ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
(Generate patch)

Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.20 by root, Wed Sep 20 21:53:50 2006 UTC vs.
Revision 1.134 by root, Sat Nov 17 23:40:03 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / 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
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
20 25
21 The author can be reached via e-mail to <crossfire@schmorp.de> 26/*
22
23 Object (handling) commands 27 * Object (handling) commands
24*/ 28 */
25 29
26#include <global.h> 30#include <global.h>
27#include <loader.h>
28#include <skills.h> 31#include <skills.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 32#include <sproto.h>
31#endif
32#include <living.h> 33#include <living.h>
33#include <math.h>
34 34
35/* 35/*
36 * Object id parsing functions 36 * Object id parsing functions
37 */ 37 */
38 38
39#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
40 fatal(OUT_OF_MEMORY);
41
42#define ADD_ITEM(NEW,COUNT)\ 39#define ADD_ITEM(NEW,COUNT)\
43 if(!first) {\ 40 if(!first) {\
44 OBLINKMALLOC(first);\ 41 first = new objectlink;\
45 last=first;\ 42 last=first;\
46 } else {\ 43 } else {\
47 OBLINKMALLOC(last->next);\ 44 last->next = new objectlink;\
48 last=last->next;\ 45 last=last->next;\
49 }\ 46 }\
50 last->next=NULL;\ 47 last->next=0;\
51 last->ob=(NEW);\ 48 last->ob=(NEW);\
52 last->id=(COUNT); 49 last->id=(COUNT);
53 50
54/** 51/**
55 * Search the inventory of 'pl' for what matches best with params. 52 * Search the inventory of 'pl' for what matches best with params.
59 * only unapply applied, or apply unapplied objects 56 * only unapply applied, or apply unapplied objects
60 **/ 57 **/
61static object * 58static object *
62find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) 59find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
63{ 60{
64 object *tmp, *best = NULL; 61 object *best = 0;
65 int match_val = 0, tmpmatch; 62 int match_val = 0;
66 63
67 for (tmp = pl->inv; tmp; tmp = tmp->below) 64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
68 { 65 {
69 if (tmp->invisible) 66 if (tmp->invisible)
70 continue; 67 continue;
68
71 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val) 69 int tmpmatch = item_matched_string (pl, tmp, params);
70
71 if (tmpmatch > match_val)
72 { 72 {
73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) 73 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
74 continue; 74 continue;
75
75 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) 76 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
76 continue; 77 continue;
78
77 match_val = tmpmatch; 79 match_val = tmpmatch;
78 best = tmp; 80 best = tmp;
79 } 81 }
80 } 82 }
83
81 return best; 84 return best;
82} 85}
83 86
84/** 87/**
85 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
86 **/ 89 **/
87object * 90object *
88find_best_object_match (object *pl, const char *params) 91find_best_object_match (object *pl, const char *params)
89{ 92{
90 return find_best_apply_object_match (pl, params, AP_NULL); 93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
94}
95
96static bool
97can_split (object *pl, object *&op, sint32 nrof)
98{
99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
91} 113}
92 114
93int 115int
94command_uskill (object *pl, char *params) 116command_uskill (object *pl, char *params)
95{ 117{
96 if (!params) 118 if (!params)
97 { 119 {
98 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
99 return 0; 121 return 0;
100 } 122 }
123
101 return use_skill (pl, params); 124 return use_skill (pl, params);
102} 125}
103 126
104int 127int
105command_rskill (object *pl, char *params) 128command_rskill (object *pl, char *params)
109 if (!params) 132 if (!params)
110 { 133 {
111 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
112 return 0; 135 return 0;
113 } 136 }
137
114 skill = find_skill_by_name (pl, params); 138 skill = find_skill_by_name_fuzzy (pl, params);
115 139
116 if (!skill) 140 if (!skill)
117 { 141 {
118 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);
143 return 0;
144 }
145
146 pl->apply (skill);
119 return 0; 147 return 1;
120 }
121 return change_skill (pl, skill, 0);
122} 148}
123
124
125/* These functions (command_search, command_disarm) are really just wrappers for
126 * things like 'use_skill ...'). In fact, they should really be obsoleted
127 * and replaced with those.
