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/cvs/deliantra/server/server/c_object.C
Revision: 1.63
Committed: Mon Dec 17 08:35:49 2007 UTC (16 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_5, rel-2_43, rel-2_42, rel-2_41
Changes since 1.62: +1 -1 lines
Log Message:
do not include @xxx messages in objetc desacriptions handed out to the user

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 int cnt = MAX_ITEM_PER_DROP;
498
499 while (tmp)
500 {
501 next = tmp->below;
502
503 if (tmp->invisible)
504 {
505 tmp = next;
506 continue;
507 }
508
509 /* This following two if and else if could be merged into line
510 * but that probably will make it more difficult to read, and
511 * not make it any more efficient
512 */
513 if (params && item_matched_string (op, tmp, params))
514 {
515 pick_up (op, tmp);
516 if (--cnt <= 0) break;
517 }
518 else if (can_pick (op, tmp) && !params)
519 {
520 pick_up (op, tmp);
521 break;
522 }
523
524 tmp = next;
525 }
526
527 if (cnt <= 0)
528 {
529 op->failmsg ("Couldn't pick up so many items at once.");
530 return 0;
531 }
532
533 if (!params && !tmp)
534 {
535 for (tmp = op->below; tmp; tmp = tmp->below)
536 if (!tmp->invisible)
537 {
538 char buf[MAX_BUF];
539
540 sprintf (buf, "You can't pick up a %s.", &tmp->name);
541 new_draw_info (NDI_UNIQUE, 0, op, buf);
542 break;
543 }
544
545 if (!tmp)
546 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
547 }
548
549 return 0;
550 }
551
552
553 /*
554 * This function was part of drop, now is own function.
555 * Player 'op' tries to put object 'tmp' into sack 'sack',
556 * if nrof is non zero, then nrof objects is tried to put into sack.
557 * Note that the 'sack' in question can now be a transport,
558 * so this function isn't named very good anymore.
559 */
560 void
561 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
562 {
563 object *tmp2, *sack2;
564 char buf[MAX_BUF];
565
566 if (sack == tmp)
567 return; /* Can't put an object in itself */
568
569 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
570 {
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
572 return;
573 }
574
575 if (tmp->type == CONTAINER && tmp->inv)
576 {
577
578 /* Eneq(@csd.uu.se): If the object to be dropped is a container
579 * we instead move the contents of that container into the active
580 * container, this is only done if the object has something in it.
581 */
582 sack2 = tmp;
583 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
584
585 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
586 {
587 tmp = tmp2->below;
588
589 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
590 {
591 put_object_in_sack (op, sack, tmp2, 0);
592 }
593 else
594 {
595 sprintf (buf, "Your %s fills up.", query_name (sack));
596 new_draw_info (NDI_UNIQUE, 0, op, buf);
597 break;
598 }
599 }
600
601 esrv_update_item (UPD_WEIGHT, op, sack2);
602 return;
603 }
604
605 /* Don't worry about this for containers - our caller should have
606 * already checked this.
607 */
608 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
609 return;
610
611 if (QUERY_FLAG (tmp, FLAG_APPLIED))
612 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
613 return;
614
615 /* we want to put some portion of the item into the container */
616 if (nrof && tmp->nrof != nrof)
617 {
618 object *tmp2 = tmp;
619
620 tmp = get_split_ob (tmp, nrof);
621
622 if (!tmp)
623 {
624 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
625 return;
626 }
627 /* Tell a client what happened other objects */
628 if (tmp2->destroyed ())
629 esrv_del_item (op->contr, tmp2->count);
630 else /* this can proably be replaced with an update */
631 esrv_send_item (op, tmp2);
632 }
633 else
634 tmp->remove ();
635
636 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
637 tmp2 = insert_ob_in_ob (tmp, sack);
638
639 // elmex: 2007-11-26: removed update_stats and replaced
640 // it by update_after_inventory_change () in the caller
641 // of this function
642
643 /* If an object merged (and thus, different object), we need to
644 * delete the original.
645 */
646 if (tmp2 != tmp)
647 esrv_del_item (op->contr, tmp->count);
648
649 esrv_send_item (op, tmp2);
650
651 /* update the sacks weight */
652 esrv_update_item (UPD_WEIGHT, op, sack);
653 }
654
655 /*
656 * This function was part of drop, now is own function.
657 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
658 * nrof objects is tried to dropped.
659 * This is used when dropping objects onto the floor.
