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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.110 by root, Fri Mar 26 00:59:22 2010 UTC vs.
Revision 1.134 by root, Sat Nov 17 23:40:03 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 * 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 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* 26/*
26 * Object (handling) commands 27 * Object (handling) commands
67 68
68 int tmpmatch = item_matched_string (pl, tmp, params); 69 int tmpmatch = item_matched_string (pl, tmp, params);
69 70
70 if (tmpmatch > match_val) 71 if (tmpmatch > match_val)
71 { 72 {
72 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) 73 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
73 continue; 74 continue;
74 75
75 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) 76 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
76 continue; 77 continue;
77 78
78 match_val = tmpmatch; 79 match_val = tmpmatch;
79 best = tmp; 80 best = tmp;
80 } 81 }
136 137
137 skill = find_skill_by_name_fuzzy (pl, params); 138 skill = find_skill_by_name_fuzzy (pl, params);
138 139
139 if (!skill) 140 if (!skill)
140 { 141 {
141 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
142 return 0; 143 return 0;
143 } 144 }
144 145
145 pl->change_skill (0); 146 pl->apply (skill);
146 apply_special (pl, skill, AP_APPLY);
147 return 1; 147 return 1;
148} 148}
149 149
150/* A little special because we do want to pass the full params along 150/* A little special because we do want to pass the full params along
151 * as it includes the object to throw. 151 * as it includes the object to throw.
152 */ 152 */
153int 153int
154command_throw (object *op, char *params) 154command_throw (object *op, char *params)
155{ 155{
156 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING])) 156 if (object *skop = find_skill_by_name (op, shstr_throwing))
157 return do_skill (op, op, skop, op->facing, params); 157 return do_skill (op, op, skop, op->facing, params);
158 else 158 else
159 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 159 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill.");
160 160
161 return 0; 161 return 0;
162} 162}
163 163
164int 164int
190 190
191 while (*params == ' ') 191 while (*params == ' ')
192 params++; 192 params++;
193 193
194 if (object *inv = find_best_apply_object_match (op, params, aflag)) 194 if (object *inv = find_best_apply_object_match (op, params, aflag))
195 player_apply (op, inv, aflag, 0); 195 op->apply (inv, aflag);
196 else 196 else
197 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); 197 op->failmsgf ("Could not find any match to the %s.", params);
198 } 198 }
199 199
200 return 0; 200 return 0;
201} 201}
202 202
210 * not need to use split_ob and stuff. 210 * not need to use split_ob and stuff.
211 */ 211 */
212int 212int
213sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) 213sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
214{ 214{
215 if (!QUERY_FLAG (sack, FLAG_APPLIED)) 215 if (!sack->flag [FLAG_APPLIED])
216 { 216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); 217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
218 return 0; 218 return 0;
219 } 219 }
220 220
234 { 234 {
235 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); 235 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
236 return 0; 236 return 0;
237 } 237 }
238 238
239 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * 239 if (sack->weight_limit
240 && weight_t (sack->carrying
241 + sack->number_of ()
240 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) 242 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
241 * (100 - sack->stats.Str) / 100) > sack->weight_limit) 243 * (100 - sack->stats.Str) / 100)
244 > sack->weight_limit)
242 { 245 {
243 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); 246 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
244 return 0; 247 return 0;
245 } 248 }
246 249
249} 252}
250 253
251/* Pick up commands follow */ 254/* Pick up commands follow */
252 255
253/* pl = player (not always - monsters can use this now) 256/* pl = player (not always - monsters can use this now)
254 * op is the object to put tmp into, 257 * op is the object to put tmp into,
255 * tmp is the object to pick up, nrof is the number to 258 * tmp is the object to pick up, nrof is the number to
256 * pick up (0 means all of them) 259 * pick up (0 means all of them)
257 */ 260 */
258static void 261static void
259pick_up_object (object *pl, object *op, object *tmp, int nrof) 262pick_up_object (object *pl, object *op, object *tmp, int nrof)
260{ 263{
261 object *env = tmp->env;
262 uint32 weight, effective_weight_limit; 264 weight_t weight, effective_weight_limit;
263 int tmp_nrof = tmp->number_of (); 265 int tmp_nrof = tmp->number_of ();
264 266
265 /* IF the player is flying & trying to take the item out of a container 267 /* IF the player is flying & trying to take the item out of a container
