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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.133 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * static char *rcsid_c_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: c_object.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */ 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
5/* 25/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26
27 Object (handling) commands 26 * Object (handling) commands
28*/ 27 */
29 28
30#include <global.h> 29#include <global.h>
31#include <loader.h>
32#include <skills.h> 30#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <living.h> 32#include <living.h>
37#include <math.h> 33
38/* 34/*
39 * Object id parsing functions 35 * Object id parsing functions
40 */ 36 */
41 37
42#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45#define ADD_ITEM(NEW,COUNT)\ 38#define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\ 39 if(!first) {\
47 OBLINKMALLOC(first);\ 40 first = new objectlink;\
48 last=first;\ 41 last=first;\
49 } else {\ 42 } else {\
50 OBLINKMALLOC(last->next);\ 43 last->next = new objectlink;\
51 last=last->next;\ 44 last=last->next;\
52 }\ 45 }\
53 last->next=NULL;\ 46 last->next=0;\
54 last->ob=(NEW);\ 47 last->ob=(NEW);\
55 last->id=(COUNT); 48 last->id=(COUNT);
56 49
57/** 50/**
58 * Search the inventory of 'pl' for what matches best with params. 51 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour 52 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match. 53 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to 54 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects 55 * only unapply applied, or apply unapplied objects
63 **/ 56 **/
57static object *
64static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag) 58find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
65{ 59{
66 object *tmp, *best=NULL; 60 object *best = 0;
67 int match_val=0,tmpmatch; 61 int match_val = 0;
68 62
69 for (tmp=pl->inv; tmp; tmp=tmp->below) { 63 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
64 {
70 if (tmp->invisible) continue; 65 if (tmp->invisible)
66 continue;
67
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) { 68 int tmpmatch = item_matched_string (pl, tmp, params);
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 69
70 if (tmpmatch > match_val)
71 {
72 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
73 continue;
74
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 75 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
76 continue;
77
74 match_val=tmpmatch; 78 match_val = tmpmatch;
75 best=tmp; 79 best = tmp;
76 } 80 }
77 } 81 }
82
78 return best; 83 return best;
79} 84}
80 85
81/** 86/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 87 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 88 **/
89object *
84object *find_best_object_match(object *pl, const char *params) 90find_best_object_match (object *pl, const char *params)
85{ 91{
86 return find_best_apply_object_match(pl, params, AP_NULL); 92 return find_best_apply_object_match (pl, params, AP_TOGGLE);
87} 93}
88 94
89/* 95static bool
90 * Notes about item creation: 96can_split (object *pl, object *&op, sint32 nrof)
91 * 1) It is similar in syntax to the dm create command. 97{
92 * 2) It requires a player to have a buildfacility below him, a tool in his 98 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
93 * possesion, and materials to build with.
94 * 3) The random roll is done in a loop, so if the player tries to make 100,
95 * he makes 100 checks.
96 * 4) Exp is given only on succ. creations, but materials are used regardless.
97 * 5) The properties of the tool are stored in tooltype and weapontype.
98 * 6) The properties of the buildfacilities are stored in tooltype.
99 * 7) For now, all ingredients must be type 73 INORGANIC.
100 * 8) The player can attempt to create any arch, but item_power and value
101 * will prevent most artifacts from being built.
102 * 9) The code allows magic bonuses up to +5. It is not trivial to make a +5
103 * item.
104 *10) If you ever extend it beyond +5, add more gemtypes. Currently the code
105 * looks for gemcost gems per item, per plus. So a +5 item requires
106 * gemcost pearls,rubies,emeralds,sapphires and diamonds. Not cheap.
107 *11) There are a zillion if statements in this code. Alot of checking takes
108 * place here. All of them are needed.
109 */
110
111int command_build (object *pl, char *params) {
112 return 0;
113#if 0
114 object *marked, *facility, *tool, *newobj, *tmp;
115 archetype *at;
116 int skillnr, obpow, number, bonus, mneed, nrof, magic, i, nummade, found;
117 int gemcost;
118 char *bp;
119 materialtype_t *mt;
120
121 /* NOTE THIS FUNCTION IS CURRENTLY DISABLED */
122
123/* Given this is currently disabled, I'm not going to bother updating
124 * it with the new skill system. IT really needs to get the skill object
125 * pointer in a better fashion than it is currently doing.
126 */
127 if (!params) {
128 new_draw_info(NDI_UNIQUE, 0, pl, "Usage:build [nr] [+magic] <object>");
129 return 0;
130 }
131 marked = find_marked_object(pl);
132 if (marked == NULL || !marked->material || marked->materialname == NULL ||
133 marked->type != INORGANIC) {
134 new_draw_info(NDI_UNIQUE, 0, pl, "You must mark some ingredients.");
135 return 0;
136 }
137 while (*params==' ')
138 params++;
139 bp = params;
140 nrof = 1;
141 magic = 0;
142
143 if (sscanf(bp, "%d ", &nrof)) {
144 if ((bp = strchr(params, ' ')) == NULL) {
145 new_draw_info(NDI_UNIQUE, 0, pl,
146 "Usage: build [nr] [+magic] <object>");
147 return 0;
148 }
149 bp++;
150 }
151 if (sscanf(bp, "+%d ", &magic)) {
152 if ((bp = strchr(bp, ' ')) == NULL) {
153 new_draw_info(NDI_UNIQUE, 0, pl,
154 "Usage: build [nr] [+magic] <object>");
155 return 0;
156 }
157 bp++;
158 }
159 while (*bp==' ')
160 bp++;
161 at=find_archetype_by_object_name(bp);
162 if (at == NULL) {
163 new_draw_info_format(NDI_UNIQUE, 0, pl,
164 "You don't know how to make a %s.", bp);
165 return 0;
166 }
167 newobj = get_object();
168 copy_object(&at->clone, newobj);
169
170 skillnr = -1;
171
172 if ((IS_ARMOR(newobj) && newobj->material != M_LEATHER) ||
173 newobj->type == WEAPON)
174 skillnr = SK_SMITH;
175
176 if (IS_ARMOR(newobj) && newobj->material == M_LEATHER)
177 skillnr = SK_WOODSMAN;
178 99 {
179 if (newobj->type == BOW || newobj->type == ARROW) 100 op = tmp;
180 skillnr = SK_BOWYER;
181
182 if (skillnr == -1) {
183 new_draw_info(NDI_UNIQUE, 0, pl, "You don't know how to create that.");
184 return 0;
185 }
186
187 if (!change_skill(pl, skillnr, 0)) {
188 new_draw_info(NDI_UNIQUE, 0, pl,
189 "You lack the needed skill to make that item.");
190 return 0;
191 }
192 facility = NULL;
193 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
194 if (tmp->type == BUILDFAC && tmp->tooltype == newobj->type)
195 facility=tmp;
196 if (facility == NULL) {
197 new_draw_info(NDI_UNIQUE, 0, pl, "You lack a suitable workspace.");
198 return 0;
199 }
200 if (magic && !(IS_ARMOR(newobj) || IS_WEAPON(newobj))) {
201 new_draw_info(NDI_UNIQUE, 0, pl, "A magical bonus is only valid with "
202 "armour and weapons.");
203 return 0;
204 }
205
206 /* use newobj->weapontype == tool->weapontype for building weapons */
207 /* use newobj->material == tool->weapontype for building armour */
208 /* newobj->type == tool->tooltype */
209 tool = NULL;
210 for (tmp=pl->inv; tmp; tmp=tmp->below) {
211 if (tmp->type != TOOL)
212 continue;
213 if (IS_ARMOR(newobj) && (newobj->material & tmp->weapontype) &&
214 newobj->type == tmp->tooltype) {
215 if (tool == NULL ||
216 (tool->level + tool->magic) < (tmp->level + tmp->magic))
217 tool = tmp;
218 } else if (IS_WEAPON(newobj) && (newobj->weapontype&tmp->weapontype) &&
219 newobj->type == tmp->tooltype) {
220 if (tool == NULL ||
221 (tool->level + tool->magic) < (tmp->level + tmp->magic))
222 tool = tmp;
223 }
224 /* should split off bows arrows and probably bolts around here */
225 }
226 if (tool == NULL) {
227 new_draw_info(NDI_UNIQUE, 0, pl, "You lack the required tools.");
228 return 0;
229 }
230
231 mt = name_to_material(marked->materialname);
232 if (mt == NULL) {
233 new_draw_info(NDI_UNIQUE, 0, pl, "Your raw materials are garbage.");
234 return 0;
235 }
236 if (magic < 0) {
237 new_draw_info(NDI_UNIQUE, 0, pl, "You cannot create cursed objects.");
238 return 0;
239 }
240 if (magic > 0 && SK_level(pl)/20 < magic) {
241 new_draw_info(NDI_UNIQUE, 0, pl, "You are not powerful enough to "
242 "create such a magical item.");
243 return 0;
244 }
245
246 gemcost = 100;
247 if (newobj->type == ARROW)
248 gemcost = 1;
249 if (magic > 0) {
250 found = 0;
251 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
252 if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
253 tmp->nrof >= gemcost*nrof*mt->value/100)
254 found++;
255 if (magic > 1)
256 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
257 if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
258 tmp->nrof >= gemcost*nrof*mt->value/100)
259 found++;
260 if (magic > 2)
261 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
262 if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
263 tmp->nrof >= gemcost*nrof*mt->value/100)
264 found++;
265 if (magic > 3)
266 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
267 if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
268 tmp->nrof >= gemcost*nrof*mt->value/100)
