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Revision: 1.80
Committed: Sun Oct 5 12:40:21 2008 UTC (15 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.79: +6 -1 lines
Log Message:
fixed 1 minor and 1 major bug in drop_object.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /*
25 * Object (handling) commands
26 */
27
28 #include <global.h>
29 #include <loader.h>
30 #include <skills.h>
31 #include <sproto.h>
32 #include <living.h>
33 #include <math.h>
34
35 /*
36 * Object id parsing functions
37 */
38
39 #define ADD_ITEM(NEW,COUNT)\
40 if(!first) {\
41 first = new objectlink;\
42 last=first;\
43 } else {\
44 last->next = new objectlink;\
45 last=last->next;\
46 }\
47 last->next=0;\
48 last->ob=(NEW);\
49 last->id=(COUNT);
50
51 /**
52 * Search the inventory of 'pl' for what matches best with params.
53 * we use item_matched_string above - this gives us consistent behaviour
54 * between many commands. Return the best match, or NULL if no match.
55 * aflag is used with apply -u , and apply -a to
56 * only unapply applied, or apply unapplied objects
57 **/
58 static object *
59 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 {
61 object *best = 0;
62 int match_val = 0;
63
64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 {
66 if (tmp->invisible)
67 continue;
68
69 int tmpmatch = item_matched_string (pl, tmp, params);
70
71 if (tmpmatch > match_val)
72 {
73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
74 continue;
75
76 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
77 continue;
78
79 match_val = tmpmatch;
80 best = tmp;
81 }
82 }
83
84 return best;
85 }
86
87 /**
88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
89 **/
90 object *
91 find_best_object_match (object *pl, const char *params)
92 {
93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
94 }
95
96 static bool
97 can_split (object *pl, object *&op, sint32 nrof)
98 {
99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
113 }
114
115 int
116 command_uskill (object *pl, char *params)
117 {
118 if (!params)
119 {
120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
121 return 0;
122 }
123
124 return use_skill (pl, params);
125 }
126
127 int
128 command_rskill (object *pl, char *params)
129 {
130 object *skill;
131
132 if (!params)
133 {
134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
135 return 0;
136 }
137
138 skill = find_skill_by_name (pl, params);
139
140 if (!skill)
141 {
142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
143 return 0;
144 }
145
146 pl->change_skill (0);
147 apply_special (pl, skill, AP_APPLY);
148 return 1;
149 }
150
151 /* These functions (command_search, command_disarm) are really just wrappers for
152 * things like 'use_skill ...'). In fact, they should really be obsoleted
153 * and replaced with those.
154 */
155 int
156 command_search (object *op, char *params)
157 {
158 return use_skill (op, skill_names[SK_FIND_TRAPS]);
159 }
160
161 int
162 command_disarm (object *op, char *params)
163 {
164 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
165 }
166
167 /* A little special because we do want to pass the full params along
168 * as it includes the object to throw.
169 */
170 int
171 command_throw (object *op, char *params)
172 {
173 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
174 return do_skill (op, op, skop, op->facing, params);
175 else
176 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
177
178 return 0;
179 }
180
181 int
182 command_apply (object *op, char *params)
183 {
184 if (!params)
185 {
186 player_apply_below (op);
187 return 0;
188 }
189 else
190 {
191 apply_flag aflag = (apply_flag)0;
192
193 while (*params == ' ')
194 params++;
195
196 if (!strncmp (params, "-a ", 3))
197 {
198 aflag = AP_APPLY;
199 params += 3;
200 }
201
202 if (!strncmp (params, "-u ", 3))
203 {
204 aflag = AP_UNAPPLY;
205 params += 3;
206 }
207
208 while (*params == ' ')
209 params++;
210
211 if (object *inv = find_best_apply_object_match (op, params, aflag))
212 player_apply (op, inv, aflag, 0);
213 else
214 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
215 }
216
217 return 0;
218 }
219
220 /*
221 * Check if an item op can be put into a sack. If pl exists then tell
222 * a player the reason of failure.
223 * returns 1 if it will fit, 0 if it will not. nrof is the number of
224 * objects (op) we want to put in. We specify it separately instead of
225 * using op->nrof because often times, a player may have specified a
226 * certain number of objects to drop, so we can pass that number, and
227 * not need to use split_ob and stuff.