128 */
129int
130command_search (object *op, char *params)
131{
132 return use_skill (op, skill_names[SK_FIND_TRAPS]);
133}
134
135int
136command_disarm (object *op, char *params)
137{
138 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
139}
140
141 149
142/* 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
143 * as it includes the object to throw. 151 * as it includes the object to throw.
144 */ 152 */
145int 153int
146command_throw (object *op, char *params) 154command_throw (object *op, char *params)
147{ 155{
148 object *skop; 156 if (object *skop = find_skill_by_name (op, shstr_throwing))
149
150 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
151 if (skop)
152 return do_skill (op, op, skop, op->facing, params); 157 return do_skill (op, op, skop, op->facing, params);
153 else 158 else
154 {
155 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.");
156 } 160
157 return 0; 161 return 0;
158} 162}
159 163
160
161int 164int
162command_apply (object *op, char *params) 165command_apply (object *op, char *params)
163{ 166{
164 if (!params) 167 if (!params)
165 { 168 {
166 player_apply_below (op); 169 player_apply_below (op);
167 return 0; 170 return 0;
168 } 171 }
169 else 172 else
170 { 173 {
171 apply_flag aflag = (apply_flag) 0; 174 apply_flag aflag = (apply_flag)0;
172 object *inv;
173 175
174 while (*params == ' ') 176 while (*params == ' ')
175 params++; 177 params++;
178
176 if (!strncmp (params, "-a ", 3)) 179 if (!strncmp (params, "-a ", 3))
177 { 180 {
178 aflag = AP_APPLY; 181 aflag = AP_APPLY;
179 params += 3; 182 params += 3;
180 } 183 }
184
181 if (!strncmp (params, "-u ", 3)) 185 if (!strncmp (params, "-u ", 3))
182 { 186 {
183 aflag = AP_UNAPPLY; 187 aflag = AP_UNAPPLY;
184 params += 3; 188 params += 3;
185 } 189 }
190
186 while (*params == ' ') 191 while (*params == ' ')
187 params++; 192 params++;
188 193
189 inv = find_best_apply_object_match (op, params, aflag); 194 if (object *inv = find_best_apply_object_match (op, params, aflag))
190 if (inv)
191 {
192 player_apply (op, inv, aflag, 0); 195 op->apply (inv, aflag);
193 }
194 else 196 else
195 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);
196 } 198 }
199
197 return 0; 200 return 0;
198} 201}
199 202
200/* 203/*
201 * Check if an item op can be put into a sack. If pl exists then tell 204 * Check if an item op can be put into a sack. If pl exists then tell
207 * not need to use split_ob and stuff. 210 * not need to use split_ob and stuff.
208 */ 211 */
209int 212int
210sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) 213sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
211{ 214{
212 215 if (!sack->flag [FLAG_APPLIED])
213 if (!QUERY_FLAG (sack, FLAG_APPLIED))
214 { 216 {
215 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));
216 return 0; 218 return 0;
217 } 219 }
220
218 if (sack == op) 221 if (sack == op)
219 { 222 {
220 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); 223 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
221 return 0; 224 return 0;
222 } 225 }
226
223 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) 227 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
224 { 228 {
225 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); 229 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
226 return 0; 230 return 0;
227 } 231 }
232
228 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) 233 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
229 { 234 {
230 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));
231 return 0; 236 return 0;
232 } 237 }
233 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * 238
239 if (sack->weight_limit
240 && weight_t (sack->carrying
241 + sack->number_of ()
234 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) 242 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
235 * (100 - sack->stats.Str) / 100) > sack->weight_limit) 243 * (100 - sack->stats.Str) / 100)
244 > sack->weight_limit)
236 { 245 {
237 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));
238 return 0; 247 return 0;
239 } 248 }
249
240 /* All other checks pass, must be OK */ 250 /* All other checks pass, must be OK */
241 return 1; 251 return 1;
242} 252}
243 253
244/* Pick up commands follow */ 254/* Pick up commands follow */
245 255
246/* pl = player (not always - monsters can use this now) 256/* pl = player (not always - monsters can use this now)
247 * op is the object to put tmp into, 257 * op is the object to put tmp into,
248 * 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
249 * pick up (0 means all of them) 259 * pick up (0 means all of them)
250 */ 260 */
251static void 261static void
252pick_up_object (object *pl, object *op, object *tmp, int nrof) 262pick_up_object (object *pl, object *op, object *tmp, int nrof)
253{ 263{
254 /* buf needs to be big (more than 256 chars) because you can get
255 * very long item names.