660 */
661 void
662 drop_object (object *op, object *tmp, uint32 nrof)
663 {
664 object *floor;
665
666 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
667 return;
668
669 if (QUERY_FLAG (tmp, FLAG_APPLIED))
670 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
671 return; /* can't unapply it */
672
673 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
674
675 /* We are only dropping some of the items. We split the current object
676 * off
677 */
678 if (nrof && tmp->nrof != nrof)
679 {
680 object *tmp2 = tmp;
681
682 tmp = get_split_ob (tmp, nrof);
683 if (!tmp)
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
686 return;
687 }
688 /* Tell a client what happened rest of objects. tmp2 is now the
689 * original object
690 */
691 if (op->type == PLAYER)
692 {
693 if (tmp2->destroyed ())
694 esrv_del_item (op->contr, tmp2->count);
695 else
696 esrv_send_item (op, tmp2);
697 }
698 }
699 else
700 tmp->remove ();
701
702 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
703 return;
704
705 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
706 {
707 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
708 op->statusmsg ("The gods who lent it to you retrieves it.");
709
710 if (op->type == PLAYER)
711 esrv_del_item (op->contr, tmp->count);
712
713 tmp->destroy ();
714 op->update_stats ();
715 return;
716 }
717
718 if (op->type == PLAYER)
719 esrv_del_item (op->contr, tmp->count);
720
721 /* Call this before we update the various windows/players. At least
722 * that we, we know the weight is correct.
723 */
724 // 2007-11-26: moved op->update_stats away and calling it later after
725 // all items of a drop command have been processed.
726
727 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
728 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
729 return;
730
731 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
732 sell_item (tmp, op);
733
734 tmp->x = op->x;
735 tmp->y = op->y;
736
737 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
738 }
739
740 void update_after_inventory_change (object *op)
741 {
742 /* Call this before we update the various windows/players. At least
743 * that we, we know the weight is correct.
744 */
745 op->update_stats ();
746
747 // elmex: kept this for now, i have no idea what happens when i remove it:
748 if (op->type == PLAYER)
749 {
750 /* Need to update the weight for the player */
751 esrv_send_item (op, op);
752 op->contr->ns->floorbox_update ();
753 }
754 }
755
756 void
757 drop (object *op, object *tmp)
758 {
759 /* Hopeful fix for disappearing objects when dropping from a container -
760 * somehow, players get an invisible object in the container, and the
761 * old logic would skip over invisible objects - works fine for the
762 * playes inventory, but drop inventory wants to use the next value.
763 */
764 if (tmp->invisible)
765 {
766 /* if the following is the case, it must be in an container. */
767 if (tmp->env && tmp->env->type != PLAYER)
768 {
769 /* Just toss the object - probably shouldn't be hanging
770 * around anyways
771 */
772 tmp->remove ();
773 tmp->destroy ();
774 return;
775 }
776 else
777 {
778 while (tmp != NULL && tmp->invisible)
779 tmp = tmp->below;
780 }
781 }
782
783 if (tmp == NULL)
784 {
785 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
786 return;
787 }
788 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
791 return;
792 }
793 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
794 {
795 #if 0
796 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
797 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
798 #endif
799 return;
800 }
801
802 if (op->type == PLAYER && op->contr->last_used == tmp)
803 op->contr->last_used = tmp->below ? tmp->below
804 : tmp->above ? tmp->above
805 : 0;
806
807 if (op->container)
808 {
809 if (op->type == PLAYER)
810 put_object_in_sack (op, op->container, tmp, op->contr->count);
811 else
812 put_object_in_sack (op, op->container, tmp, 0);
813 }
814 else
815 {
816 if (op->type == PLAYER)
817 drop_object (op, tmp, op->contr->count);
818 else
819 drop_object (op, tmp, 0);
820 }
821
822 if (op->type == PLAYER)
823 op->contr->count = 0;
824 }
825
826
827
828 /* Command will drop all items that have not been locked */
829 int
830 command_dropall (object *op, char *params)
831 {
832
833 object *curinv, *nextinv;
834
835 if (op->inv == NULL)
836 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
838 return 0;
839 }
840
841 curinv = op->inv;
842
843 /*
844 This is the default. Drops everything not locked or considered
845 not something that should be dropped.