228 */
229 int
230 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
231 {
232 if (!QUERY_FLAG (sack, FLAG_APPLIED))
233 {
234 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
235 return 0;
236 }
237
238 if (sack == op)
239 {
240 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
241 return 0;
242 }
243
244 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
245 {
246 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
247 return 0;
248 }
249
250 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
251 {
252 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
253 return 0;
254 }
255
256 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
257 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
258 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
259 {
260 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
261 return 0;
262 }
263
264 /* All other checks pass, must be OK */
265 return 1;
266 }
267
268 /* Pick up commands follow */
269
270 /* pl = player (not always - monsters can use this now)
271 * op is the object to put tmp into,
272 * tmp is the object to pick up, nrof is the number to
273 * pick up (0 means all of them)
274 */
275 static void
276 pick_up_object (object *pl, object *op, object *tmp, int nrof)
277 {
278 object *env = tmp->env;
279 uint32 weight, effective_weight_limit;
280 int tmp_nrof = tmp->number_of ();
281
282 /* IF the player is flying & trying to take the item out of a container
283 * that is in his inventory, let him. tmp->env points to the container
284 * (sack, luggage, etc), tmp->env->env then points to the player (nested
285 * containers not allowed as of now)
286 */
287 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
288 {
289 pl->failmsg ("You are levitating, you can't reach the ground! "
290 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
291 "or waiting till the levitation effect wears off.>");
292 return;
293 }
294
295 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
296 return;
297
298 if (nrof > tmp_nrof || nrof <= 0)
299 nrof = tmp_nrof;
300
301 /* Figure out how much weight this object will add to the player */
302 weight = tmp->weight * nrof;
303 if (tmp->inv)
304 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
305
306 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
307
308 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
309 {
310 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
311 return;
312 }
313
314 if (!can_split (pl, tmp, nrof))
315 return;
316
317 if (QUERY_FLAG (tmp, FLAG_UNPAID))
318 {
319 tmp->flag.reset (FLAG_UNPAID);
320 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
321 tmp->flag.set (FLAG_UNPAID);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
325
326 op->insert (tmp);
327 }
328
329 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
330 void
331 pick_up (object *op, object *alt)
332 {
333 int need_fix_tmp = 0;
334 object *tmp = NULL;
335 maptile *tmp_map = NULL;
336 int count;
337
338 /* Decide which object to pick. */
339 if (alt)
340 {
341 if (!can_pick (op, alt))
342 {
343 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
344 goto leave;
345 }
346
347 tmp = alt;
348 }
349 else
350 {
351 if (op->below == NULL || !can_pick (op, op->below))
352 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
354 goto leave;
355 }
356
357 tmp = op->below;
358 }
359
360 /* Try to catch it. */
361 tmp_map = tmp->map;
362 tmp = stop_item (tmp);
363 if (tmp == NULL)
364 goto leave;
365
366 need_fix_tmp = 1;
367 if (!can_pick (op, tmp))
368 goto leave;
369
370 if (op->type == PLAYER)
371 {
372 count = op->contr->count;
373 if (count == 0)
374 count = tmp->nrof;
375 }
376 else
377 count = tmp->nrof;
378
379 /* container is open, so use it */
380 if (tmp->flag [FLAG_STARTEQUIP])
381 alt = op;
382 else if (op->container)
383 {
384 alt = op->container;
385 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
386 goto leave;
387 }
388 else
389 { /* non container pickup */
390 for (alt = op->inv; alt; alt = alt->below)
391 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
392 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
393 break; /* perfect match */
394
395 if (!alt)
396 for (alt = op->inv; alt; alt = alt->below)
397 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
398 break; /* General container comes next */
399
400 if (!alt)
401 alt = op; /* No free containers */
402 }
403
404 if (tmp->env == alt)
405 {
406 /* here it could be possible to check rent,
407 * if someone wants to implement it
408 */
409 alt = op;
410 }
411
412 #ifdef PICKUP_DEBUG
413 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
414 #endif
415
416 /* startequip items are not allowed to be put into containers: */
417 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
418 {
419 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
420 goto leave;
421 }
422
423 pick_up_object (op, alt, tmp, count);
424
425 if (tmp->destroyed () || tmp->env)
426 need_fix_tmp = 0;
427
428 if (op->type == PLAYER)
429 op->contr->count = 0;
430
431 goto leave;
432
433 leave:
434 if (need_fix_tmp)
435 fix_stopped_item (tmp, tmp_map, op);
436 }
437
438 /* This takes (picks up) and item. op is the player
439 * who issued the command. params is a string to
440 * match against the item name. Basically, always
441 * returns zero, but that should be improved.