256 */
257 char buf[HUGE_BUF];
258 object *env = tmp->env;
259 uint32 weight, effective_weight_limit; 264 weight_t weight, effective_weight_limit;
260 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 265 int tmp_nrof = tmp->number_of ();
261 266
262 /* 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
263 * 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
264 * (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
265 * containers not allowed as of now) 270 * containers not allowed as of now)
266 */ 271 */
267 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && is_player_inv (tmp) != pl) 272 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
268 { 273 {
269 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!"); 274 pl->failmsg ("You are levitating, you can't reach the ground! "
275 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
276 "or waiting till the levitation effect wears off.>");
270 return; 277 return;
271 } 278 }
272 279
273 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 280 if (tmp->flag [FLAG_NO_DROP])
274 return; 281 return;
275 282
276 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
277 {
278 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
279 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
280
281 if (pl->type == PLAYER)
282 esrv_del_item (pl->contr, tmp->count);
283
284 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
285 remove_ob (tmp);
286
287 free_object (tmp);
288 return;
289 }
290
291 if (nrof > tmp_nrof || nrof == 0) 283 if (nrof > tmp_nrof || nrof <= 0)
292 nrof = tmp_nrof; 284 nrof = tmp_nrof;
293 285
294 /* Figure out how much weight this object will add to the player */ 286 /* Figure out how much weight this object will add to the player */
295 weight = tmp->weight * nrof; 287 weight = tmp->weight * nrof;
296 if (tmp->inv) 288 if (tmp->inv)
297 weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 289 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
298 290
299 if (pl->stats.Str <= MAX_STAT)
300 effective_weight_limit = weight_limit[pl->stats.Str]; 291 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
301 else
302 effective_weight_limit = weight_limit[MAX_STAT];
303 292
304 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) 293 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
305 { 294 {
306 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); 295 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
307 return; 296 return;
308 } 297 }
309 298
310 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ)) 299 if (!can_split (pl, tmp, nrof))
311 SET_FLAG (tmp, FLAG_WAS_WIZ);
312
313 if (nrof != tmp_nrof)
314 {
315 object *tmp2 = tmp;
316
317 tmp = get_split_ob (tmp, nrof);
318 if (!tmp)
319 {
320 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
321 return; 300 return;
322 }
323 301
324 /* Tell a client what happened rest of objects */ 302 if (tmp->flag [FLAG_UNPAID])
325 if (pl->type == PLAYER) 303 {
326 { 304 tmp->flag.reset (FLAG_UNPAID);
327 if (tmp2->destroyed ()) 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));
328 esrv_del_item (pl->contr, tmp2->count); 306 tmp->flag.set (FLAG_UNPAID);
329 else
330 esrv_send_item (pl, tmp2);
331 }
332 } 307 }
333 else 308 else
334 { 309 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
335 /* If the object is in a container, send a delete to the client.
336 * - we are moving all the items from the container to elsewhere,
337 * so it needs to be deleted.
338 */
339 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
340 {
341 if (tmp->env && pl->type == PLAYER)
342 esrv_del_item (pl->contr, tmp->count);
343 remove_ob (tmp); /* Unlink it */
344 }
345 }
346 if (QUERY_FLAG (tmp, FLAG_UNPAID))
347 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
348 else
349 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
350 new_draw_info (NDI_UNIQUE, 0, pl, buf);
351 310
352 tmp = insert_ob_in_ob (tmp, op); 311 op->insert (tmp);
353
354 /* All the stuff below deals with client/server code, and is only
355 * usable by players
356 */
357 if (pl->type != PLAYER)
358 return;
359
360 esrv_send_item (pl, tmp);
361 /* These are needed to update the weight for the container we
362 * are putting the object in.