846 */
847 /*
848 Care must be taken that the next item pointer is not to money as
849 the drop() routine will do unknown things to it when dropping
850 in a shop. --Tero.Pelander@utu.fi
851 */
852
853 int cnt = MAX_ITEM_PER_DROP;
854
855 if (params == NULL)
856 {
857 while (curinv != NULL)
858 {
859 nextinv = curinv->below;
860 while (nextinv && nextinv->type == MONEY)
861 nextinv = nextinv->below;
862 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
863 curinv->type != FOOD && curinv->type != KEY &&
864 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
865 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
866 {
867 drop (op, curinv);
868 if (--cnt <= 0) break;
869 }
870 curinv = nextinv;
871 }
872 }
873
874 else if (strcmp (params, "weapons") == 0)
875 {
876 while (curinv != NULL)
877 {
878 nextinv = curinv->below;
879 while (nextinv && nextinv->type == MONEY)
880 nextinv = nextinv->below;
881 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
882 {
883 drop (op, curinv);
884 if (--cnt <= 0) break;
885 }
886 curinv = nextinv;
887 }
888 }
889
890 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
891 {
892 while (curinv != NULL)
893 {
894 nextinv = curinv->below;
895 while (nextinv && nextinv->type == MONEY)
896 nextinv = nextinv->below;
897 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
898 {
899 drop (op, curinv);
900 if (--cnt <= 0) break;
901 }
902 curinv = nextinv;
903 }
904 }
905
906 else if (strcmp (params, "misc") == 0)
907 {
908 while (curinv != NULL)
909 {
910 nextinv = curinv->below;
911 while (nextinv && nextinv->type == MONEY)
912 nextinv = nextinv->below;
913 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
914 {
915 switch (curinv->type)
916 {
917 case HORN:
918 case BOOK:
919 case SPELLBOOK:
920 case GIRDLE:
921 case AMULET:
922 case RING:
923 case CLOAK:
924 case BOOTS:
925 case GLOVES:
926 case BRACERS:
927 case SCROLL:
928 case ARMOUR_IMPROVER:
929 case WEAPON_IMPROVER:
930 case WAND:
931 case ROD:
932 case POTION:
933 drop (op, curinv);
934 curinv = nextinv;
935 break;
936 default:
937 curinv = nextinv;
938 break;
939 }
940 if (--cnt <= 0) break;
941 }
942 curinv = nextinv;
943 }
944 }
945
946 if (cnt <= 0)
947 op->failmsg ("Only dropped some items, can't drop that many items at once.");
948
949 update_after_inventory_change (op);
950
951 /* draw_look(op);*/
952 return 0;
953 }
954
955 /* Object op wants to drop object(s) params. params can be a
956 * comma seperated list.
957 */
958
959 int
960 command_drop (object *op, char *params)
961 {
962 object *tmp, *next;
963 int did_one = 0;
964
965 if (!params)
966 {
967 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
968 return 0;
969 }
970 else
971 {
972 int cnt = MAX_ITEM_PER_DROP;
973
974 for (tmp = op->inv; tmp; tmp = next)
975 {
976 next = tmp->below;
977 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
978 continue;
979
980 if (item_matched_string (op, tmp, params))
981 {
982 drop (op, tmp);
983 if (--cnt <= 0) break;
984 did_one = 1;
985 }
986 }
987
988 if (!did_one)
989 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
990
991 if (cnt <= 0)
992 op->failmsg ("Only dropped some items, can't drop that many items at once.");
993
994 update_after_inventory_change (op);
995 }
996
997 return 0;
998 }
999
1000 int
1001 command_examine (object *op, char *params)
1002 {
1003 if (!params)
1004 {
1005 object *tmp = op->below;
1006
1007 while (tmp && !tmp->client_visible ())
1008 tmp = tmp->below;
1009 if (tmp)
1010 examine (op, tmp);
1011 }
1012 else
1013 {
1014 object *tmp = find_best_object_match (op, params);
1015
1016 if (tmp)
1017 examine (op, tmp);
1018 else
1019 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1020 }
1021 return 0;
1022 }
1023
1024 /* op should be a player.
1025 * we return the object the player has marked with the 'mark' command
1026 * below. If no match is found (or object has changed), we return
1027 * NULL. We leave it up to the calling function to print messages if
1028 * nothing is found.
1029 */
1030 object *
1031 find_marked_object (object *op)
1032 {
1033 object *tmp;
1034
1035 if (!op || !op->contr)
1036 return NULL;
1037
1038 if (!op->contr->mark)
1039 {
1040 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1041 return 0;
1042 }
1043
1044 /* This may seem like overkill, but we need to make sure that they
1045 * player hasn't dropped the item. We use count on the off chance that
1046 * an item got reincarnated at some point.