269 found++;
270 if (magic > 4)
271 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
272 if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
273 tmp->nrof >= gemcost*nrof*mt->value/100)
274 found++;
275 if (found < magic) {
276 new_draw_info(NDI_UNIQUE, 0, pl, "You did not provide a suitable "
277 "sacrifice of gems on the ground to add this much magic.");
278 return 0; 101 return true;
279 }
280 if (25*pow(3, magic)*mt->value/100 > pl->stats.sp) {
281 new_draw_info(NDI_UNIQUE, 0, pl, "You do not have enough mana "
282 "to create this object.");
283 return 0;
284 }
285 }
286
287 /* good lord. Now we have a tool, facilites, materials (marked) and an
288 object we want to create. Thats alot of if's */
289
290 obpow = (newobj->item_power + newobj->value/1000 + 1)*mt->value/100;
291 mneed = nrof*((newobj->weight * mt->weight)/80);
292 /* cost can be balanced out by cost to disassemble items for materials */
293 if ((marked->weight * MAX(1, marked->nrof)) < mneed) {
294 new_draw_info_format(NDI_UNIQUE, 0, pl, "You do not have enough %s.",
295 marked->name);
296 return 0;
297 }
298 if (obpow > (tool->level+tool->magic)) {
299 new_draw_info_format(NDI_UNIQUE, 0, pl, "Your %s is not capable of "
300 "crafting such a complex item.", tool->name);
301 return 0;
302 }
303 set_abs_magic(newobj, magic);
304 set_materialname(newobj, 1, mt);
305 for (i=0, nummade=0; i< nrof; i++) {
306 bonus = tool->level+tool->magic - obpow;
307 number = rndm(1, 3*obpow*magic);
308 LOG(llevDebug, "command_build: skill:%d obpow:%d rndm:%d tool:%s "
309 "newobj:%s marked:%s magic:%d\n", SK_level(pl)+bonus, obpow,
310 number, tool->name, newobj->name, marked->name, magic);
311 if (SK_level(pl)+bonus > number) {
312 /* wow, we actually created something */
313 newobj->x = pl->x;
314 newobj->y = pl->y;
315 newobj->map = pl->map;
316 SET_FLAG(newobj, FLAG_IDENTIFIED);
317 if (i == 0)
318 newobj = insert_ob_in_ob(newobj, pl);
319 else
320 newobj->nrof++;
321 esrv_send_item(pl, newobj);
322 nummade++;
323 } else {
324 free_object(newobj);
325 if (bonus < rndm(1, number-SK_level(pl)+bonus)) {
326 new_draw_info_format(NDI_UNIQUE, 0, pl,
327 "You broke your %s!\n", tool->name);
328 esrv_del_item(pl->contr, tool->count);
329 remove_ob(tool);
330 free_object(tool);
331 break;
332 } 102 }
333 } 103 else
334 /* take away materials too */
335 tmp = get_split_ob(marked, MAX(1, mneed/marked->weight));
336 if (tmp)
337 free_object(tmp);
338 if (marked->nrof < 1)
339 esrv_del_item(pl->contr, marked->count);
340 else
341 esrv_send_item(pl, marked);
342 } 104 {
343 if (magic) 105 if (op->nrof > 1)
344 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above) 106 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
345 if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") && 107 else
346 tmp->nrof >= gemcost*nrof*mt->value/100) 108 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
347 tmp->nrof -= gemcost*nrof*mt->value/100; 109
348 if (magic > 1) 110 return false;
349 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
350 if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
351 tmp->nrof >= gemcost*nrof*mt->value/100)
352 tmp->nrof -= gemcost*nrof*mt->value/100;
353 if (magic > 2)
354 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
355 if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
356 tmp->nrof >= gemcost*nrof*mt->value/100)
357 tmp->nrof -= gemcost*nrof*mt->value/100;
358 if (magic > 3)
359 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
360 if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
361 tmp->nrof >= gemcost*nrof*mt->value/100)
362 tmp->nrof -= gemcost*nrof*mt->value/100;
363 if (magic > 4)
364 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
365 if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
366 tmp->nrof >= gemcost*nrof*mt->value/100)
367 tmp->nrof -= gemcost*nrof*mt->value/100;
368 if (magic)
369 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
370 if (tmp->type == GEM &&
371 (!strcmp(tmp->arch->name, "diamond") ||
372 !strcmp(tmp->arch->name, "ruby") ||
373 !strcmp(tmp->arch->name, "sapphire") ||
374 !strcmp(tmp->arch->name, "emerald") ||
375 !strcmp(tmp->arch->name, "pearl"))) {
376 if (tmp->nrof == 0) {
377 remove_ob(tmp);
378 free_object(tmp);
379 }
380 if (pl->contr)
381 pl->contr->socket.update_look=1;
382 } 111 }
383 pl->stats.sp -= 25*pow(3, magic)*mt->value/100;
384 fix_player(pl);
385 if (nummade > 1) {
386 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created %d %s.",
387 nummade, query_base_name(newobj, 1));
388 } else if (nummade == 1) {
389 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created a %s.",
390 query_base_name(newobj, 0));
391 } else {
392 new_draw_info_format(NDI_UNIQUE, 0, pl,
393 "You have failed to craft a %s.", query_base_name(newobj, 0));
394 return 0;
395 }
396 if (skills[skillnr].category != EXP_NONE)
397 add_exp(pl, obpow*nummade);
398 return 1;
399#endif
400} 112}
401 113
402 114int
403
404int command_uskill ( object *pl, char *params) { 115command_uskill (object *pl, char *params)
116{
405 if (!params) { 117 if (!params)
118 {
406 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 119 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
407 return 0; 120 return 0;
408 } 121 }
122
409 return use_skill(pl,params); 123 return use_skill (pl, params);
410} 124}
411 125
126int
412int command_rskill ( object *pl, char *params) { 127command_rskill (object *pl, char *params)
128{
413 object *skill; 129 object *skill;
414 130
415 if (!params) { 131 if (!params)
132 {
416 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 133 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
417 return 0; 134 return 0;
418 } 135 }
136
419 skill = find_skill_by_name(pl, params); 137 skill = find_skill_by_name_fuzzy (pl, params);
420 138
421 if (!skill) { 139 if (!skill)
140 {
422 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 141 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
142 return 0;
143 }
144
145 pl->apply (skill);
423 return 0; 146 return 1;
424 }
425 return change_skill(pl,skill, 0);
426} 147}
427
428
429/* These functions (command_search, command_disarm) are really just wrappers for
430 * things like 'use_skill ...'). In fact, they should really be obsoleted
431 * and replaced with those.
432 */
433int command_search (object *op, char *params) {
434 return use_skill(op, skill_names[SK_FIND_TRAPS]);
435}
436
437int command_disarm (object *op, char *params) {
438 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
439}
440
441 148
442/* A little special because we do want to pass the full params along 149/* A little special because we do want to pass the full params along
443 * as it includes the object to throw. 150 * as it includes the object to throw.
444 */ 151 */
152int
445int command_throw (object *op, char *params) 153command_throw (object *op, char *params)
446{ 154{
447 object *skop; 155 if (object *skop = find_skill_by_name (op, shstr_throwing))
448
449 skop = find_skill_by_name(op, skill_names[SK_THROWING]);
450 if (skop) return do_skill(op, op, skop, op->facing,params); 156 return do_skill (op, op, skop, op->facing, params);
451 else { 157 else
452 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 158 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill.");
453 } 159
454 return 0; 160 return 0;
455} 161}
456 162
457 163int
458int command_apply (object *op, char *params) 164command_apply (object *op, char *params)
459{ 165{
460 if (!params) { 166 if (!params)
167 {
461 player_apply_below(op); 168 player_apply_below (op);
462 return 0; 169 return 0;
463 } 170 }
464 else { 171 else
172 {
465 apply_flag aflag = (apply_flag) 0; 173 apply_flag aflag = (apply_flag)0;
466 object *inv;
467 174
468 while (*params==' ') params++; 175 while (*params == ' ')
176 params++;
177
469 if (!strncmp(params,"-a ",3)) { 178 if (!strncmp (params, "-a ", 3))
470 aflag=AP_APPLY; 179 {
471 params+=3; 180 aflag = AP_APPLY;
472 } 181 params += 3;
182 }
183
473 if (!strncmp(params,"-u ",3)) { 184 if (!strncmp (params, "-u ", 3))
474 aflag=AP_UNAPPLY; 185 {
475 params+=3; 186 aflag = AP_UNAPPLY;
476 } 187 params += 3;
188 }
189
477 while (*params==' ') params++; 190 while (*params == ' ')
191 params++;
478 192
479 inv=find_best_apply_object_match(op, params, aflag); 193 if (object *inv = find_best_apply_object_match (op, params, aflag))
480 if (inv) { 194 op->apply (inv, aflag);
481 player_apply(op,inv,aflag,0);
482 } else 195 else
483 new_draw_info_format(NDI_UNIQUE, 0, op,
484 "Could not find any match to the %s.",params); 196 op->failmsgf ("Could not find any match to the %s.", params);
485 } 197 }
198
486 return 0; 199 return 0;
487} 200}
488 201
489/* 202/*
490 * Check if an item op can be put into a sack. If pl exists then tell 203 * Check if an item op can be put into a sack. If pl exists then tell
493 * objects (op) we want to put in. We specify it separately instead of 206 * objects (op) we want to put in. We specify it separately instead of
494 * using op->nrof because often times, a player may have specified a 207 * using op->nrof because often times, a player may have specified a
495 * certain number of objects to drop, so we can pass that number, and 208 * certain number of objects to drop, so we can pass that number, and
496 * not need to use split_ob and stuff. 209 * not need to use split_ob and stuff.