363 */
364 if (op != pl)
365 {
366 esrv_update_item (UPD_WEIGHT, pl, op);
367 esrv_send_item (pl, pl);
368 }
369
370 /* Update the container the object was in */
371 if (env && env != pl && env != op)
372 esrv_update_item (UPD_WEIGHT, pl, env);
373} 312}
374 313
375/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 314/* modified slightly to allow monsters use this -b.t. 5-31-95 */
376void 315void
377pick_up (object *op, object *alt) 316pick_up (object *op, object *alt)
387 if (!can_pick (op, alt)) 326 if (!can_pick (op, alt))
388 { 327 {
389 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); 328 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
390 goto leave; 329 goto leave;
391 } 330 }
331
392 tmp = alt; 332 tmp = alt;
393 } 333 }
394 else 334 else
395 { 335 {
396 if (op->below == NULL || !can_pick (op, op->below)) 336 if (op->below == NULL || !can_pick (op, op->below))
405 /* Try to catch it. */ 345 /* Try to catch it. */
406 tmp_map = tmp->map; 346 tmp_map = tmp->map;
407 tmp = stop_item (tmp); 347 tmp = stop_item (tmp);
408 if (tmp == NULL) 348 if (tmp == NULL)
409 goto leave; 349 goto leave;
350
410 need_fix_tmp = 1; 351 need_fix_tmp = 1;
411 if (!can_pick (op, tmp)) 352 if (!can_pick (op, tmp))
412 goto leave; 353 goto leave;
413 354
414 if (op->type == PLAYER) 355 if (op->type == PLAYER)
419 } 360 }
420 else 361 else
421 count = tmp->nrof; 362 count = tmp->nrof;
422 363
423 /* container is open, so use it */ 364 /* container is open, so use it */
424 if (op->container) 365 if (tmp->flag [FLAG_STARTEQUIP])
366 alt = op;
367 else if ((alt = op->container_ ()))
425 { 368 {
426 alt = op->container;
427 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) 369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
428 goto leave; 370 goto leave;
429 } 371 }
430 else 372 else
431 { /* non container pickup */ 373 { /* non container pickup */
432 for (alt = op->inv; alt; alt = alt->below) 374 for (alt = op->inv; alt; alt = alt->below)
433 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && 375 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
434 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))
435 break; /* perfect match */ 377 break; /* perfect match */
436 378
437 if (!alt) 379 if (!alt)
438 for (alt = op->inv; alt; alt = alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
439 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))
440 break; /* General container comes next */ 382 break; /* General container comes next */
383
441 if (!alt) 384 if (!alt)
442 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
443 } 386 }
387
444 if (tmp->env == alt) 388 if (tmp->env == alt)
445 { 389 {
446 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
447 * if someone wants to implement it 391 * if someone wants to implement it
448 */ 392 */
449 alt = op; 393 alt = op;
450 } 394 }
395
451#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
452 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);
453#endif 398#endif
454 399
455 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
456 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
457 { 402 {
458 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!");
459 goto leave; 404 goto leave;
460 } 405 }
461 406
471 416
472leave: 417leave:
473 if (need_fix_tmp) 418 if (need_fix_tmp)
474 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
475} 420}
476
477 421
478/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
479 * who issued the command. params is a string to 423 * who issued the command. params is a string to
480 * match against the item name. Basically, always 424 * match against the item name. Basically, always
481 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
483int 427int
484command_take (object *op, char *params) 428command_take (object *op, char *params)
485{ 429{
486 object *tmp, *next; 430 object *tmp, *next;
487 431
488 if (op->container) 432 if (op->container_ ())
489 tmp = op->container->inv; 433 tmp = op->container_ ()->inv;
490 else 434 else
491 { 435 {
492 tmp = op->above; 436 tmp = op->above;
493 if (tmp) 437 if (tmp)
494 while (tmp->above) 438 while (tmp->above)
495 {
496 tmp = tmp->above; 439 tmp = tmp->above;
497 } 440
498 if (!tmp) 441 if (!tmp)
499 tmp = op->below; 442 tmp = op->below;
500 } 443 }
501 444
502 if (tmp == NULL) 445 if (!tmp)