266 * that is in his inventory, let him. tmp->env points to the container 268 * that is in his inventory, let him. tmp->env points to the container
267 * (sack, luggage, etc), tmp->env->env then points to the player (nested 269 * (sack, luggage, etc), tmp->env->env then points to the player (nested
268 * containers not allowed as of now) 270 * containers not allowed as of now)
269 */ 271 */
270 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl) 272 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
271 { 273 {
272 pl->failmsg ("You are levitating, you can't reach the ground! " 274 pl->failmsg ("You are levitating, you can't reach the ground! "
273 "H<You have to stop levitating first, if you can, either by using your levitation skill, " 275 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
274 "or waiting till the levitation effect wears off.>"); 276 "or waiting till the levitation effect wears off.>");
275 return; 277 return;
276 } 278 }
277 279
278 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 280 if (tmp->flag [FLAG_NO_DROP])
279 return; 281 return;
280 282
281 if (nrof > tmp_nrof || nrof <= 0) 283 if (nrof > tmp_nrof || nrof <= 0)
282 nrof = tmp_nrof; 284 nrof = tmp_nrof;
283 285
295 } 297 }
296 298
297 if (!can_split (pl, tmp, nrof)) 299 if (!can_split (pl, tmp, nrof))
298 return; 300 return;
299 301
300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 302 if (tmp->flag [FLAG_UNPAID])
301 { 303 {
302 tmp->flag.reset (FLAG_UNPAID); 304 tmp->flag.reset (FLAG_UNPAID);
303 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)); 305 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));
304 tmp->flag.set (FLAG_UNPAID); 306 tmp->flag.set (FLAG_UNPAID);
305 } 307 }
368 goto leave; 370 goto leave;
369 } 371 }
370 else 372 else
371 { /* non container pickup */ 373 { /* non container pickup */
372 for (alt = op->inv; alt; alt = alt->below) 374 for (alt = op->inv; alt; alt = alt->below)
373 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && 375 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
374 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) 376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
375 break; /* perfect match */ 377 break; /* perfect match */
376 378
377 if (!alt) 379 if (!alt)
378 for (alt = op->inv; alt; alt = alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
379 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) 381 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
380 break; /* General container comes next */ 382 break; /* General container comes next */
381 383
382 if (!alt) 384 if (!alt)
383 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
384 } 386 }
394#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
395 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
396#endif 398#endif
397 399
398 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
400 { 402 {
401 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); 403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
402 goto leave; 404 goto leave;
403 } 405 }
404 406
502 504
503 return 0; 505 return 0;
504} 506}
505 507
506/* 508/*
507 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
508 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
509 * if nrof is non zero, then nrof objects is tried to put into sack. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
510 * 512 *
511 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
512 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
513 */ 515 */
514void 516void
515put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
516{ 518{
517 object *tmp2, *sack2; 519 object *tmp2;
518 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
519 521
520 if (sack == tmp) 522 if (sack == tmp)
521 return; /* Can't put an object in itself */ 523 return; /* Can't put an object in itself */
522 524
523 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP)) 525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
524 { 526 {
525 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); 527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
526 return; 528 return;
527 } 529 }
528 530
530 { 532 {
531 /* Eneq(@csd.uu.se): If the object to be dropped is a container 533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
532 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
533 * container, this is only done if the object has something in it. 535 * container, this is only done if the object has something in it.
534 */ 536 */
535 sack2 = tmp;
536 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); 537 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
537 538
538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) 539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539 { 540 {
540 tmp = tmp2->below; 541 tmp = tmp2->below;
556 * already checked this. 557 * already checked this.