497 */ 210 */
211int
498int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 212sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
499 213{
500 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 214 if (!sack->flag [FLAG_APPLIED])
501 new_draw_info_format(NDI_UNIQUE, 0, pl,
502 "The %s is not active.", query_name(sack));
503 return 0;
504 } 215 {
216 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
217 return 0;
218 }
219
505 if (sack == op) { 220 if (sack == op)
506 new_draw_info_format(NDI_UNIQUE, 0, pl,
507 "You can't put the %s into itself.", query_name(sack));
508 return 0;
509 } 221 {
510 if (sack->race && (sack->race != op->race || op->type == CONTAINER 222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
511 || (sack->stats.food && sack->stats.food != op->type))) { 223 return 0;
512 new_draw_info_format(NDI_UNIQUE, 0, pl, 224 }
513 "You can put only %s into the %s.", sack->race, query_name(sack)); 225
514 return 0; 226 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
515 } 227 {
228 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
229 return 0;
230 }
231
516 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 232 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
517 new_draw_info_format(NDI_UNIQUE, 0, pl,
518 "You can't put the key into %s.", query_name(sack));
519 return 0;
520 } 233 {
521 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 234 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
522 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
523 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
524 new_draw_info_format(NDI_UNIQUE, 0, pl,
525 "That won't fit in the %s!", query_name(sack));
526 return 0; 235 return 0;
236 }
237
238 if (sack->weight_limit
239 && weight_t (sack->carrying
240 + sack->number_of ()
241 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100)
243 > sack->weight_limit)
527 } 244 {
245 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
246 return 0;
247 }
248
528 /* All other checks pass, must be OK */ 249 /* All other checks pass, must be OK */
529 return 1; 250 return 1;
530} 251}
531 252
532/* Pick up commands follow */ 253/* Pick up commands follow */
254
533/* pl = player (not always - monsters can use this now) 255/* pl = player (not always - monsters can use this now)
534 * op is the object to put tmp into, 256 * op is the object to put tmp into,
535 * tmp is the object to pick up, nrof is the number to 257 * tmp is the object to pick up, nrof is the number to
536 * pick up (0 means all of them) 258 * pick up (0 means all of them)
537 */ 259 */
260static void
538static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 261pick_up_object (object *pl, object *op, object *tmp, int nrof)
539{ 262{
540 /* buf needs to be big (more than 256 chars) because you can get
541 * very long item names.
542 */
543 char buf[HUGE_BUF];
544 object *env=tmp->env;
545 uint32 weight, effective_weight_limit; 263 weight_t weight, effective_weight_limit;
546 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 264 int tmp_nrof = tmp->number_of ();
547 265
548 /* IF the player is flying & trying to take the item out of a container 266 /* IF the player is flying & trying to take the item out of a container
549 * that is in his inventory, let him. tmp->env points to the container 267 * that is in his inventory, let him. tmp->env points to the container
550 * (sack, luggage, etc), tmp->env->env then points to the player (nested 268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
551 * containers not allowed as of now) 269 * containers not allowed as of now)
552 */ 270 */
553 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 271 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
554 is_player_inv(tmp)!=pl) {
555 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
556 return;
557 }
558 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
559 return;
560 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
561 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
562 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
563 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
564 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
565 remove_ob (tmp);
566 free_object(tmp);
567 return;
568 }
569 272 {
273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
276 return;
277 }
278
279 if (tmp->flag [FLAG_NO_DROP])
280 return;
281
570 if (nrof > tmp_nrof || nrof == 0) 282 if (nrof > tmp_nrof || nrof <= 0)
571 nrof = tmp_nrof; 283 nrof = tmp_nrof;
284
572 /* Figure out how much weight this object will add to the player */ 285 /* Figure out how much weight this object will add to the player */
573 weight = tmp->weight * nrof; 286 weight = tmp->weight * nrof;
287 if (tmp->inv)
574 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
575 if (pl->stats.Str <= MAX_STAT) 289
576 effective_weight_limit = weight_limit[pl->stats.Str]; 290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
577 else 291
578 effective_weight_limit = weight_limit[MAX_STAT];
579 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
580 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up."); 294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
581 return; 295 return;
582 } 296 }
583 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 297
584 SET_FLAG(tmp, FLAG_WAS_WIZ); 298 if (!can_split (pl, tmp, nrof))
585 if (nrof != tmp_nrof) {
586 object *tmp2 = tmp;
587 tag_t tmp2_tag = tmp2->count;
588 tmp = get_split_ob (tmp, nrof);
589 if(!tmp) {
590 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
591 return; 299 return;
592 } 300
593 /* Tell a client what happened rest of objects */ 301 if (tmp->flag [FLAG_UNPAID])
594 if (pl->type == PLAYER) {
595 if (was_destroyed (tmp2, tmp2_tag))
596 esrv_del_item (pl->contr, tmp2_tag);
597 else
598 esrv_send_item (pl, tmp2);
599 }
600 } else {
601 /* If the object is in a container, send a delete to the client.
602 * - we are moving all the items from the container to elsewhere,
603 * so it needs to be deleted.
604 */
605 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
606 if (tmp->env && pl->type==PLAYER)
607 esrv_del_item (pl->contr, tmp->count);
608 remove_ob(tmp); /* Unlink it */
609 }
610 } 302 {
611 if(QUERY_FLAG(tmp, FLAG_UNPAID)) 303 tmp->flag.reset (FLAG_UNPAID);
612 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 304 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));
613 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 305 tmp->flag.set (FLAG_UNPAID);
306 }
614 else 307 else
615 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
616 new_draw_info(NDI_UNIQUE, 0,pl,buf);
617 309
618 tmp = insert_ob_in_ob(tmp, op); 310 op->insert (tmp);
619
620 /* All the stuff below deals with client/server code, and is only
621 * usable by players
622 */
623 if(pl->type!=PLAYER) return;
624
625 esrv_send_item (pl, tmp);
626 /* These are needed to update the weight for the container we
627 * are putting the object in.
628 */
629 if (op!=pl) {
630 esrv_update_item (UPD_WEIGHT, pl, op);
631 esrv_send_item (pl, pl);
632 }
633
634 /* Update the container the object was in */
635 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
636} 311}
637 312
638
639void pick_up(object *op,object *alt)
640/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 313/* modified slightly to allow monsters use this -b.t. 5-31-95 */
314void
315pick_up (object *op, object *alt)
641{ 316{
642 int need_fix_tmp = 0; 317 int need_fix_tmp = 0;
643 object *tmp=NULL; 318 object *tmp = NULL;
644 mapstruct *tmp_map=NULL; 319 maptile *tmp_map = NULL;
645 int count; 320 int count;
646 tag_t tag;
647 321
648 /* Decide which object to pick. */ 322 /* Decide which object to pick. */
649 if (alt) 323 if (alt)
650 { 324 {
651 if ( ! can_pick (op, alt)) { 325 if (!can_pick (op, alt))
326 {
652 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
653 alt->name); 328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
654 goto leave; 348 goto leave;
655 } 349
656 tmp = alt; 350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
657 } 355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
658 else 360 else
659 { 361 count = tmp->nrof;
660 if (op->below == NULL || ! can_pick (op, op->below)) { 362
661 new_draw_info (NDI_UNIQUE, 0, op, 363 /* container is open, so use it */
662 "There is nothing to pick up here."); 364 if (tmp->flag [FLAG_STARTEQUIP])
663 goto leave; 365 alt = op;
664 } 366 else if ((alt = op->container_ ()))
665 tmp = op->below;
666 } 367 {
667 368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
668 /* Try to catch it. */
669 tmp_map = tmp->map;
670 tmp = stop_item (tmp);
671 if (tmp == NULL)
672 goto leave; 369 goto leave;
673 need_fix_tmp = 1;
674 if ( ! can_pick (op, tmp))
675 goto leave;
676
677 if (op->type==PLAYER) {
678 count=op->contr->count;
679 if (count==0) count = tmp->nrof;
680 } 370 }
681 else 371 else
682 count=tmp->nrof; 372 { /* non container pickup */
683
684 /* container is open, so use it */
685 if (op->container) {
686 alt = op->container;
687 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
688 goto leave;
689 } else { /* non container pickup */
690 for (alt=op->inv; alt; alt=alt->below)
691 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
692 alt->race && alt->race==tmp->race &&
693 sack_can_hold (NULL, alt, tmp,count))
694 break; /* perfect match */
695
696 if (!alt)
697 for (alt=op->inv; alt; alt=alt->below) 373 for (alt = op->inv; alt; alt = alt->below)
698 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 374 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
699 sack_can_hold (NULL, alt, tmp,count)) 375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376 break; /* perfect match */
377
378 if (!alt)
379 for (alt = op->inv; alt; alt = alt->below)
380 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
700 break; /* General container comes next */ 381 break; /* General container comes next */
701 if (!alt) 382
383 if (!alt)
702 alt = op; /* No free containers */ 384 alt = op; /* No free containers */
703 } 385 }
386
704 if(tmp->env == alt) { 387 if (tmp->env == alt)
388 {
705 /* here it could be possible to check rent, 389 /* here it could be possible to check rent,
706 * if someone wants to implement it 390 * if someone wants to implement it
707 */ 391 */
708 alt = op; 392 alt = op;
709 } 393 }
394
710#ifdef PICKUP_DEBUG 395#ifdef PICKUP_DEBUG
711 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
712#endif 397#endif
713 398
714 /* startequip items are not allowed to be put into containers: */ 399 /* startequip items are not allowed to be put into containers: */
715 if (op->type == PLAYER && alt->type == CONTAINER 400 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
716 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
717 { 401 {
718 new_draw_info (NDI_UNIQUE, 0, op, 402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
719 "This object cannot be put into containers!");
720 goto leave; 403 goto leave;
721 } 404 }
722 405
723 tag = tmp->count;
724 pick_up_object (op, alt, tmp, count); 406 pick_up_object (op, alt, tmp, count);
407
725 if (was_destroyed (tmp, tag) || tmp->env) 408 if (tmp->destroyed () || tmp->env)
726 need_fix_tmp = 0; 409 need_fix_tmp = 0;
410
727 if (op->type == PLAYER) 411 if (op->type == PLAYER)
728 op->contr->count=0; 412 op->contr->count = 0;
413
729 goto leave; 414 goto leave;
730 415
731 leave: 416leave:
732 if (need_fix_tmp) 417 if (need_fix_tmp)
733 fix_stopped_item (tmp, tmp_map, op); 418 fix_stopped_item (tmp, tmp_map, op);
734} 419}
735
736 420
737/* This takes (picks up) and item. op is the player 421/* This takes (picks up) and item. op is the player
738 * who issued the command. params is a string to 422 * who issued the command. params is a string to
739 * match against the item name. Basically, always 423 * match against the item name. Basically, always
740 * returns zero, but that should be improved. 424 * returns zero, but that should be improved.