503 { 446 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
505 return 0; 448 return 0;
506 } 449 }
507 450
508 /* Makes processing easier */ 451 /* Makes processing easier */
509 if (params && *params == '\0') 452 if (params && *params == '\0')
510 params = NULL; 453 params = 0;
454
455 int cnt = MAX_ITEM_PER_ACTION;
511 456
512 while (tmp) 457 while (tmp)
513 { 458 {
514 next = tmp->below; 459 next = tmp->below;
515 460
516 if (tmp->invisible) 461 if (tmp->invisible)
517 { 462 {
518 tmp = next; 463 tmp = next;
519 continue; 464 continue;
520 } 465 }
466
521 /* This following two if and else if could be merged into line 467 /* This following two if and else if could be merged into line
522 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
523 * not make it any more efficient 469 * not make it any more efficient
524 */ 470 */
525 if (params && item_matched_string (op, tmp, params)) 471 if (params && item_matched_string (op, tmp, params))
526 { 472 {
473 if (--cnt < 0) break;
527 pick_up (op, tmp); 474 pick_up (op, tmp);
528 } 475 }
529 else if (can_pick (op, tmp) && !params) 476 else if (can_pick (op, tmp) && !params)
530 { 477 {
478 if (--cnt < 0) break;
531 pick_up (op, tmp); 479 pick_up (op, tmp);
532 break; 480 break;
533 } 481 }
482
534 tmp = next; 483 tmp = next;
535 /* Might as well just skip over the player immediately - 484 }
536 * we know it can't be picked up 485
537 */ 486 if (cnt < 0)
538 if (tmp == op)
539 tmp = tmp->below;
540 } 487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
489 return 0;
490 }
491
541 if (!params && !tmp) 492 if (!params && !tmp)
542 { 493 {
543 for (tmp = op->below; tmp != NULL; tmp = tmp->next) 494 for (tmp = op->below; tmp; tmp = tmp->below)
544 if (!tmp->invisible) 495 if (!tmp->invisible)
545 { 496 {
546 char buf[MAX_BUF];
547
548 sprintf (buf, "You can't pick up a %s.", &tmp->name); 497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 break; 498 break;
551 } 499 }
500
552 if (!tmp) 501 if (!tmp)
553 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); 502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
554 } 503 }
504
555 return 0; 505 return 0;
556} 506}
557 507
558
559/* 508/*
560 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
561 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
562 * 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.
512 *
563 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
564 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
565 */ 515 */
566void 516void
567put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
568{ 518{
569 object *tmp2, *sack2; 519 object *tmp2;
570 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
571 521
572 if (sack == tmp) 522 if (sack == tmp)
573 return; /* Can't put an object in itself */ 523 return; /* Can't put an object in itself */
574 524
575 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
576 { 526 {
577 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));
578 return; 528 return;
579 } 529 }
580 530
581 if (tmp->type == CONTAINER && tmp->inv) 531 if (tmp->type == CONTAINER && tmp->inv)
582 { 532 {
583
584 /* 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
585 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
586 * 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.
587 */ 536 */
588 sack2 = tmp;
589 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));
590 538
591 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) 539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
592 { 540 {
593 tmp = tmp2->below; 541 tmp = tmp2->below;
594 542
595 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof))) 543 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
596 {
597 put_object_in_sack (op, sack, tmp2, 0); 544 put_object_in_sack (op, sack, tmp2, 0);
598 }
599 else 545 else
600 { 546 {
601 sprintf (buf, "Your %s fills up.", query_name (sack)); 547 sprintf (buf, "Your %s fills up.", query_name (sack));
602 new_draw_info (NDI_UNIQUE, 0, op, buf); 548 new_draw_info (NDI_UNIQUE, 0, op, buf);
603 break; 549 break;
604 } 550 }
605 } 551 }
606 552
607 esrv_update_item (UPD_WEIGHT, op, sack2);
608 return; 553 return;
609 } 554 }
610 555
611 /* Don't worry about this for containers - our caller should have 556 /* Don't worry about this for containers - our caller should have
612 * already checked this. 557 * already checked this.