557 */ 558 */
558 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) 559 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
559 return; 560 return;
560 561
561 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 562 if (tmp->flag [FLAG_APPLIED])
562 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 563 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
563 return; 564 return;
564 565
565 /* we want to put some portion of the item into the container */ 566 /* we want to put some portion of the item into the container */
566 if (!can_split (op, tmp, nrof)) 567 if (!can_split (op, tmp, nrof))
567 return; 568 return;
587 return; 588 return;
588 589
589 if (obj->destroyed () || obj->is_inserted ()) 590 if (obj->destroyed () || obj->is_inserted ())
590 return; 591 return;
591 592
592 if (QUERY_FLAG (obj, FLAG_STARTEQUIP)) 593 if (obj->flag [FLAG_STARTEQUIP])
593 { 594 {
594 dropper->statusmsg (format ("You drop the %s.", query_name (obj))); 595 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
595 dropper->statusmsg ("The god who lent it to you retrieves it."); 596 dropper->statusmsg ("The god who lent it to you retrieves it.");
596 597
597 obj->destroy (); 598 obj->destroy ();
606 return; 607 return;
607 608
608 if (obj->destroyed () || obj->is_inserted ()) 609 if (obj->destroyed () || obj->is_inserted ())
609 return; 610 return;
610 611
611 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY) 612 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
612 if (!sell_item (obj, dropper)) 613 if (!sell_item (obj, dropper))
613 return; 614 return;
614 615
615 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper)) 616 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
616 return; 617 return;
617 618
618 /* If nothing special happened with this object, the default action is to 619 /* If nothing special happened with this object, the default action is to
632 * This is used when dropping objects onto the floor. 633 * This is used when dropping objects onto the floor.
633 */ 634 */
634void 635void
635drop_object (object *op, object *tmp, uint32 nrof) 636drop_object (object *op, object *tmp, uint32 nrof)
636{ 637{
637 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 638 if (tmp->flag [FLAG_NO_DROP])
638 return; 639 return;
639 640
640 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (tmp->flag [FLAG_APPLIED])
641 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
642 return; /* can't unapply it */ 643 return; /* can't unapply it */
643 644
644 /* We are only dropping some of the items. We split the current object 645 /* We are only dropping some of the items. We split the current object
645 * off 646 * off
646 */ 647 */
684 { 685 {
685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); 686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
686 return; 687 return;
687 } 688 }
688 689
689 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 690 if (tmp->flag [FLAG_INV_LOCKED])
690 { 691 {
691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); 692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
692 return; 693 return;
693 } 694 }
694 695
695 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 696 if (tmp->flag [FLAG_NO_DROP])
696 { 697 {
697#if 0 698#if 0
698 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 699 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
699 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); 700 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
700#endif 701#endif
737 } 738 }
738 739
739 object *curinv = op->inv; 740 object *curinv = op->inv;
740 object *nextinv; 741 object *nextinv;
741 742
742 /* 743 /*
743 This is the default. Drops everything not locked or considered 744 This is the default. Drops everything not locked or considered
744 not something that should be dropped. 745 not something that should be dropped.
745 */ 746 */
746 /* 747 /*
747 Care must be taken that the next item pointer is not to money as 748 Care must be taken that the next item pointer is not to money as
757 nextinv = curinv->below; 758 nextinv = curinv->below;
758 759
759 while (nextinv && nextinv->type == MONEY) 760 while (nextinv && nextinv->type == MONEY)
760 nextinv = nextinv->below; 761 nextinv = nextinv->below;
761 762
762 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) 763 if (!curinv->flag [FLAG_INV_LOCKED]
764 && !curinv->invisible
763 && curinv->type != MONEY 765 && curinv->type != MONEY
764 && curinv->type != FOOD 766 && curinv->type != FOOD
765 && curinv->type != KEY 767 && curinv->type != KEY
766 && curinv->type != SPECIAL_KEY 768 && curinv->type != SPECIAL_KEY