741 */ 425 */
426int
742int command_take (object *op, char *params) 427command_take (object *op, char *params)
743{ 428{
744 object *tmp, *next; 429 object *tmp, *next;
745 430
746 if (op->container) 431 if (op->container_ ())
747 tmp=op->container->inv; 432 tmp = op->container_ ()->inv;
748 else { 433 else
749 tmp=op->above; 434 {
750 if (tmp) while (tmp->above) {
751 tmp=tmp->above; 435 tmp = op->above;
752 } 436 if (tmp)
437 while (tmp->above)
438 tmp = tmp->above;
439
440 if (!tmp)
441 tmp = op->below;
442 }
443
753 if (!tmp) 444 if (!tmp)
754 tmp=op->below;
755 } 445 {
756
757 if (tmp==NULL) {
758 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
759 return 0; 447 return 0;
760 } 448 }
761 449
762 /* Makes processing easier */ 450 /* Makes processing easier */
763 if (params && *params=='\0') params=NULL; 451 if (params && *params == '\0')
452 params = 0;
764 453
454 int cnt = MAX_ITEM_PER_ACTION;
455
765 while (tmp) { 456 while (tmp)
457 {
766 next=tmp->below; 458 next = tmp->below;
767 459
768 if (tmp->invisible) { 460 if (tmp->invisible)
769 tmp=next; 461 {
462 tmp = next;
770 continue; 463 continue;
771 } 464 }
465
772 /* This following two if and else if could be merged into line 466 /* This following two if and else if could be merged into line
773 * but that probably will make it more difficult to read, and 467 * but that probably will make it more difficult to read, and
774 * not make it any more efficient 468 * not make it any more efficient
775 */ 469 */
776 if (params && item_matched_string(op, tmp, params)) { 470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
777 pick_up(op, tmp); 473 pick_up (op, tmp);
778 } 474 }
779 else if (can_pick(op, tmp) && !params) { 475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
780 pick_up(op,tmp); 478 pick_up (op, tmp);
781 break; 479 break;
782 } 480 }
783 tmp=next; 481
784 /* Might as well just skip over the player immediately - 482 tmp = next;
785 * we know it can't be picked up
786 */
787 if (tmp == op) tmp=tmp->below;
788 }
789 if (!params && !tmp) {
790 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
791 if (!tmp->invisible) {
792 char buf[MAX_BUF];
793 sprintf(buf,"You can't pick up a %s.",
794 tmp->name? tmp->name:"null");
795 new_draw_info(NDI_UNIQUE, 0,op, buf);
796 break;
797 } 483 }
798 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 484
485 if (cnt < 0)
799 } 486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
800 return 0; 488 return 0;
801} 489 }
802 490
491 if (!params && !tmp)
492 {
493 for (tmp = op->below; tmp; tmp = tmp->below)
494 if (!tmp->invisible)
495 {
496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 break;
498 }
499
500 if (!tmp)
501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 }
503
504 return 0;
505}
803 506
804/* 507/*
805 * This function was part of drop, now is own function. 508 * This function was part of drop, now is own function.
806 * Player 'op' tries to put object 'tmp' into sack 'sack', 509 * Player 'op' tries to put object 'tmp' into sack 'sack',
807 * if nrof is non zero, then nrof objects is tried to put into sack. 510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
808 * Note that the 'sack' in question can now be a transport, 512 * Note that the 'sack' in question can now be a transport,
809 * so this function isn't named very good anymore. 513 * so this function isn't named very good anymore.
810 */ 514 */
515void
811void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 516put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
812{ 517{
813 tag_t tmp_tag, tmp2_tag;
814 object *tmp2, *sack2; 518 object *tmp2;
815 char buf[MAX_BUF]; 519 char buf[MAX_BUF];
816 520
817 if (sack==tmp) return; /* Can't put an object in itself */ 521 if (sack == tmp)
818 if (sack->type != CONTAINER && sack->type != TRANSPORT) { 522 return; /* Can't put an object in itself */
819 new_draw_info_format(NDI_UNIQUE, 0,op, 523
820 "The %s is not a container.", query_name(sack)); 524 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
821 return;
822 } 525 {
823 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
824 new_draw_info_format(NDI_UNIQUE, 0,op, 527 return;
825 "You cannot put the %s in the %s.", query_name(tmp),
826 query_name(sack));
827 return;
828 } 528 }
529
829 if (tmp->type == CONTAINER && tmp->inv) { 530 if (tmp->type == CONTAINER && tmp->inv)
830 531 {
831 /* Eneq(@csd.uu.se): If the object to be dropped is a container 532 /* Eneq(@csd.uu.se): If the object to be dropped is a container
832 * we instead move the contents of that container into the active 533 * we instead move the contents of that container into the active
833 * container, this is only done if the object has something in it. 534 * container, this is only done if the object has something in it.
834 */ 535 */
835 sack2 = tmp;
836 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 536 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
837 query_name(tmp), query_name(sack)); 537
838 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539 {
839 tmp = tmp2->below; 540 tmp = tmp2->below;
541
840 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof)) || 542 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
841 (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
842 put_object_in_sack (op, sack, tmp2, 0); 543 put_object_in_sack (op, sack, tmp2, 0);
843 } else { 544 else
545 {
844 sprintf(buf,"Your %s fills up.", query_name(sack)); 546 sprintf (buf, "Your %s fills up.", query_name (sack));
845 new_draw_info(NDI_UNIQUE, 0,op, buf); 547 new_draw_info (NDI_UNIQUE, 0, op, buf);
846 break; 548 break;
549 }
550 }
551
552 return;
847 } 553 }
848 }
849 esrv_update_item (UPD_WEIGHT, op, sack2);
850 return;
851 }
852 554
853 /* Don't worry about this for containers - our caller should have 555 /* Don't worry about this for containers - our caller should have
854 * already checked this. 556 * already checked this.
855 */ 557 */
856 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof))) 558 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
857 return;
858
859 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
860 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
861 return; 559 return;
862 }
863 560
561 if (tmp->flag [FLAG_APPLIED])
562 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
563 return;
564
864 /* we want to put some portion of the item into the container */ 565 /* we want to put some portion of the item into the container */
865 if (nrof && tmp->nrof != nrof) { 566 if (!can_split (op, tmp, nrof))
866 object *tmp2 = tmp;
867 tmp2_tag = tmp2->count;
868 tmp = get_split_ob (tmp, nrof);
869
870 if(!tmp) {
871 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
872 return; 567 return;
873 }
874 /* Tell a client what happened other objects */
875 if (was_destroyed (tmp2, tmp2_tag))
876 esrv_del_item (op->contr, tmp2_tag);
877 else /* this can proably be replaced with an update */
878 esrv_send_item (op, tmp2);
879 } else
880 remove_ob(tmp);
881 568
882 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 569 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
883 query_name(tmp), query_name(sack)); 570 sack->insert (tmp);
884 tmp_tag = tmp->count; 571}
885 tmp2 = insert_ob_in_ob(tmp, sack);
886 fix_player(op); /* This is overkill, fix_player() is called somewhere */
887 /* in object.c */
888 572
889 /* If an object merged (and thus, different object), we need to 573/* In contrast to drop_object (op, tmp, nrof) above this function takes the
890 * delete the original. 574 * already split off object, and feeds it to the event handlers and does
575 * other magic with it.
576 *
577 * <droppper> is the object that dropped this object and <obj> is the
578 * object that was dropped.
579 *
580 * Make sure to check what happened with <obj> after this function returns!
581 * Otherwise you may leak this object.
582 */
583void
584drop_object (object *dropper, object *obj)
585{
586 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
587 return;
588
589 if (obj->destroyed () || obj->is_inserted ())
590 return;
591
592 if (obj->flag [FLAG_STARTEQUIP])
593 {
594 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
595 dropper->statusmsg ("The god who lent it to you retrieves it.");
596
597 obj->destroy ();
598 dropper->update_stats ();
599 return;
600 }
601
602 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
603 floor;
604 floor = floor->above)
605 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
606 return;
607
608 if (obj->destroyed () || obj->is_inserted ())
609 return;
610
611 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
612 if (!sell_item (obj, dropper))
613 return;
614
615 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
616 return;
617
618 /* If nothing special happened with this object, the default action is to
619 * insert it below the dropper:
891 */ 620 */
892 if (tmp2 != tmp)
893 esrv_del_item (op->contr, tmp_tag);
894 621
895 esrv_send_item (op, tmp2); 622 obj->x = dropper->x;
623 obj->y = dropper->y;
896 624
897 /* If a transport, need to update all the players in the transport 625 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
898 * the view of what is in it.
899 */
900 if (sack->type == TRANSPORT) {
901 for (tmp=sack->inv; tmp; tmp=tmp->below) {
902 if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
903 }
904 } else {
905 /* update the sacks weight */
906 esrv_update_item (UPD_WEIGHT, op, sack);
907 }
908} 626}
909 627
910/* 628/*
911 * This function was part of drop, now is own function. 629 * This function was part of drop, now is own function.
912 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 630 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
913 * nrof objects is tried to dropped. 631 * nrof objects are tried to drop.
914 * This is used when dropping objects onto the floor. 632 * This is used when dropping objects onto the floor.
915 */ 633 */
634void
916void drop_object (object *op, object *tmp, uint32 nrof) 635drop_object (object *op, object *tmp, uint32 nrof)
917{ 636{
918 char buf[MAX_BUF]; 637 if (tmp->flag [FLAG_NO_DROP])
919 object *floor; 638 return;
920 639
921 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 640 if (tmp->flag [FLAG_APPLIED])
641 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
642 return; /* can't unapply it */
643
644 /* We are only dropping some of the items. We split the current object
645 * off
646 */
647 if (!can_split (op, tmp, nrof))
648 return;
649
650 drop_object (op, tmp);
651
652 if (!tmp->destroyed () && !tmp->is_inserted ())
653 {
654 // if nothing happened with the object we give it back
655 op->insert (tmp);
656 }
657}
658
659void
660drop (object *op, object *tmp)
661{
662 /* Hopeful fix for disappearing objects when dropping from a container -
663 * somehow, players get an invisible object in the container, and the
664 * old logic would skip over invisible objects - works fine for the
665 * playes inventory, but drop inventory wants to use the next value.
