {
1289 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1290 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1291 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1292 PU_JEWELS, PU_FLESH, 0
1293 };
1294
1295 if (!params)
1296 {
1297 /* if the new mode is used, just print the settings */
1298 if (op->contr->mode & PU_NEWMODE)
1299 {
1300 display_new_pickup (op);
1301 return 1;
1302 }
1303 if (1)
1304 LOG (llevDebug, "command_pickup: !params\n");
1305 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1306 return 0;
1307 }
1308
1309 while (*params == ' ' && *params)
1310 params++;
1311
1312 if (*params == '+' || *params == '-')
1313 {
1314 int mode;
1315
1316 for (mode = 0; names[mode]; mode++)
1317 {
1318 if (!strcmp (names[mode], params + 1))
1319 {
1320 i = op->contr->mode;
1321 if (!(i & PU_NEWMODE))
1322 i = PU_NEWMODE;
1323 if (*params == '+')
1324 i = i | modes[mode];
1325 else
1326 i = i & ~modes[mode];
1327 op->contr->mode = i;
1328 display_new_pickup (op);
1329 return 1;
1330 }
1331 }
1332 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1333 return 1;
1334 }
1335
1336 if (sscanf (params, "%u", &i) != 1)
1337 {
1338 if (1)
1339 LOG (llevDebug, "command_pickup: params==NULL\n");
1340 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1341 return 1;
1342 }
1343 set_pickup_mode (op, i);
1344
1345 return 1;
1346 }
1347
1348 void
1349 set_pickup_mode (object *op, int i)
1350 {
1351 switch (op->contr->mode = i)
1352 {
1353 case 0:
1354 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1355 break;
1356 case 1:
1357 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1358 break;
1359 case 2:
1360 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1361 break;
1362 case 3:
1363 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1364 break;
1365 case 4:
1366 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1367 break;
1368 case 5:
1369 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1370 break;
1371 case 6:
1372 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1373 break;
1374 case 7:
1375 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1376 break;
1377 }
1378 }
1379
1380 int
1381 command_search_items (object *op, char *params)
1382 {
1383 char buf[MAX_BUF];
1384
1385 if (settings.search_items == FALSE)
1386 return 1;
1387
1388 if (params == NULL)
1389 {
1390 if (op->contr->search_str[0] == '\0')
1391 {
1392 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1393 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1394 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1395 return 1;
1396 }
1397
1398 op->contr->search_str[0] = '\0';
1399 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1400 op->update_stats ();
1401 return 1;
1402 }
1403
1404 if ((int) strlen (params) >= MAX_BUF)
1405 {
1406 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1407 return 1;
1408 }
1409
1410 strcpy (op->contr->search_str, params);
1411 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1412 new_draw_info (NDI_UNIQUE, 0, op, buf);
1413 op->update_stats ();
1414 return 1;
1415 }
1416