442 */
443 int
444 command_take (object *op, char *params)
445 {
446 object *tmp, *next;
447
448 if (op->container)
449 tmp = op->container->inv;
450 else
451 {
452 tmp = op->above;
453 if (tmp)
454 while (tmp->above)
455 tmp = tmp->above;
456
457 if (!tmp)
458 tmp = op->below;
459 }
460
461 if (!tmp)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
464 return 0;
465 }
466
467 /* Makes processing easier */
468 if (params && *params == '\0')
469 params = 0;
470
471 int cnt = MAX_ITEM_PER_DROP;
472
473 while (tmp)
474 {
475 next = tmp->below;
476
477 if (tmp->invisible)
478 {
479 tmp = next;
480 continue;
481 }
482
483 /* This following two if and else if could be merged into line
484 * but that probably will make it more difficult to read, and
485 * not make it any more efficient
486 */
487 if (params && item_matched_string (op, tmp, params))
488 {
489 if (--cnt < 0) break;
490 pick_up (op, tmp);
491 }
492 else if (can_pick (op, tmp) && !params)
493 {
494 if (--cnt < 0) break;
495 pick_up (op, tmp);
496 break;
497 }
498
499 tmp = next;
500 }
501
502 if (cnt < 0)
503 {
504 op->failmsg ("Couldn't pick up so many items at once.");
505 return 0;
506 }
507
508 if (!params && !tmp)
509 {
510 for (tmp = op->below; tmp; tmp = tmp->below)
511 if (!tmp->invisible)
512 {
513 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
514 break;
515 }
516
517 if (!tmp)
518 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
519 }
520
521 return 0;
522 }
523
524 /*
525 * This function was part of drop, now is own function.
526 * Player 'op' tries to put object 'tmp' into sack 'sack',
527 * if nrof is non zero, then nrof objects is tried to put into sack.
528 * Note that the 'sack' in question can now be a transport,
529 * so this function isn't named very good anymore.
530 */
531 void
532 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
533 {
534 object *tmp2, *sack2;
535 char buf[MAX_BUF];
536
537 if (sack == tmp)
538 return; /* Can't put an object in itself */
539
540 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
541 {
542 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
543 return;
544 }
545
546 if (tmp->type == CONTAINER && tmp->inv)
547 {
548 /* Eneq(@csd.uu.se): If the object to be dropped is a container
549 * we instead move the contents of that container into the active
550 * container, this is only done if the object has something in it.
551 */
552 sack2 = tmp;
553 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
554
555 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
556 {
557 tmp = tmp2->below;
558
559 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
560 put_object_in_sack (op, sack, tmp2, 0);
561 else
562 {
563 sprintf (buf, "Your %s fills up.", query_name (sack));
564 new_draw_info (NDI_UNIQUE, 0, op, buf);
565 break;
566 }
567 }
568
569 return;
570 }
571
572 /* Don't worry about this for containers - our caller should have
573 * already checked this.
574 */
575 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
576 return;
577
578 if (QUERY_FLAG (tmp, FLAG_APPLIED))
579 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
580 return;
581
582 /* we want to put some portion of the item into the container */
583 if (!can_split (op, tmp, nrof))
584 return;
585
586 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
587 sack->insert (tmp);
588 }
589
590 /*
591 * This function was part of drop, now is own function.
592 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
593 * nrof objects is tried to dropped.
594 * This is used when dropping objects onto the floor.