666 */
667 if (tmp->invisible)
668 {
669 /* if the following is the case, it must be in an container. */
670 if (tmp->env && tmp->env->type != PLAYER)
671 {
672 /* Just toss the object - probably shouldn't be hanging
673 * around anyways
674 */
675 tmp->destroy ();
676 return;
677 }
678 else
679 while (tmp && tmp->invisible)
680 tmp = tmp->below;
681 }
682
683 if (!tmp)
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
686 return;
687 }
688
689 if (tmp->flag [FLAG_INV_LOCKED])
690 {
691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
692 return;
693 }
694
695 if (tmp->flag [FLAG_NO_DROP])
696 {
922#if 0 697#if 0
923 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 698 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
924 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped."); 699 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
925#endif 700#endif
926 return; 701 return;
927 } 702 }
928 703
929 if(QUERY_FLAG(tmp, FLAG_APPLIED)) { 704 if (op->type == PLAYER && op->contr->last_used == tmp)
930 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 705 op->contr->last_used = tmp->below ? tmp->below
931 return; /* can't unapply it */ 706 : tmp->above ? tmp->above
707 : (object *)0;
708
709 if (op->container_ ())
932 } 710 {
933
934 /* We are only dropping some of the items. We split the current objec
935 * off
936 */
937 if(nrof && tmp->nrof != nrof) {
938 object *tmp2 = tmp;
939 tag_t tmp2_tag = tmp2->count;
940 tmp = get_split_ob (tmp, nrof);
941 if(!tmp) {
942 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
943 return;
944 }
945 /* Tell a client what happened rest of objects. tmp2 is now the
946 * original object
947 */
948 if (op->type == PLAYER)
949 {
950 if (was_destroyed (tmp2, tmp2_tag))
951 esrv_del_item (op->contr, tmp2_tag);
952 else
953 esrv_send_item (op, tmp2);
954 }
955 } else
956 remove_ob (tmp);
957
958 /* Lauwenmark: Handle for plugin drop event */
959 if (execute_event(tmp, EVENT_DROP,op,NULL,NULL,SCRIPT_FIX_ALL)!= 0)
960 return;
961
962 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) {
963 sprintf(buf,"You drop the %s.", query_name(tmp));
964 new_draw_info(NDI_UNIQUE, 0,op,buf);
965 new_draw_info(NDI_UNIQUE, 0,op,"The gods who lent it to you retrieves it.");
966 if (op->type==PLAYER) 711 if (op->type == PLAYER)
967 esrv_del_item (op->contr, tmp->count); 712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
968 free_object(tmp);
969 fix_player(op);
970 return;
971 }
972
973/* If SAVE_INTERVAL is commented out, we never want to save
974 * the player here.
975 */
976#ifdef SAVE_INTERVAL
977 /* I'm not sure why there is a value check - since the save
978 * is done every SAVE_INTERVAL seconds, why care the value
979 * of what he is dropping?
980 */
981 if (op->type == PLAYER && !QUERY_FLAG(tmp, FLAG_UNPAID) &&
982 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
983 (op->contr->last_save_time + SAVE_INTERVAL) <= time(NULL)) {
984 save_player(op, 1);
985 op->contr->last_save_time = time(NULL);
986 }
987#endif /* SAVE_INTERVAL */
988
989
990 floor = get_map_ob (op->map, op->x, op->y);
991 if( floor && floor->type == SHOP_FLOOR &&
992 !QUERY_FLAG(tmp, FLAG_UNPAID) && tmp->type != MONEY)
993 sell_item(tmp,op);
994
995 tmp->x = op->x;
996 tmp->y = op->y;
997
998 if (op->type == PLAYER)
999 esrv_del_item (op->contr, tmp->count);
1000 insert_ob_in_map(tmp, op->map, op,0);
1001
1002
1003 SET_FLAG (op, FLAG_NO_APPLY);
1004 remove_ob(op);
1005 insert_ob_in_map(op, op->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
1006 CLEAR_FLAG (op, FLAG_NO_APPLY);
1007
1008 /* Call this before we update the various windows/players. At least
1009 * that we, we know the weight is correct.
1010 */
1011 fix_player(op); /* This is overkill, fix_player() is called somewhere */
1012 /* in object.c */
1013
1014 if (op->type == PLAYER)
1015 {
1016 op->contr->socket.update_look = 1;
1017 /* Need to update the weight for the player */
1018 esrv_send_item (op, op);
1019 }
1020}
1021
1022void drop(object *op, object *tmp)
1023{
1024 /* Hopeful fix for disappearing objects when dropping from a container -
1025 * somehow, players get an invisible object in the container, and the
1026 * old logic would skip over invisible objects - works fine for the
1027 * playes inventory, but drop inventory wants to use the next value.
1028 */
1029 if (tmp->invisible) {
1030 /* if the following is the case, it must be in an container. */
1031 if (tmp->env && tmp->env->type != PLAYER) {
1032 /* Just toss the object - probably shouldn't be hanging
1033 * around anyways
1034 */
1035 remove_ob(tmp);
1036 free_object(tmp);
1037 return;
1038 } else {
1039 while(tmp!=NULL && tmp->invisible)
1040 tmp=tmp->below;
1041 }
1042 }
1043
1044 if (tmp==NULL) {
1045 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
1046 return;
1047 }
1048 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1049 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
1050 return;
1051 }
1052 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
1053#if 0
1054 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
1055 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
1056#endif
1057 return;
1058 }
1059
1060 if (op->type == PLAYER)
1061 {
1062 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
1063 object *n=NULL;
1064 if(tmp->below != NULL)
1065 n = tmp->below;
1066 else if(tmp->above != NULL)
1067 n = tmp->above;
1068 op->contr->last_used = n;
1069 if (n != NULL)
1070 op->contr->last_used_id = n->count;
1071 else 713 else
1072 op->contr->last_used_id = 0; 714 put_object_in_sack (op, op->container_ (), tmp, 0);
1073 }
1074 }; 715 }
1075 716 else
1076 if (op->container) { 717 {
1077 if (op->type == PLAYER) 718 if (op->type == PLAYER)
1078 {
1079 put_object_in_sack (op, op->container, tmp, op->contr->count);
1080 } else {
1081 put_object_in_sack(op, op->container, tmp, 0);
1082 };
1083 } else {
1084 if (op->type == PLAYER)
1085 {
1086 drop_object (op, tmp, op->contr->count); 719 drop_object (op, tmp, op->contr->count);
1087 } else { 720 else
1088 drop_object(op,tmp,0); 721 drop_object (op, tmp, 0);
1089 };
1090 } 722 }
723
1091 if (op->type == PLAYER) 724 if (op->type == PLAYER)
1092 op->contr->count = 0; 725 op->contr->count = 0;
1093} 726}
1094
1095
1096 727
1097/* Command will drop all items that have not been locked */ 728/* Command will drop all items that have not been locked */
729int
1098int command_dropall (object *op, char *params) { 730command_dropall (object *op, char *params)
731{
1099 732
1100 object * curinv, *nextinv;
1101
1102 if(op->inv == NULL) { 733 if (op->inv == NULL)
734 {
1103 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
1104 return 0; 736 return 0;
1105 } 737 }
1106 738
1107 curinv = op->inv; 739 object *curinv = op->inv;
740 object *nextinv;
1108 741
1109 /*
1110 This is the default. Drops everything not locked or considered
1111 not something that should be dropped.