613 */ 558 */
614 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)))
615 return; 560 return;
616 561
617 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 562 if (tmp->flag [FLAG_APPLIED])
618 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 563 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
619 return; 564 return;
620 565
621 /* 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 */
622 if (nrof && tmp->nrof != nrof) 567 if (!can_split (op, tmp, nrof))
623 {
624 object *tmp2 = tmp;
625
626 tmp = get_split_ob (tmp, nrof);
627
628 if (!tmp)
629 {
630 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
631 return; 568 return;
632 }
633 /* Tell a client what happened other objects */
634 if (tmp2->destroyed ())
635 esrv_del_item (op->contr, tmp2->count);
636 else /* this can proably be replaced with an update */
637 esrv_send_item (op, tmp2);
638 }
639 else
640 remove_ob (tmp);
641 569
642 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); 570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
643 tmp2 = insert_ob_in_ob (tmp, sack); 571 sack->insert (tmp);
644 fix_player (op); /* This is overkill, fix_player() is called somewhere */ 572}
645 /* in object.c */
646 573
647 /* If an object merged (and thus, different object), we need to 574/* In contrast to drop_object (op, tmp, nrof) above this function takes the
648 * delete the original. 575 * already split off object, and feeds it to the event handlers and does
576 * other magic with it.
577 *
578 * <droppper> is the object that dropped this object and <obj> is the
579 * object that was dropped.
580 *
581 * Make sure to check what happened with <obj> after this function returns!
582 * Otherwise you may leak this object.
583 */
584void
585drop_object (object *dropper, object *obj)
586{
587 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
588 return;
589
590 if (obj->destroyed () || obj->is_inserted ())
591 return;
592
593 if (obj->flag [FLAG_STARTEQUIP])
594 {
595 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
596 dropper->statusmsg ("The god who lent it to you retrieves it.");
597
598 obj->destroy ();
599 dropper->update_stats ();
600 return;
601 }
602
603 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
604 floor;
605 floor = floor->above)
606 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
607 return;
608
609 if (obj->destroyed () || obj->is_inserted ())
610 return;
611
612 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
613 if (!sell_item (obj, dropper))
614 return;
615
616 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
617 return;
618
619 /* If nothing special happened with this object, the default action is to
620 * insert it below the dropper:
649 */ 621 */
650 if (tmp2 != tmp)
651 esrv_del_item (op->contr, tmp->count);
652 622
653 esrv_send_item (op, tmp2); 623 obj->x = dropper->x;
624 obj->y = dropper->y;
654 625
655 /* update the sacks weight */ 626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
656 esrv_update_item (UPD_WEIGHT, op, sack);
657} 627}
658 628
659/* 629/*
660 * This function was part of drop, now is own function. 630 * This function was part of drop, now is own function.
661 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 631 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
662 * nrof objects is tried to dropped. 632 * nrof objects are tried to drop.
663 * This is used when dropping objects onto the floor. 633 * This is used when dropping objects onto the floor.
664 */ 634 */
665void 635void
666drop_object (object *op, object *tmp, uint32 nrof) 636drop_object (object *op, object *tmp, uint32 nrof)
667{ 637{
668 char buf[MAX_BUF]; 638 if (tmp->flag [FLAG_NO_DROP])
669 object *floor;
670
671 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
672 return; 639 return;
673 640
674 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (tmp->flag [FLAG_APPLIED])
675 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
676 return; /* can't unapply it */ 643 return; /* can't unapply it */
677 644
678 /* We are only dropping some of the items. We split the current objec 645 /* We are only dropping some of the items. We split the current object
679 * off 646 * off
680 */ 647 */
681 if (nrof && tmp->nrof != nrof) 648 if (!can_split (op, tmp, nrof))
682 {
683 object *tmp2 = tmp;
684
685 tmp = get_split_ob (tmp, nrof);
686 if (!tmp)
687 {
688 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
689 return;
690 }
691 /* Tell a client what happened rest of objects. tmp2 is now the
692 * original object
693 */
694 if (op->type == PLAYER)
695 {
696 if (tmp2->destroyed ())
697 esrv_del_item (op->contr, tmp2->count);
698 else
699 esrv_send_item (op, tmp2);
700 }
701 }
702 else
703 remove_ob (tmp);
704
705 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
706 return; 649 return;
707 650
708 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 651 drop_object (op, tmp);
709 { 652
710 sprintf (buf, "You drop the %s.", query_name (tmp)); 653 if (!tmp->destroyed () && !tmp->is_inserted ())
711 new_draw_info (NDI_UNIQUE, 0, op, buf);
712 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
713 if (op->type == PLAYER)
714 esrv_del_item (op->contr, tmp->count);
715 free_object (tmp);
716 fix_player (op);
717 return;
718 } 654 {
719 655 // if nothing happened with the object we give it back
720/* If SAVE_INTERVAL is commented out, we never want to save 656 op->insert (tmp);
721 * the player here.