595 */
596 void
597 drop_object (object *op, object *tmp, uint32 nrof)
598 {
599 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
600 return;
601
602 if (QUERY_FLAG (tmp, FLAG_APPLIED))
603 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
604 return; /* can't unapply it */
605
606 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
607
608 /* We are only dropping some of the items. We split the current object
609 * off
610 */
611 if (!can_split (op, tmp, nrof))
612 return;
613
614 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
615 return;
616
617 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
618 {
619 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
620 op->statusmsg ("The god who lent it to you retrieves it.");
621
622 tmp->destroy ();
623 op->update_stats ();
624 return;
625 }
626
627 /* Call this before we update the various windows/players. At least
628 * that we, we know the weight is correct.
629 */
630 // 2007-11-26: moved op->update_stats away and calling it later after
631 // all items of a drop command have been processed.
632
633 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
634 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
635 return;
636
637 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
638 {
639 if (!sell_item (tmp, op))
640 {
641 // if we can't sell it we don't drop it, so give it back to the seller
642 op->insert (tmp);
643 return;
644 }
645 }
646
647 tmp->x = op->x;
648 tmp->y = op->y;
649
650 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
651 }
652
653 void
654 drop (object *op, object *tmp)
655 {
656 /* Hopeful fix for disappearing objects when dropping from a container -
657 * somehow, players get an invisible object in the container, and the
658 * old logic would skip over invisible objects - works fine for the
659 * playes inventory, but drop inventory wants to use the next value.
660 */
661 if (tmp->invisible)
662 {
663 /* if the following is the case, it must be in an container. */
664 if (tmp->env && tmp->env->type != PLAYER)
665 {
666 /* Just toss the object - probably shouldn't be hanging
667 * around anyways
668 */
669 tmp->destroy ();
670 return;
671 }
672 else
673 {
674 while (tmp && tmp->invisible)
675 tmp = tmp->below;
676 }
677 }
678
679 if (tmp == NULL)
680 {
681 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
682 return;
683 }
684
685 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
686 {
687 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
688 return;
689 }
690
691 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
692 {
693 #if 0
694 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
695 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
696 #endif
697 return;
698 }
699
700 if (op->type == PLAYER && op->contr->last_used == tmp)
701 op->contr->last_used = tmp->below ? tmp->below
702 : tmp->above ? tmp->above
703 : 0;
704
705 if (op->container)
706 {
707 if (op->type == PLAYER)
708 put_object_in_sack (op, op->container, tmp, op->contr->count);
709 else
710 put_object_in_sack (op, op->container, tmp, 0);
711 }
712 else
713 {
714 if (op->type == PLAYER)
715 drop_object (op, tmp, op->contr->count);
716 else
717 drop_object (op, tmp, 0);
718 }
719
720 if (op->type == PLAYER)
721 op->contr->count = 0;
722 }
723
724 /* Command will drop all items that have not been locked */
725 int
726 command_dropall (object *op, char *params)
727 {
728
729 if (op->inv == NULL)
730 {
731 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
732 return 0;
733 }
734
735 object *curinv = op->inv;
736 object *nextinv;
737
738 /*
739 This is the default. Drops everything not locked or considered
740 not something that should be dropped.