1112 */
1113 /* 742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
1114 Care must be taken that the next item pointer is not to money as 747 Care must be taken that the next item pointer is not to money as
1115 the drop() routine will do unknown things to it when dropping 748 the drop() routine will do unknown things to it when dropping
1116 in a shop. --Tero.Pelander@utu.fi 749 in a shop. --Tero.Pelander@utu.fi
1117 */ 750 */
751 int cnt = MAX_ITEM_PER_ACTION;
1118 752
1119 if(params==NULL) { 753 if (!params)
1120 while(curinv != NULL) { 754 {
755 while (curinv)
756 {
1121 nextinv = curinv->below; 757 nextinv = curinv->below;
758
1122 while (nextinv && nextinv->type==MONEY) 759 while (nextinv && nextinv->type == MONEY)
1123 nextinv = nextinv->below; 760 nextinv = nextinv->below;
1124 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 761
1125 curinv->type != FOOD && curinv->type != KEY && 762 if (!curinv->flag [FLAG_INV_LOCKED]
1126 curinv->type != SPECIAL_KEY && curinv->type != GEM && 763 && !curinv->invisible
1127 !curinv->invisible && 764 && curinv->type != MONEY
1128 (curinv->type!=CONTAINER || op->container!=curinv)) 765 && curinv->type != FOOD
1129 { 766 && curinv->type != KEY
1130 drop(op,curinv); 767 && curinv->type != SPECIAL_KEY
768 && curinv->type != GEM
769 && curinv->type != CONTAINER)
770 {
771 drop (op, curinv);
772 if (--cnt <= 0) break;
773 }
774
775 curinv = nextinv;
1131 } 776 }
1132 curinv = nextinv;
1133 }
1134 } 777 }
1135
1136 else if(strcmp(params, "weapons") == 0) { 778 else if (strcmp (params, "weapons") == 0)
1137 while(curinv != NULL) { 779 {
780 while (curinv)
781 {
1138 nextinv = curinv->below; 782 nextinv = curinv->below;
783
1139 while (nextinv && nextinv->type==MONEY) 784 while (nextinv && nextinv->type == MONEY)
1140 nextinv = nextinv->below; 785 nextinv = nextinv->below;
1141 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 786
1142 (curinv->type == BOW) || (curinv->type == ARROW))) 787 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
1143 { 788 {
1144 drop(op,curinv); 789 drop (op, curinv);
1145 } 790 if (--cnt <= 0) break;
791 }
792
1146 curinv = nextinv; 793 curinv = nextinv;
1147 } 794 }
1148 } 795 }
1149
1150 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
1151 while(curinv != NULL) { 797 {
798 while (curinv)
799 {
1152 nextinv = curinv->below; 800 nextinv = curinv->below;
801
1153 while (nextinv && nextinv->type==MONEY) 802 while (nextinv && nextinv->type == MONEY)
1154 nextinv = nextinv->below; 803 nextinv = nextinv->below;
1155 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 804
1156 curinv->type == SHIELD || curinv->type==HELMET)) 805 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
1157 { 806 {
1158 drop(op,curinv); 807 drop (op, curinv);
1159 } 808 if (--cnt <= 0) break;
809 }
810
1160 curinv = nextinv; 811 curinv = nextinv;
1161 } 812 }
1162 } 813 }
1163
1164 else if(strcmp(params, "misc") == 0) { 814 else if (strcmp (params, "misc") == 0)
1165 while(curinv != NULL) { 815 {
816 while (curinv)
817 {
1166 nextinv = curinv->below; 818 nextinv = curinv->below;
819
1167 while (nextinv && nextinv->type==MONEY) 820 while (nextinv && nextinv->type == MONEY)
1168 nextinv = nextinv->below; 821 nextinv = nextinv->below;
1169 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 822
1170 switch(curinv->type) { 823 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
1171 case HORN: 824 {
1172 case BOOK: 825 switch (curinv->type)
1173 case SPELLBOOK: 826 {
1174 case GIRDLE: 827 case HORN:
1175 case AMULET: 828 case BOOK:
1176 case RING: 829 case SPELLBOOK:
1177 case CLOAK: 830 case GIRDLE:
1178 case BOOTS: 831 case AMULET:
1179 case GLOVES: 832 case RING:
1180 case BRACERS: 833 case CLOAK:
1181 case SCROLL: 834 case BOOTS:
1182 case ARMOUR_IMPROVER: 835 case GLOVES:
1183 case WEAPON_IMPROVER: 836 case BRACERS:
1184 case WAND: 837 case SCROLL:
1185 case ROD: 838 case ARMOUR_IMPROVER:
1186 case POTION: 839 case WEAPON_IMPROVER:
1187 drop(op,curinv); 840 case WAND:
1188 curinv = nextinv; 841 case ROD:
1189 break; 842 case POTION:
1190 default: 843 drop (op, curinv);
1191 curinv = nextinv; 844 curinv = nextinv;
1192 break; 845 break;
1193 } 846 default:
1194 } 847 curinv = nextinv;
848 break;
849 }
850
851 if (--cnt <= 0) break;
852 }
853
1195 curinv = nextinv; 854 curinv = nextinv;
1196 } 855 }
1197 } 856 }
1198 op->contr->socket.update_look=1; 857
858 if (cnt <= 0)
859 op->failmsg ("Only dropped some items, can't drop that many items at once.");
860
1199/* draw_look(op);*/ 861/* draw_look(op);*/
1200 return 0; 862 return 0;
1201} 863}
1202 864
865
866/* This function tries to drop all objects in the <objs> vector.
867 * <dropper> is the object that wants to drop them.
868 * <cnt> can be a 0 pointer or a pointer to the maximum number of
869 * drop operations to perform.
870 *
871 * Returns true if at least one item was dropped.
872 */
873static bool
874drop_vector (object *dropper, vector<object *> &objs, int *cnt)
875{
876 vector<object *>::iterator i;
877
878 bool did_one = false;
879
880 for (i = objs.begin (); i != objs.end (); i++)
881 {
882 drop (dropper, *i);
883 if (cnt && --*cnt <= 0) break;
884 did_one = true;
885 }
886
887 return did_one;
888}
889
1203/* Object op wants to drop object(s) params. params can be a 890/* Object op wants to drop object(s) params. params can be a
1204 * comma seperated list. 891 * comma seperated list.
1205 */ 892 */
1206 893int
1207int command_drop (object *op, char *params) 894command_drop (object *op, char *params)
1208{ 895{
1209 object *tmp, *next; 896 object *tmp, *next;
1210 int did_one=0;
1211 897
1212 if (!params) {
1213 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
1214 return 0;
1215 } else {
1216 for (tmp=op->inv; tmp; tmp=next) {
1217 next=tmp->below;
1218 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
1219 tmp->invisible) continue;
1220 if (item_matched_string(op,tmp,params)) {
1221 drop(op, tmp);
1222 did_one=1;
1223 }
1224 }
1225 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
1226 }
1227 if (op->type==PLAYER)
1228 {
1229 op->contr->count=0;
1230 op->contr->socket.update_look=1;
1231 };
1232/* draw_look(op);*/
1233 return 0;
1234}
1235
1236int command_examine (object *op, char *params)
1237{
1238 if (!params) { 898 if (!params)
1239 object *tmp=op->below; 899 {
1240 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
1241 if (tmp) examine(op,tmp); 901 return 0;
1242 } 902 }
1243 else { 903 else
1244 object *tmp=find_best_object_match(op,params); 904 {
1245 if (tmp) 905 vector<object *> matched_objs;
1246 examine(op,tmp); 906
1247 else 907 for (tmp = op->inv; tmp; tmp = next)
1248 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 908 {
909 next = tmp->below;
910 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
911 continue;
912
913 if (item_matched_string (op, tmp, params))
914 matched_objs.push_back (tmp);
915 }
916
917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
921
922 if (cnt <= 0)
923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
1249 } 924 }
925
1250 return 0; 926 return 0;
1251} 927}
1252 928
1253/* op should be a player. 929int
1254 * we return the object the player has marked with the 'mark' command 930command_examine (object *op, char *params)
1255 * below. If no match is found (or object has changed), we return
1256 * NULL. We leave it up to the calling function to print messages if
1257 * nothing is found.
1258 */
1259object *find_marked_object(object *op)
1260{ 931{
1261 object *tmp; 932 if (!params)
1262
1263 if (!op || !op->contr) return NULL;
1264 if (!op->contr->mark) {
1265/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1266 return NULL;
1267 } 933 {
1268 /* This may seem like overkill, but we need to make sure that they 934 object *tmp = op->below;
1269 * player hasn't dropped the item. We use count on the off chance that 935
1270 * an item got reincarnated at some point. 936 while (tmp && !tmp->client_visible ())
1271 */ 937 tmp = tmp->below;
1272 for (tmp=op->inv; tmp; tmp=tmp->below) { 938
1273 if (tmp->invisible) continue; 939 if (tmp)
1274 if (tmp == op->contr->mark) { 940 examine (op, tmp);
1275 if (tmp->count == op->contr->mark_count)
1276 return tmp;
1277 else {
1278 op->contr->mark=NULL;
1279 op->contr->mark_count=0;
1280/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1281 return NULL;
1282 } 941 }
1283 } 942 else
1284 }
1285 return NULL;
1286}
1287 943 {
944 object *tmp = find_best_object_match (op, params);
945
946 if (tmp)
947 examine (op, tmp);
948 else
949 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
950 }
951
952 return 0;
953}
954
955std::string
956object::describe_monster (object *who)
957{
958 dynbuf_text buf (512, 512);
959
960 object *mon = head ? head : this;
961
962 if (mon->flag [FLAG_UNDEAD])
963 buf << "It is an undead force.\r";
964
965 if (mon->level > who->level)
966 buf << "It is likely more powerful than you.\r";
967 else if (mon->level < who->level)
968 buf << "It is likely less powerful than you.\r";
969 else
970 buf << "It is probably as powerful as you.\r";
971
972 if (mon->attacktype & AT_ACID)
973 buf << "You seem to smell an acrid odor.\r";
974
975 /* Anyone know why this used to use the clone value instead of the
976 * maxhp field? This seems that it should give more accurate results.
977 */
978 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
979 { /* From 1-4 */
980 case 1:
981 buf << "It is in a bad shape.\r";
982 break;
983 case 2:
984 buf << "It is hurt.\r";
985 break;
986 case 3:
987 buf << "It is somewhat hurt.\r";
988 break;
989 case 4:
990 buf << "It is in excellent shape.\r";
991 break;
992 }
993
994 if (present_in_ob (POISONING, mon))
995 buf << "It looks very ill.\r";
996
997 buf << '\n';
998
999 return buf;
1000}
1001
1002/* tmp is the object being described, pl is who is examing it. */
1003const char *
1004long_desc (object *tmp, object *pl)
1005{
1006 static std::string s;
1007
1008 return (s = tmp->long_desc (pl)).c_str ();
1009}
1010
1011std::string
1012object::long_desc (object *who)
1013{
1014 std::string buf (query_name ());
1015
1016 switch (type)
1017 {
1018 case RING:
1019 case SKILL:
1020 case WEAPON:
1021 case ARMOUR:
1022 case BRACERS:
1023 case HELMET:
1024 case SHIELD:
1025 case BOOTS:
1026 case GLOVES:
1027 case AMULET:
1028 case GIRDLE:
1029 case RANGED:
1030 case BOW:
1031 case ARROW:
1032 case CLOAK:
1033 case FOOD:
1034 case DRINK:
1035 case FLESH:
1036 case SKILL_TOOL:
1037 case LAMP:
1038 case POWER_CRYSTAL:
1039 {
1040 const char *cp = ::describe_item (this, who);
1041
1042 if (*cp)
1043 {
1044 buf.append (" ");
1045 buf.append (cp);
1046 }
1047 }
1048 }
1049
1050 return buf;
1051}
1052
1053/* op is the player
1054 * tmp is the monster being examined.