1047 */
1048 for (tmp = op->inv; tmp; tmp = tmp->below)
1049 {
1050 if (tmp->invisible)
1051 continue;
1052
1053 if (tmp == op->contr->mark)
1054 {
1055 if (!tmp->destroyed ())
1056 return tmp;
1057 else
1058 {
1059 op->contr->mark = 0;
1060 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1061 return 0;
1062 }
1063 }
1064 }
1065
1066 return 0;
1067 }
1068
1069 std::string
1070 object::describe_monster (object *who)
1071 {
1072 dynbuf_text buf (512, 512);
1073
1074 object *mon = head ? head : this;
1075
1076 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1077 buf << "It is an undead force.\n";
1078
1079 if (mon->level > who->level)
1080 buf << "It is likely more powerful than you.\n";
1081 else if (mon->level < who->level)
1082 buf << "It is likely less powerful than you.\n";
1083 else
1084 buf << "It is probably as powerful as you.\n";
1085
1086 if (mon->attacktype & AT_ACID)
1087 buf << "You seem to smell an acrid odor.\n";
1088
1089 /* Anyone know why this used to use the clone value instead of the
1090 * maxhp field? This seems that it should give more accurate results.
1091 */
1092 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1093 { /* From 1-4 */
1094 case 1:
1095 buf << "It is in a bad shape.\n";
1096 break;
1097 case 2:
1098 buf << "It is hurt.\n";
1099 break;
1100 case 3:
1101 buf << "It is somewhat hurt.\n";
1102 break;
1103 case 4:
1104 buf << "It is in excellent shape.\n";
1105 break;
1106 }
1107
1108 if (present_in_ob (POISONING, mon))
1109 buf << "It looks very ill.\n";
1110
1111 return buf;
1112 }
1113
1114 /* tmp is the object being described, pl is who is examing it. */
1115 const char *
1116 long_desc (object *tmp, object *pl)
1117 {
1118 static std::string s;
1119
1120 return (s = tmp->long_desc (pl)).c_str ();
1121 }
1122
1123 std::string
1124 object::long_desc (object *who)
1125 {
1126 std::string buf (query_name (this));
1127
1128 switch (type)
1129 {
1130 case RING:
1131 case SKILL:
1132 case WEAPON:
1133 case ARMOUR:
1134 case BRACERS:
1135 case HELMET:
1136 case SHIELD:
1137 case BOOTS:
1138 case GLOVES:
1139 case AMULET:
1140 case GIRDLE:
1141 case BOW:
1142 case ARROW:
1143 case CLOAK:
1144 case FOOD:
1145 case DRINK:
1146 case FLESH:
1147 case SKILL_TOOL:
1148 case POWER_CRYSTAL:
1149 {
1150 const char *cp = ::describe_item (this, who);
1151
1152 if (*cp)
1153 {
1154 buf.append (" ");
1155 buf.append (cp);
1156 }
1157 }
1158 }
1159
1160 return buf;
1161 }
1162
1163 /* op is the player
1164 * tmp is the monster being examined.
1165 */
1166 void
1167 examine_monster (object *op, object *tmp)
1168 {
1169 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1170 }
1171
1172 std::string
1173 object::describe (object *who)
1174 {
1175 dynbuf_text buf (1024, 1024);
1176
1177 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1178
1179 if (custom_name)
1180 buf.printf ("You call it %s\n", &custom_name);
1181
1182 switch (type)
1183 {
1184 case SPELLBOOK:
1185 if (flag [FLAG_IDENTIFIED] && inv)
1186 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1187 break;
1188
1189 case BOOK:
1190 if (msg)
1191 buf << "Something is written in it.\n";
1192 break;
1193
1194 case CONTAINER:
1195 if (race != NULL)
1196 {
1197 if (weight_limit && stats.Str < 100)
1198 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1199 &race, weight_limit / (10.0 * (100 - stats.Str)));
1200 else
1201 buf.printf ("It can hold only %s.\n", &race);
1202 }
1203 else if (weight_limit && stats.Str < 100)
1204 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1205 break;
1206
1207 case WAND:
1208 if (flag [FLAG_IDENTIFIED])
1209 buf.printf ("It has %d charges left.\n", stats.food);
1210 break;
1211 }
1212
1213 if (materialname && !msg)
1214 buf.printf ("It is made of: %s.\n", &materialname);
1215
1216 if (who)
1217 /* Where to wear this item */
1218 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1219 if (slot[i].info)
1220 {
1221 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1222
1223 if (slot[i].info < -1 && who->slot[i].info)
1224 buf.printf ("(%d)", -slot[i].info);
1225
1226 buf << ".\n";
1227 }
1228
1229 if (weight)
1230 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1231
1232 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1233 {
1234 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1235
1236 if (is_in_shop (who))
1237 {
1238 if (flag [FLAG_UNPAID])
1239 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1240 else
1241 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1242 }
1243 }
1244
1245 if (flag [FLAG_MONSTER])
1246 buf << describe_monster (who);
1247
1248 /* Is this item buildable? */
1249 if (flag [FLAG_IS_BUILDABLE])
1250 buf << "This is a buildable item.\n";
1251
1252 /* Does the object have a message? Don't show message for all object
1253 * types - especially if the first entry is a match
1254 */
1255 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1256 {
1257 /* This is just a hack so when identifying the items, we print
1258 * out the extra message
1259 */
1260 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1261 buf << "The object has a story:\n";
1262
1263 buf << msg << '\n';
1264 }
1265
1266 buf << '\n';
1267