767 && curinv->type != GEM 769 && curinv->type != GEM
768 && !curinv->invisible 770 && curinv->type != CONTAINER)
769 && (curinv->type != CONTAINER || op->container_ () != curinv))
770 { 771 {
771 drop (op, curinv); 772 drop (op, curinv);
772 if (--cnt <= 0) break; 773 if (--cnt <= 0) break;
773 } 774 }
774 775
782 nextinv = curinv->below; 783 nextinv = curinv->below;
783 784
784 while (nextinv && nextinv->type == MONEY) 785 while (nextinv && nextinv->type == MONEY)
785 nextinv = nextinv->below; 786 nextinv = nextinv->below;
786 787
787 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) 788 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
788 { 789 {
789 drop (op, curinv); 790 drop (op, curinv);
790 if (--cnt <= 0) break; 791 if (--cnt <= 0) break;
791 } 792 }
792 793
800 nextinv = curinv->below; 801 nextinv = curinv->below;
801 802
802 while (nextinv && nextinv->type == MONEY) 803 while (nextinv && nextinv->type == MONEY)
803 nextinv = nextinv->below; 804 nextinv = nextinv->below;
804 805
805 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) 806 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
806 { 807 {
807 drop (op, curinv); 808 drop (op, curinv);
808 if (--cnt <= 0) break; 809 if (--cnt <= 0) break;
809 } 810 }
810 811
818 nextinv = curinv->below; 819 nextinv = curinv->below;
819 820
820 while (nextinv && nextinv->type == MONEY) 821 while (nextinv && nextinv->type == MONEY)
821 nextinv = nextinv->below; 822 nextinv = nextinv->below;
822 823
823 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) 824 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
824 { 825 {
825 switch (curinv->type) 826 switch (curinv->type)
826 { 827 {
827 case HORN: 828 case HORN:
828 case BOOK: 829 case BOOK:
892 */ 893 */
893int 894int
894command_drop (object *op, char *params) 895command_drop (object *op, char *params)
895{ 896{
896 object *tmp, *next; 897 object *tmp, *next;
897 int did_one = 0;
898 898
899 if (!params) 899 if (!params)
900 { 900 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); 901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
902 return 0; 902 return 0;
906 vector<object *> matched_objs; 906 vector<object *> matched_objs;
907 907
908 for (tmp = op->inv; tmp; tmp = next) 908 for (tmp = op->inv; tmp; tmp = next)
909 { 909 {
910 next = tmp->below; 910 next = tmp->below;
911 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) 911 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
912 continue; 912 continue;
913 913
914 if (item_matched_string (op, tmp, params)) 914 if (item_matched_string (op, tmp, params))
915 matched_objs.push_back (tmp); 915 matched_objs.push_back (tmp);
916 } 916 }
951 } 951 }
952 952
953 return 0; 953 return 0;
954} 954}
955 955
956/* op should be a player.
957 * we return the object the player has marked with the 'mark' command
958 * below. If no match is found (or object has changed), we return
959 * NULL. We leave it up to the calling function to print messages if
960 * nothing is found.
961 */
962object *
963find_marked_object (object *op)
964{
965 object *tmp;
966
967 if (!op || !op->contr)
968 return NULL;
969
970 if (!op->contr->mark)
971 {
972/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
973 return 0;
974 }
975
976 /* This may seem like overkill, but we need to make sure that they
977 * player hasn't dropped the item. We use count on the off chance that
978 * an item got reincarnated at some point.
979 */
980 for (tmp = op->inv; tmp; tmp = tmp->below)
981 {
982 if (tmp->invisible)
983 continue;
984
985 if (tmp == op->contr->mark)
986 {
987 if (!tmp->destroyed ())
988 return tmp;
989 else
990 {
991 op->contr->mark = 0;
992/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
993 return 0;
994 }
995 }
996 }
997
998 return 0;
999}
1000
1001std::string 956std::string
1002object::describe_monster (object *who) 957object::describe_monster (object *who)
1003{ 958{
1004 dynbuf_text buf (512, 512); 959 dynbuf_text buf (512, 512);
1005 960
1006 object *mon = head ? head : this; 961 object *mon = head ? head : this;
1007 962
1008 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 963 if (mon->flag [FLAG_UNDEAD])
1009 buf << "It is an undead force.\r"; 964 buf << "It is an undead force.\r";
1010 965
1011 if (mon->level > who->level) 966 if (mon->level > who->level)
1012 buf << "It is likely more powerful than you.\r"; 967 buf << "It is likely more powerful than you.\r";
1013 else if (mon->level < who->level) 968 else if (mon->level < who->level)
1070 case SHIELD: 1025 case SHIELD:
1071 case BOOTS: 1026 case BOOTS:
1072 case GLOVES: 1027 case GLOVES:
1073 case AMULET: 1028 case AMULET:
1074 case GIRDLE: 1029 case GIRDLE:
1030 case RANGED:
1075 case BOW: 1031 case BOW:
1076 case ARROW: 1032 case ARROW:
1077 case CLOAK: 1033 case CLOAK:
1078 case FOOD: 1034 case FOOD:
1079 case DRINK: 1035 case DRINK:
1100 */ 1056 */
1101void 1057void
1102examine_monster (object *op, object *tmp) 1058examine_monster (object *op, object *tmp)
1103{ 1059{
1104 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); 1060 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1105}
1106
1107static void
1108describe_dump_object (dynbuf &buf, object *ob)
1109{
1110 char *txt = dump_object (ob);
1111 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1112 buf << "\n" << txt << "\n";
1113
1114 if (!ob->is_arch ())
1115 describe_dump_object (buf, ob->arch);
1116}
1117
1118std::string
1119object::describe (object *who)
1120{
1121 dynbuf_text buf (1024, 1024);
1122
1123 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1124
1125 if (custom_name)
1126 buf.printf ("You call it %s.\r", &custom_name);
1127
1128 switch (type)
1129 {
1130 case SPELLBOOK:
1131 if (flag [FLAG_IDENTIFIED] && inv)
1132 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1133 break;
1134
1135 case BOOK:
1136 if (msg)
1137 buf << "Something is written in it.\r";
1138 break;
1139
1140 case CONTAINER:
1141 if (race)
1142 {
1143 if (weight_limit && stats.Str < 100)
1144 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1145 &race, weight_limit / (10.0 * (100 - stats.Str)));
1146 else
1147 buf.printf ("It can hold only %s.\r", &race);
1148 }
1149 else if (weight_limit && stats.Str < 100)
1150 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1151 break;
1152
1153 case WAND:
1154 if (flag [FLAG_IDENTIFIED])
1155 buf.printf ("It has %d charges left.\r", stats.food);
1156 break;
1157 }
1158
1159 if (material != MATERIAL_NULL && !msg)
1160 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1161 << material->description
1162 << ".\r";
1163
1164 if (who)
1165 /* Where to wear this item */
1166 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1167 if (slot[i].info)
1168 {
1169 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1170
1171 if (slot[i].info < -1 && who->slot[i].info)
1172 buf.printf ("(%d)", -slot[i].info);
1173
1174 buf << ".\r";
1175 }
1176
1177 if (weight)
1178 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1179
1180 if (flag [FLAG_STARTEQUIP])
1181 buf << (nrof > 1 ? "They were" : "It was")
1182 << " given by a god and will vanish when dropped.\r";
1183
1184 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1185 {
1186 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1187
1188 if (is_in_shop (who))
1189 {
1190 if (flag [FLAG_UNPAID])
1191 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1192 else
1193 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1194 }
1195 }
1196
1197 if (flag [FLAG_MONSTER])
1198 buf << describe_monster (who);
1199
1200 /* Is this item buildable? */
1201 if (flag [FLAG_IS_BUILDABLE])
1202 buf << "This is a buildable item.\r";
1203
1204 /* Does the object have a message? Don't show message for all object
1205 * types - especially if the first entry is a match
1206 */
1207 if (msg)
1208 {
1209 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1210 {
1211 buf << '\r';
1212
1213 /* This is just a hack so when identifying the items, we print
1214 * out the extra message
1215 */
1216 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1217 buf << "The object has a story:\r";
1218
1219 buf << msg << '\n';
1220 }
1221 }
1222 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1223 && (type == SPELLBOOK || type == ROD || type == WAND
1224 || type == ROD || type == POTION || type == SCROLL))
1225 // for spellbooks and other stuff that contains spells, print the spell message,
1226 // unless the object has a custom message handled above.
1227 buf << '\r' << inv->msg << '\n';
1228
1229 // try to display the duration for some potions and scrolls
1230 // this includes change ability potions and group spells,
1231 // but does not handle protection potions
1232 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1233 && (type == POTION || type == SCROLL))
1234 {
1235 object *spell = inv;
1236
1237 if (spell->subtype == SP_PARTY_SPELL)
1238 spell = spell->other_arch;
1239
1240 if (spell->subtype == SP_CHANGE_ABILITY)
1241 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1242 TICK2TIME (change_ability_duration (spell, this)));
1243 }
1244
1245 // Display a hint about inscribable items [empty books]
1246 // This includes the amount of text they can hold.