741 */
742 /*
743 Care must be taken that the next item pointer is not to money as
744 the drop() routine will do unknown things to it when dropping
745 in a shop. --Tero.Pelander@utu.fi
746 */
747
748 int cnt = MAX_ITEM_PER_DROP;
749
750 if (!params)
751 {
752 while (curinv)
753 {
754 nextinv = curinv->below;
755
756 while (nextinv && nextinv->type == MONEY)
757 nextinv = nextinv->below;
758
759 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
760 curinv->type != FOOD && curinv->type != KEY &&
761 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
762 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
763 {
764 drop (op, curinv);
765 if (--cnt <= 0) break;
766 }
767
768 curinv = nextinv;
769 }
770 }
771 else if (strcmp (params, "weapons") == 0)
772 {
773 while (curinv)
774 {
775 nextinv = curinv->below;
776
777 while (nextinv && nextinv->type == MONEY)
778 nextinv = nextinv->below;
779
780 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
781 {
782 drop (op, curinv);
783 if (--cnt <= 0) break;
784 }
785
786 curinv = nextinv;
787 }
788 }
789 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
790 {
791 while (curinv)
792 {
793 nextinv = curinv->below;
794
795 while (nextinv && nextinv->type == MONEY)
796 nextinv = nextinv->below;
797
798 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
799 {
800 drop (op, curinv);
801 if (--cnt <= 0) break;
802 }
803
804 curinv = nextinv;
805 }
806 }
807 else if (strcmp (params, "misc") == 0)
808 {
809 while (curinv)
810 {
811 nextinv = curinv->below;
812
813 while (nextinv && nextinv->type == MONEY)
814 nextinv = nextinv->below;
815
816 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
817 {
818 switch (curinv->type)
819 {
820 case HORN:
821 case BOOK:
822 case SPELLBOOK:
823 case GIRDLE:
824 case AMULET:
825 case RING:
826 case CLOAK:
827 case BOOTS:
828 case GLOVES:
829 case BRACERS:
830 case SCROLL:
831 case ARMOUR_IMPROVER:
832 case WEAPON_IMPROVER:
833 case WAND:
834 case ROD:
835 case POTION:
836 drop (op, curinv);
837 curinv = nextinv;
838 break;
839 default:
840 curinv = nextinv;
841 break;
842 }
843
844 if (--cnt <= 0) break;
845 }
846
847 curinv = nextinv;
848 }
849 }
850
851 if (cnt <= 0)
852 op->failmsg ("Only dropped some items, can't drop that many items at once.");
853
854 /* draw_look(op);*/
855 return 0;
856 }
857
858 /* Object op wants to drop object(s) params. params can be a
859 * comma seperated list.
860 */
861 int
862 command_drop (object *op, char *params)
863 {
864 object *tmp, *next;
865 int did_one = 0;
866
867 if (!params)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
870 return 0;
871 }
872 else
873 {
874 int cnt = MAX_ITEM_PER_DROP;
875
876 for (tmp = op->inv; tmp; tmp = next)
877 {
878 next = tmp->below;
879 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
880 continue;
881
882 if (item_matched_string (op, tmp, params))
883 {
884 drop (op, tmp);
885 if (--cnt <= 0) break;
886 did_one = 1;
887 }
888 }
889
890 if (!did_one)
891 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
892
893 if (cnt <= 0)
894 op->failmsg ("Only dropped some items, can't drop that many items at once.");
895 }
896
897 return 0;
898 }
899
900 int
901 command_examine (object *op, char *params)
902 {
903 if (!params)
904 {
905 object *tmp = op->below;
906
907 while (tmp && !tmp->client_visible ())
908 tmp = tmp->below;
909
910 if (tmp)
911 examine (op, tmp);
912 }
913 else
914 {
915 object *tmp = find_best_object_match (op, params);
916
917 if (tmp)
918 examine (op, tmp);
919 else
920 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
921 }
922
923 return 0;
924 }
925
926 /* op should be a player.
927 * we return the object the player has marked with the 'mark' command
928 * below. If no match is found (or object has changed), we return
929 * NULL. We leave it up to the calling function to print messages if
930 * nothing is found.
931 */
932 object *
933 find_marked_object (object *op)
934 {
935 object *tmp;
936
937 if (!op || !op->contr)
938 return NULL;
939
940 if (!op->contr->mark)
941 {
942 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
943 return 0;
944 }
945
946 /* This may seem like overkill, but we need to make sure that they
947 * player hasn't dropped the item. We use count on the off chance that
948 * an item got reincarnated at some point.
949 */
950 for (tmp = op->inv; tmp; tmp = tmp->below)
951 {
952 if (tmp->invisible)
953 continue;
954
955 if (tmp == op->contr->mark)
956 {
957 if (!tmp->destroyed ())
958 return tmp;
959 else
960 {
961 op->contr->mark = 0;
962 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
963 return 0;
964 }
965 }
966 }
967
968 return 0;
969 }
970
971 std::string
972 object::describe_monster (object *who)
973 {
974 dynbuf_text buf (512, 512);
975
976 object *mon = head ? head : this;
977
978 if (QUERY_FLAG (mon, FLAG_UNDEAD))
979 buf << "It is an undead force.\r";
980
981 if (mon->level > who->level)
982 buf << "It is likely more powerful than you.\r";
983 else if (mon->level < who->level)
984 buf << "It is likely less powerful than you.\r";
985 else
986 buf << "It is probably as powerful as you.\r";
987
988 if (mon->attacktype & AT_ACID)
989 buf << "You seem to smell an acrid odor.\r";
990
991 /* Anyone know why this used to use the clone value instead of the
992 * maxhp field? This seems that it should give more accurate results.