1055 */
1056void
1057examine_monster (object *op, object *tmp)
1058{
1059 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1060}
1061
1062static void
1063display_new_pickup (object *op)
1064{
1065 int i = op->contr->mode;
1066
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1070
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1076
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1079
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1083
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1088
1089 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1092 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1093
1094 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1098
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1100
1101 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1103
1104 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1105}
1106
1107int
1108command_pickup (object *op, char *params)
1109{
1110 uint32 i;
1111 static const char *names[] = {
1112 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1113 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1114 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1115 "jewels", "flesh", NULL
1116 };
1117 static uint32 modes[] = {
1118 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1119 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1120 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1121 PU_JEWELS, PU_FLESH, 0
1122 };
1123
1124 if (!params)
1125 {
1126 /* if the new mode is used, just print the settings */
1127 display_new_pickup (op);
1128 return 0;
1129 }
1130
1131 while (*params == ' ' && *params)
1132 params++;
1133
1134 if (*params == '+' || *params == '-')
1135 {
1136 int mode;
1137
1138 for (mode = 0; names[mode]; mode++)
1139 {
1140 if (!strcmp (names[mode], params + 1))
1141 {
1142 i = op->contr->mode;
1143
1144 if (*params == '+')
1145 i = i | modes[mode];
1146 else
1147 i = i & ~modes[mode];
1148
1149 op->contr->mode = i;
1150 display_new_pickup (op);
1151 return 1;
1152 }
1153 }
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1155 return 1;
1156 }
1157
1158 if (sscanf (params, "%u", &i) != 1)
1159 {
1160 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1161 return 1;
1162 }
1163
1164 if (i <= PU_RATIO)
1165 i |= op->contr->mode & ~PU_RATIO;
1166
1167 op->contr->mode = i;
1168
1169 return 1;
1170}
1171
1172int
1173command_search_items (object *op, char *params)
1174{
1175 if (params == NULL)
1176 {
1177 if (op->contr->search_str[0] == '\0')
1178 {
1179 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1180 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1181 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1182 return 1;
1183 }
1184
1185 op->contr->search_str[0] = '\0';
1186 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1187 op->contr->queue_stats_update ();
1188 return 1;
1189 }
1190
1191 if (strlen (params) >= sizeof (op->contr->search_str))
1192 {
1193 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1194 return 1;
1195 }
1196
1197 strcpy (op->contr->search_str, params);
1198 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1199 op->contr->queue_stats_update ();
1200
1201 return 1;
1202}
1203
1204int
1205command_unlock (object *op, char *params)
1206{
1207 /* if the unlock command typed with nothing, unlock everything,
1208 * this might be bad
1209 */
1210 if (params == NULL)
1211 {
1212 for (object *item = op->inv; item; item = item->below)
1213 {
1214 item->clr_flag (FLAG_INV_LOCKED);
1215 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1216 esrv_update_item (UPD_FLAGS, op, item);
1217 }
1218 return 0;
1219 }
1220
1221 /* if the unlock command is used with a param,
1222 * unlock what matches. i.e. unlock material, should unlock all the materials
1223 */
1224 for (object *item = op->inv; item; item = item->below)
1225 if (item->name.contains (params))
1226 {
1227 item->clr_flag (FLAG_INV_LOCKED);
1228 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1229 esrv_update_item (UPD_FLAGS, op, item);
1230 }
1231
1232 return 0;
1233}
1234
1235int
1236command_lock (object *op, char *params)
1237{
1238 /* if the lock command is typed by itself, lock everything
1239 */
1240 if (params == NULL)
1241 {
1242 for (object *item = op->inv; item; item = item->below)
1243 {
1244 item->set_flag (FLAG_INV_LOCKED);
1245 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1246 esrv_update_item (UPD_FLAGS, op, item);
1247 }
1248 return 0;
1249 }
1250
1251 /* if the lock command is used with a param, lock what matches.
1252 * i.e. lock material, should lock all the materials
1253 */
1254 for (object *item = op->inv; item; item = item->below)
1255 if (item->name.contains (params))
1256 {
1257 item->set_flag (FLAG_INV_LOCKED);
1258 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1259 esrv_update_item (UPD_FLAGS, op, item);
1260 }
1261
1262 return 0;
1263}
1288 1264
1289/* op should be a player, params is any params. 1265/* op should be a player, params is any params.
1290 * If no params given, we print out the currently marked object. 1266 * If no params given, we print out the currently marked object.
1291 * otherwise, try to find a matching object - try best match first. 1267 * otherwise, try to find a matching object - try best match first.
1292 */ 1268 */
1269int
1293int command_mark(object *op, char *params) 1270command_mark (object *op, char *params)
1294{ 1271{
1295 if (!op->contr) return 1;
1296 if (!params) { 1272 if (!params)
1297 object *mark=find_marked_object(op);
1298 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
1299 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
1300 } 1273 {
1301 else { 1274 if (object *mark = op->mark ())
1302 object *mark1=find_best_object_match(op, params); 1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
1303 if (!mark1) {
1304 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
1305 return 1;
1306 }
1307 else {
1308 op->contr->mark=mark1;
1309 op->contr->mark_count=mark1->count;
1310 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
1311 return 0;
1312 }
1313 }
1314 return 0; /*shouldnt get here */
1315}
1316
1317
1318/* op is the player
1319 * tmp is the monster being examined.
1320 */
1321void examine_monster(object *op,object *tmp) {
1322 object *mon=tmp->head?tmp->head:tmp;
1323
1324 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1325 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1326 if(mon->level>op->level)
1327 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1328 else if(mon->level<op->level)
1329 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1330 else 1276 else
1331 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you."); 1277 op->failmsg ("You have no marked object.");
1332 if(mon->attacktype&AT_ACID)
1333 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1334
1335 /* Anyone know why this used to use the clone value instead of the
1336 * maxhp field? This seems that it should give more accurate results.
1337 */
1338 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1339 case 1:
1340 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1341 break;
1342 case 2:
1343 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1344 break;
1345 case 3:
1346 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1347 break;
1348 case 4:
1349 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1350 break;
1351 }
1352 if(present_in_ob(POISONING,mon)!=NULL)
1353 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1354}
1355
1356
1357/* tmp is the object being described, pl is who is examing it. */
1358char *long_desc(object *tmp, object *pl) {
1359 static char buf[VERY_BIG_BUF];
1360 char *cp;
1361
1362 if(tmp==NULL)
1363 return "";
1364
1365 buf[0]='\0';
1366 switch(tmp->type) {
1367 case RING:
1368 case SKILL:
1369 case WEAPON:
1370 case ARMOUR:
1371 case BRACERS:
1372 case HELMET:
1373 case SHIELD:
1374 case BOOTS:
1375 case GLOVES:
1376 case AMULET:
1377 case GIRDLE:
1378 case BOW:
1379 case ARROW:
1380 case CLOAK:
1381 case FOOD:
1382 case DRINK:
1383 case FLESH:
1384 case SKILL_TOOL:
1385 case POWER_CRYSTAL:
1386 if(*(cp=describe_item(tmp, pl))!='\0') {
1387 int len;
1388
1389 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1390 buf[VERY_BIG_BUF-1]=0;
1391 len=strlen(buf);
1392 if (len<VERY_BIG_BUF-5) {
1393 /* Since we know the length, we save a few cpu cycles by using
1394 * it instead of calling strcat */
1395 strcpy(buf+len," ");
1396 len++;
1397 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1398 buf[VERY_BIG_BUF-1]=0;
1399 }
1400 } 1278 }
1279 else
1401 } 1280 {
1402 if(buf[0]=='\0') { 1281 if (object *mark = find_best_object_match (op, params))
1403 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1282 {
1404 buf[VERY_BIG_BUF-1]=0; 1283 op->contr->mark = mark;
1405 } 1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
1406 1285 }
1407 return buf; 1286 else
1408} 1287 op->failmsgf ("Could not find an object that matches %s", params);
1409
1410void examine(object *op, object *tmp) {
1411 char buf[VERY_BIG_BUF];
1412 int i;
1413
1414 if (tmp == NULL || tmp->type == CLOSE_CON)
1415 return;
1416
1417 strcpy(buf,"That is ");
1418 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1419 buf[VERY_BIG_BUF-1]=0;
1420
1421 new_draw_info(NDI_UNIQUE, 0,op,buf);
1422 buf[0]='\0';
1423
1424 if(tmp->custom_name) {
1425 strcpy(buf,"You call it ");
1426 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1427 buf[VERY_BIG_BUF-1]=0;
1428 new_draw_info(NDI_UNIQUE, 0,op,buf);
1429 buf[0]='\0';
1430 }
1431
1432 switch(tmp->type) {
1433 case SPELLBOOK:
1434 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1435 sprintf(buf,"%s is a %s level %s spell",
1436 tmp->inv->name, get_levelnumber(tmp->inv->level),
1437 tmp->inv->skill);
1438 } 1288 }
1439 break;
1440 1289
1441 case BOOK: 1290 return 0; /*shouldnt get here */
1442 if(tmp->msg!=NULL)
1443 strcpy(buf,"Something is written in it.");
1444 break;
1445
1446 case CONTAINER:
1447 if(tmp->race!=NULL) {
1448 if(tmp->weight_limit && tmp->stats.Str<100)
1449 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1450 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1451 else
1452 sprintf (buf,"It can hold only %s.", tmp->race);
1453 } else
1454 if(tmp->weight_limit && tmp->stats.Str<100)
1455 sprintf (buf,"Its weight limit is %.1f kg.",
1456 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1457 break;
1458
1459 case WAND:
1460 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1461 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1462 break;
1463 }
1464
1465 if(buf[0]!='\0')
1466 new_draw_info(NDI_UNIQUE, 0,op,buf);
1467
1468 if(tmp->materialname != NULL && !tmp->msg) {
1469 sprintf(buf, "It is made of: %s.", tmp->materialname);
1470 new_draw_info(NDI_UNIQUE, 0, op, buf);
1471 }
1472 /* Where to wear this item */
1473 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1474 if (tmp->body_info[i]<-1) {
1475 if (op->body_info[i])
1476 new_draw_info_format(NDI_UNIQUE, 0,op,
1477 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1478 else
1479 new_draw_info_format(NDI_UNIQUE, 0,op,
1480 "It goes %s", body_locations[i].nonuse_name);
1481 } else if (tmp->body_info[i]) {
1482 if (op->body_info[i])
1483 new_draw_info_format(NDI_UNIQUE, 0,op,
1484 "It goes %s", body_locations[i].use_name);
1485 else
1486 new_draw_info_format(NDI_UNIQUE, 0,op,
1487 "It goes %s", body_locations[i].nonuse_name);
1488 }
1489 }
1490
1491 if(tmp->weight) {
1492 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1493 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1494 new_draw_info(NDI_UNIQUE, 0,op,buf);
1495 }
1496
1497 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1498 object *floor;
1499 sprintf(buf,"You reckon %s worth %s.",
1500 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1501 new_draw_info(NDI_UNIQUE, 0,op,buf);
1502 floor = get_map_ob (op->map, op->x, op->y);
1503 if (floor && floor->type == SHOP_FLOOR) {
1504 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1505 sprintf(buf,"%s would cost you %s.",
1506 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1507 else
1508 sprintf(buf,"You are offered %s for %s.",
1509 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1510 new_draw_info(NDI_UNIQUE, 0,op,buf);
1511 }
1512 }
1513
1514 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1515 examine_monster(op,tmp);
1516
1517 /* Is this item buildable? */
1518 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1519 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1520
1521 /* Does the object have a message? Don't show message for all object
1522 * types - especially if the first entry is a match
1523 */
1524 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1525 tmp->type != CORPSE && !tmp->move_on &&
1526 strncasecmp(tmp->msg, "@match",7)) {
1527
1528 /* This is just a hack so when identifying the items, we print
1529 * out the extra message
1530 */
1531 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1532 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1533
1534 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1535 }
1536 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1537} 1291}
1538 1292
1539/*
1540 * inventory prints object's inventory. If inv==NULL then print player's
1541 * inventory.