1247 if (type == INSCRIBABLE)
1248 {
1249 if (other_arch && other_arch->type == SCROLL)
1250 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1251 else
1252 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1253 weight_limit);
1254 }
1255
1256 buf << '\n';
1257
1258 // the dungeon master additionally gets a complete dump
1259 if (who && who->flag [FLAG_WIZLOOK])
1260 {
1261 buf << "\nT<Object>\n";
1262 describe_dump_object (buf, this);
1263
1264 if (inv)
1265 {
1266 buf << "\nT<Top Inventory>\n";
1267 describe_dump_object (buf, inv);
1268 }
1269 }
1270
1271 return std::string (buf.linearise (), buf.size ());
1272} 1061}
1273 1062
1274static void 1063static void
1275display_new_pickup (object *op) 1064display_new_pickup (object *op)
1276{ 1065{
1421 */ 1210 */
1422 if (params == NULL) 1211 if (params == NULL)
1423 { 1212 {
1424 for (object *item = op->inv; item; item = item->below) 1213 for (object *item = op->inv; item; item = item->below)
1425 { 1214 {
1426 CLEAR_FLAG(item, FLAG_INV_LOCKED); 1215 item->clr_flag (FLAG_INV_LOCKED);
1427 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param."); 1216 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1428 esrv_update_item (UPD_FLAGS, op, item); 1217 esrv_update_item (UPD_FLAGS, op, item);
1429 } 1218 }
1430 return 0; 1219 return 0;
1431 } 1220 }
1434 * unlock what matches. i.e. unlock material, should unlock all the materials 1223 * unlock what matches. i.e. unlock material, should unlock all the materials
1435 */ 1224 */
1436 for (object *item = op->inv; item; item = item->below) 1225 for (object *item = op->inv; item; item = item->below)
1437 if (item->name.contains (params)) 1226 if (item->name.contains (params))
1438 { 1227 {
1439 CLEAR_FLAG (item, FLAG_INV_LOCKED); 1228 item->clr_flag (FLAG_INV_LOCKED);
1440 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param."); 1229 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1441 esrv_update_item (UPD_FLAGS, op, item); 1230 esrv_update_item (UPD_FLAGS, op, item);
1442 } 1231 }
1443 1232
1444 return 0; 1233 return 0;
1451 */ 1240 */
1452 if (params == NULL) 1241 if (params == NULL)
1453 { 1242 {
1454 for (object *item = op->inv; item; item = item->below) 1243 for (object *item = op->inv; item; item = item->below)
1455 { 1244 {
1456 SET_FLAG (item, FLAG_INV_LOCKED); 1245 item->set_flag (FLAG_INV_LOCKED);
1457 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param."); 1246 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1458 esrv_update_item (UPD_FLAGS, op, item); 1247 esrv_update_item (UPD_FLAGS, op, item);
1459 } 1248 }
1460 return 0; 1249 return 0;
1461 } 1250 }
1464 * i.e. lock material, should lock all the materials 1253 * i.e. lock material, should lock all the materials
1465 */ 1254 */
1466 for (object *item = op->inv; item; item = item->below) 1255 for (object *item = op->inv; item; item = item->below)
1467 if (item->name.contains (params)) 1256 if (item->name.contains (params))
1468 { 1257 {
1469 SET_FLAG (item, FLAG_INV_LOCKED); 1258 item->set_flag (FLAG_INV_LOCKED);
1470 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param."); 1259 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1471 esrv_update_item (UPD_FLAGS, op, item); 1260 esrv_update_item (UPD_FLAGS, op, item);
1472 } 1261 }
1473 1262
1474 return 0; 1263 return 0;
1475} 1264}
1265
1266/* op should be a player, params is any params.
1267 * If no params given, we print out the currently marked object.
1268 * otherwise, try to find a matching object - try best match first.
1269 */
1270int
1271command_mark (object *op, char *params)
1272{
1273 if (!params)
1274 {
1275 if (object *mark = op->mark ())
1276 op->statusmsg (format ("%s is marked.", query_name (mark)));
1277 else
1278 op->failmsg ("You have no marked object.");
1279 }
1280 else
1281 {
1282 if (object *mark = find_best_object_match (op, params))
1283 {
1284 op->contr->mark = mark;
1285 op->statusmsg (format ("Marked item %s", query_name (mark)));
1286 }
1287 else
1288 op->failmsgf ("Could not find an object that matches %s", params);
1289 }
1290
1291 return 0; /*shouldnt get here */
1292}
1293

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