993 */
994 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
995 { /* From 1-4 */
996 case 1:
997 buf << "It is in a bad shape.\r";
998 break;
999 case 2:
1000 buf << "It is hurt.\r";
1001 break;
1002 case 3:
1003 buf << "It is somewhat hurt.\r";
1004 break;
1005 case 4:
1006 buf << "It is in excellent shape.\r";
1007 break;
1008 }
1009
1010 if (present_in_ob (POISONING, mon))
1011 buf << "It looks very ill.\r";
1012
1013 buf << '\n';
1014
1015 return buf;
1016 }
1017
1018 /* tmp is the object being described, pl is who is examing it. */
1019 const char *
1020 long_desc (object *tmp, object *pl)
1021 {
1022 static std::string s;
1023
1024 return (s = tmp->long_desc (pl)).c_str ();
1025 }
1026
1027 std::string
1028 object::long_desc (object *who)
1029 {
1030 std::string buf (query_name (this));
1031
1032 switch (type)
1033 {
1034 case RING:
1035 case SKILL:
1036 case WEAPON:
1037 case ARMOUR:
1038 case BRACERS:
1039 case HELMET:
1040 case SHIELD:
1041 case BOOTS:
1042 case GLOVES:
1043 case AMULET:
1044 case GIRDLE:
1045 case BOW:
1046 case ARROW:
1047 case CLOAK:
1048 case FOOD:
1049 case DRINK:
1050 case FLESH:
1051 case SKILL_TOOL:
1052 case POWER_CRYSTAL:
1053 {
1054 const char *cp = ::describe_item (this, who);
1055
1056 if (*cp)
1057 {
1058 buf.append (" ");
1059 buf.append (cp);
1060 }
1061 }
1062 }
1063
1064 return buf;
1065 }
1066
1067 /* op is the player
1068 * tmp is the monster being examined.
1069 */
1070 void
1071 examine_monster (object *op, object *tmp)
1072 {
1073 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1074 }
1075
1076 std::string
1077 object::describe (object *who)
1078 {
1079 dynbuf_text buf (1024, 1024);
1080
1081 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1082
1083 if (custom_name)
1084 buf.printf ("You call it %s.\r", &custom_name);
1085
1086 switch (type)
1087 {
1088 case SPELLBOOK:
1089 if (flag [FLAG_IDENTIFIED] && inv)
1090 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1091 break;
1092
1093 case BOOK:
1094 if (msg)
1095 buf << "Something is written in it.\r";
1096 break;
1097
1098 case CONTAINER:
1099 if (race)
1100 {
1101 if (weight_limit && stats.Str < 100)
1102 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1103 &race, weight_limit / (10.0 * (100 - stats.Str)));
1104 else
1105 buf.printf ("It can hold only %s.\r", &race);
1106 }
1107 else if (weight_limit && stats.Str < 100)
1108 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1109 break;
1110
1111 case WAND:
1112 if (flag [FLAG_IDENTIFIED])
1113 buf.printf ("It has %d charges left.\r", stats.food);
1114 break;
1115 }
1116
1117 if (materialname && !msg)
1118 buf.printf ("It is made of: %s.\r", &materialname);
1119
1120 if (who)
1121 /* Where to wear this item */
1122 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1123 if (slot[i].info)
1124 {
1125 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1126
1127 if (slot[i].info < -1 && who->slot[i].info)
1128 buf.printf ("(%d)", -slot[i].info);
1129
1130 buf << ".\r";
1131 }
1132
1133 if (weight)
1134 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1135
1136 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1137 {
1138 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1139
1140 if (is_in_shop (who))
1141 {
1142 if (flag [FLAG_UNPAID])
1143 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1144 else
1145 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1146 }
1147 }
1148
1149 if (flag [FLAG_MONSTER])
1150 buf << describe_monster (who);
1151
1152 /* Is this item buildable? */
1153 if (flag [FLAG_IS_BUILDABLE])
1154 buf << "This is a buildable item.\r";
1155
1156 /* Does the object have a message? Don't show message for all object
1157 * types - especially if the first entry is a match
1158 */
1159 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1160 {
1161 /* This is just a hack so when identifying the items, we print
1162 * out the extra message
1163 */
1164 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1165 buf << "The object has a story:\r";
1166
1167 buf << msg << '\n';
1168 }
1169
1170 buf << '\n';
1171
1172 return std::string (buf.linearise (), buf.size ());
1173 }
1174
1175 static void
1176 display_new_pickup (object *op)
1177 {
1178 int i = op->contr->mode;
