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Revision: 1.82
Committed: Tue Oct 7 11:10:30 2008 UTC (15 years, 7 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.81: +5 -13 lines
Log Message:
is_in_map_or_inv => is_inserted.

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