1268 return std::string (buf.linearise (), buf.size ());
1269 }
1270
1271 static void
1272 display_new_pickup (object *op)
1273 {
1274 int i = op->contr->mode;
1275
1276 if (!(i & PU_NEWMODE))
1277 return;
1278
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1281 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1282 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1283
1284 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1285
1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1287 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1288 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1289
1290 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1291 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1292
1293 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1294 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1295 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1296
1297 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1298 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1299 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1300 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1301
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1303 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1304 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1305 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1306
1307 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1308 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1310 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1311
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1313
1314 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1316
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1318 }
1319
1320 int
1321 command_pickup (object *op, char *params)
1322 {
1323 uint32 i;
1324 static const char *names[] = {
1325 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1326 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1327 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1328 "jewels", "flesh", NULL
1329 };
1330 static uint32 modes[] = {
1331 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1332 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1333 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1334 PU_JEWELS, PU_FLESH, 0
1335 };
1336
1337 if (!params)
1338 {
1339 /* if the new mode is used, just print the settings */
1340 if (op->contr->mode & PU_NEWMODE)
1341 {
1342 display_new_pickup (op);
1343 return 1;
1344 }
1345 if (1)
1346 LOG (llevDebug, "command_pickup: !params\n");
1347 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1348 return 0;
1349 }
1350
1351 while (*params == ' ' && *params)
1352 params++;
1353
1354 if (*params == '+' || *params == '-')
1355 {
1356 int mode;
1357
1358 for (mode = 0; names[mode]; mode++)
1359 {
1360 if (!strcmp (names[mode], params + 1))
1361 {
1362 i = op->contr->mode;
1363 if (!(i & PU_NEWMODE))
1364 i = PU_NEWMODE;
1365 if (*params == '+')
1366 i = i | modes[mode];
1367 else
1368 i = i & ~modes[mode];
1369 op->contr->mode = i;
1370 display_new_pickup (op);
1371 return 1;
1372 }
1373 }
1374 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1375 return 1;
1376 }
1377
1378 if (sscanf (params, "%u", &i) != 1)
1379 {
1380 if (1)
1381 LOG (llevDebug, "command_pickup: params==NULL\n");
1382 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1383 return 1;
1384 }
1385 set_pickup_mode (op, i);
1386
1387 return 1;
1388 }
1389
1390 void
1391 set_pickup_mode (object *op, int i)
1392 {
1393 switch (op->contr->mode = i)
1394 {
1395 case 0:
1396 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1397 break;
1398 case 1:
1399 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1400 break;
1401 case 2:
1402 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1403 break;
1404 case 3:
1405 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1406 break;
1407 case 4:
1408 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1409 break;
1410 case 5:
1411 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1412 break;
1413 case 6:
1414 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1415 break;
1416 case 7:
1417 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1418 break;
1419 }
1420 }
1421
1422 int
1423 command_search_items (object *op, char *params)
1424 {
1425 char buf[MAX_BUF];
1426
1427 if (settings.search_items == FALSE)
1428 return 1;
1429
1430 if (params == NULL)
1431 {
1432 if (op->contr->search_str[0] == '\0')
1433 {
1434 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1435 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1436 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1437 return 1;
1438 }
1439
1440 op->contr->search_str[0] = '\0';
1441 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1442 op->update_stats ();
1443 return 1;
1444 }
1445
1446 if ((int) strlen (params) >= MAX_BUF)
1447 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1449 return 1;
1450 }
1451
1452 strcpy (op->contr->search_str, params);
1453 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1454 new_draw_info (NDI_UNIQUE, 0, op, buf);
1455 op->update_stats ();
1456 return 1;
1457 }
1458