1542 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1543 */
1544void inventory(object *op,object *inv) {
1545 object *tmp;
1546 char *in;
1547 int items = 0, length;
1548
1549 if (inv==NULL && op==NULL) {
1550 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1551 return;
1552 }
1553 tmp = inv ? inv->inv : op->inv;
1554
1555 while (tmp) {
1556 if ((!tmp->invisible &&
1557 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1558 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1559 items++;
1560 tmp=tmp->below;
1561 }
1562 if (inv==NULL) { /* player's inventory */
1563 if (items==0) {
1564 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1565 return;
1566 } else {
1567 length = 28;
1568 in = "";
1569 if (op)
1570 clear_win_info(op);
1571 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1572 }
1573 } else {
1574 if (items==0)
1575 return;
1576 else {
1577 length = 28;
1578 in = " ";
1579 }
1580 }
1581 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1582 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1583 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1584 continue;
1585 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1586 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1587 query_name(tmp), tmp->count,query_weight(tmp));
1588 else
1589 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1590 length+8, query_name(tmp),
1591 query_weight(tmp));
1592 }
1593 if(!inv && op) {
1594 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1595 41,"Total weight :",query_weight(op));
1596 }
1597}
1598
1599static void display_new_pickup( object* op )
1600 {
1601 int i = op->contr->mode;
1602
1603 if(!(i & PU_NEWMODE)) return;
1604
1605 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1606 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1607 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1608 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1609
1610 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1611
1612 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1613 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1614 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1615
1616 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1617 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1618
1619 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1620 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1621 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1622
1623 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1624 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1625 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1626 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1627
1628 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1629 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1630 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1631 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1632
1633 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1634 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1635 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1636 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1637
1638 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1639
1640 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1641
1642 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1643 }
1644
1645int command_pickup (object *op, char *params)
1646{
1647 uint32 i;
1648 static const char* names[ ] = {
1649 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1650 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1651 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1652 static uint32 modes[ ] = {
1653 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1654 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1655 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1656
1657 if(!params) {
1658 /* if the new mode is used, just print the settings */
1659 if(op->contr->mode & PU_NEWMODE)
1660 {
1661 display_new_pickup( op );
1662 return 1;
1663 }
1664 if(1) LOG(llevDebug, "command_pickup: !params\n");
1665 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1666 return 0;
1667 }
1668
1669 while ( *params == ' ' && *params )
1670 params++;
1671
1672 if ( *params == '+' || *params == '-' )
1673 {
1674 int mode;
1675 for ( mode = 0; names[ mode ]; mode++ )
1676 {
1677 if ( !strcmp( names[ mode ], params + 1 ) )
1678 {
1679 i = op->contr->mode;
1680 if ( !( i & PU_NEWMODE ) )
1681 i = PU_NEWMODE;
1682 if ( *params == '+' )
1683 i = i | modes[ mode ];
1684 else
1685 i = i & ~modes[ mode ];
1686 op->contr->mode = i;
1687 display_new_pickup( op );
1688 return 1;
1689 }
1690 }
1691 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1692 return 1;
1693 }
1694
1695 if(sscanf(params, "%u", &i) != 1) {
1696 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1697 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1698 return 1;
1699 }
1700 set_pickup_mode(op,i);
1701
1702 return 1;
1703}
1704
1705void set_pickup_mode(object *op,int i) {
1706 switch(op->contr->mode=i) {
1707 case 0:
1708 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1709 break;
1710 case 1:
1711 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1712 break;
1713 case 2:
1714 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1715 break;
1716 case 3:
1717 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1718 break;
1719 case 4:
1720 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1721 break;
1722 case 5:
1723 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1724 break;
1725 case 6:
1726 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1727 break;
1728 case 7:
1729 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1730 break;
1731 }
1732}
1733
1734int command_search_items (object *op, char *params)
1735{
1736 char buf[MAX_BUF];
1737
1738 if (settings.search_items == FALSE)
1739 return 1;
1740
1741 if(params == NULL) {
1742 if(op->contr->search_str[0]=='\0') {
1743 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1744 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1745 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1746 return 1;
1747 }
1748 op->contr->search_str[0]='\0';
1749 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1750 fix_player(op);
1751 return 1;
1752 }
1753 if((int)strlen(params) >= MAX_BUF) {
1754 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1755 return 1;
1756 }
1757 strcpy(op->contr->search_str, params);
1758 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1759 new_draw_info(NDI_UNIQUE, 0,op,buf);
1760 fix_player(op);
1761 return 1;
1762}
1763
1764/*
1765 * Changing the custom name of an item
1766 *
1767 * Syntax is: rename <what object> to <new name>
1768 * if '<what object>' is omitted, marked object is used
1769 * if 'to <new name>' is omitted, custom name is cleared
1770 *
1771 * Names are considered for all purpose having a length <=127 (max length sent to client
1772 * by server) */
1773
1774int command_rename_item(object *op, char *params)
1775{
1776 char buf[VERY_BIG_BUF];
1777 int itemnumber;
1778 object *item=NULL;
1779 char *closebrace;
1780 size_t counter;
1781
1782 if (params) {
1783 /* Let's skip white spaces */
1784 while(' '==*params) params++;
1785
1786 /* Checking the first part */
1787 if ((itemnumber = atoi(params))!=0) {
1788 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1789 if (!item) {
1790 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1791 return 1;
1792 }
1793 while(isdigit(*params) || ' '==*params) params++;
1794 }
1795 else if ('<'==*params) {
1796 /* Got old name, let's get it & find appropriate matching item */
1797 closebrace=strchr(params,'>');
1798 if(!closebrace) {
1799 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1800 return 1;
1801 }
1802 /* Sanity check for buffer overruns */
1803 if((closebrace-params)>127) {
1804 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1805 return 1;
1806 }
1807 /* Copy the old name */
1808 strncpy(buf,params+1,closebrace-params-1);
1809 buf[closebrace-params-1]='\0';
1810
1811 /* Find best matching item */
1812 item=find_best_object_match(op,buf);
1813 if(!item) {
1814 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1815 return 1;
1816 }
1817
1818 /* Now need to move pointer to just after > */
1819 params=closebrace+1;
1820 while(' '==*params) params++;
1821
1822 } else {
1823 /* Use marked item */
1824 item=find_marked_object(op);
1825 if(!item) {
1826 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1827 return 1;
1828 }
1829 }
1830
1831 /* Now let's find the new name */
1832 if(!strncmp(params,"to ",3)) {
1833 params+=3;
1834 while(' '==*params) params++;
1835 if('<'!=*params) {
1836 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1837 return 1;
1838 }
1839 closebrace=strchr(params+1,'>');
1840 if(!closebrace) {
1841 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1842 return 1;
1843 }
1844
1845 /* Sanity check for buffer overruns */
1846 if((closebrace-params)>127) {
1847 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1848 return 1;
1849 }
1850
1851 /* Copy the new name */
1852 strncpy(buf,params+1,closebrace-params-1);
1853 buf[closebrace-params-1]='\0';
1854
1855 /* Let's check it for weird characters */
1856 for(counter=0;counter<strlen(buf);counter++) {
1857 if(isalnum(buf[counter])) continue;
1858 if(' '==buf[counter]) continue;
1859 if('\''==buf[counter]) continue;
1860 if('+'==buf[counter]) continue;
1861 if('_'==buf[counter]) continue;
1862 if('-'==buf[counter]) continue;
1863
1864 /* If we come here, then the name contains an invalid character...
1865 tell the player & exit */
1866 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1867 return 1;
1868 }
1869
1870 } else {
1871 /* If param contains something, then syntax error... */
1872 if(strlen(params)) {
1873 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1874 return 1;
1875 }
1876 /* New name is empty */
1877 buf[0]='\0';
1878 }
1879 } else {
1880 /* Last case: params==NULL */
1881 item=find_marked_object(op);
1882 if(!item) {
1883 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1884 return 1;
1885 }
1886 buf[0]='\0';
1887 }
1888
1889 /* Coming here, everything is fine... */
1890 if(!strlen(buf)) {
1891 /* Clear custom name */
1892 if(item->custom_name) {
1893 FREE_AND_CLEAR_STR(item->custom_name);
1894
1895 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1896 esrv_update_item(UPD_NAME,op,item);
1897 } else {
1898 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1899 }
1900 } else {
1901 /* Set custom name */
1902 FREE_AND_COPY(item->custom_name,buf);
1903
1904 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1905 esrv_update_item(UPD_NAME,op,item);
1906 }
1907
1908 return 1;
1909}

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