1179
1180 if (!(i & PU_NEWMODE))
1181 return;
1182
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1187
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1189
1190 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1192 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1193
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1195 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1198 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1208 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1210
1211 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1214 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1215
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1217
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1220
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1222 }
1223
1224 int
1225 command_pickup (object *op, char *params)
1226 {
1227 uint32 i;
1228 static const char *names[] = {
1229 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1230 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1231 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1232 "jewels", "flesh", NULL
1233 };
1234 static uint32 modes[] = {
1235 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1236 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1237 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1238 PU_JEWELS, PU_FLESH, 0
1239 };
1240
1241 if (!params)
1242 {
1243 /* if the new mode is used, just print the settings */
1244 if (op->contr->mode & PU_NEWMODE)
1245 {
1246 display_new_pickup (op);
1247 return 1;
1248 }
1249 if (1)
1250 LOG (llevDebug, "command_pickup: !params\n");
1251 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1252 return 0;
1253 }
1254
1255 while (*params == ' ' && *params)
1256 params++;
1257
1258 if (*params == '+' || *params == '-')
1259 {
1260 int mode;
1261
1262 for (mode = 0; names[mode]; mode++)
1263 {
1264 if (!strcmp (names[mode], params + 1))
1265 {
1266 i = op->contr->mode;
1267 if (!(i & PU_NEWMODE))
1268 i = PU_NEWMODE;
1269 if (*params == '+')
1270 i = i | modes[mode];
1271 else
1272 i = i & ~modes[mode];
1273 op->contr->mode = i;
1274 display_new_pickup (op);
1275 return 1;
1276 }
1277 }
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1279 return 1;
1280 }
1281
1282 if (sscanf (params, "%u", &i) != 1)
1283 {
1284 if (1)
1285 LOG (llevDebug, "command_pickup: params==NULL\n");
1286 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1287 return 1;
1288 }
1289 set_pickup_mode (op, i);
1290
1291 return 1;
1292 }
1293
1294 void
1295 set_pickup_mode (object *op, int i)
1296 {
1297 switch (op->contr->mode = i)
1298 {
1299 case 0:
1300 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1301 break;
1302 case 1:
1303 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1304 break;
1305 case 2:
1306 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1307 break;
1308 case 3:
1309 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1310 break;
1311 case 4:
1312 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1313 break;
1314 case 5:
1315 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1316 break;
1317 case 6:
1318 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1319 break;
1320 case 7:
1321 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1322 break;
1323 }
1324 }
1325
1326 int
1327 command_search_items (object *op, char *params)
1328 {
1329 char buf[MAX_BUF];
1330
1331 if (settings.search_items == FALSE)
1332 return 1;
1333
1334 if (params == NULL)
1335 {
1336 if (op->contr->search_str[0] == '\0')
1337 {
1338 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1339 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1340 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1341 return 1;
1342 }
1343
1344 op->contr->search_str[0] = '\0';
1345 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1346 op->update_stats ();
1347 return 1;
1348 }
1349
1350 if ((int) strlen (params) >= MAX_BUF)
1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1353 return 1;
1354 }
1355
1356 strcpy (op->contr->search_str, params);
1357 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1358 new_draw_info (NDI_UNIQUE, 0, op, buf);
1359 op->update_stats ();
1360 return 1;
1361 }
1362