722 */
723#ifdef SAVE_INTERVAL
724 /* I'm not sure why there is a value check - since the save
725 * is done every SAVE_INTERVAL seconds, why care the value
726 * of what he is dropping?
727 */
728 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
729 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
730 { 657 }
731 save_player (op, 1);
732 op->contr->last_save_time = time (NULL);
733 }
734#endif /* SAVE_INTERVAL */
735
736 if (op->type == PLAYER)
737 esrv_del_item (op->contr, tmp->count);
738
739 /* Call this before we update the various windows/players. At least
740 * that we, we know the weight is correct.
741 */
742 fix_player (op); /* This is overkill, fix_player() is called somewhere */
743 /* in object.c */
744
745 if (op->type == PLAYER)
746 {
747 op->contr->socket.update_look = 1;
748 /* Need to update the weight for the player */
749 esrv_send_item (op, op);
750 }
751
752 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
753 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
754 return;
755
756 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
757 sell_item (tmp, op);
758
759 tmp->x = op->x;
760 tmp->y = op->y;
761
762 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
763} 658}
764 659
765void 660void
766drop (object *op, object *tmp) 661drop (object *op, object *tmp)
767{ 662{
776 if (tmp->env && tmp->env->type != PLAYER) 671 if (tmp->env && tmp->env->type != PLAYER)
777 { 672 {
778 /* Just toss the object - probably shouldn't be hanging 673 /* Just toss the object - probably shouldn't be hanging
779 * around anyways 674 * around anyways
780 */ 675 */
781 remove_ob (tmp); 676 tmp->destroy ();
782 free_object (tmp);
783 return; 677 return;
784 } 678 }
785 else 679 else
786 {
787 while (tmp != NULL && tmp->invisible) 680 while (tmp && tmp->invisible)
788 tmp = tmp->below; 681 tmp = tmp->below;
789 }
790 } 682 }
791 683
792 if (tmp == NULL) 684 if (!tmp)
793 { 685 {
794 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.");
795 return; 687 return;
796 } 688 }
797 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 689
690 if (tmp->flag [FLAG_INV_LOCKED])
798 { 691 {
799 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); 692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
800 return; 693 return;
801 } 694 }
802 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 695
696 if (tmp->flag [FLAG_NO_DROP])
803 { 697 {
804#if 0 698#if 0
805 /* 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. */
806 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.");
807#endif 701#endif
808 return; 702 return;
809 } 703 }
810 704
811 if (op->type == PLAYER) 705 if (op->type == PLAYER && op->contr->last_used == tmp)
812 { 706 op->contr->last_used = tmp->below ? tmp->below
813 if (op->contr->last_used == tmp && op->contr->last_used_id == tmp->count) 707 : tmp->above ? tmp->above
814 { 708 : (object *)0;
815 object *n = NULL;
816 709
817 if (tmp->below != NULL)
818 n = tmp->below;
819 else if (tmp->above != NULL)
820 n = tmp->above;
821 op->contr->last_used = n;
822 if (n != NULL)
823 op->contr->last_used_id = n->count;
824 else
825 op->contr->last_used_id = 0;
826 }
827 };
828
829 if (op->container) 710 if (op->container_ ())
830 { 711 {
831 if (op->type == PLAYER) 712 if (op->type == PLAYER)
832 {
833 put_object_in_sack (op, op->container, tmp, op->contr->count); 713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
834 }
835 else 714 else
836 {
837 put_object_in_sack (op, op->container, tmp, 0); 715 put_object_in_sack (op, op->container_ (), tmp, 0);
838 };
839 } 716 }
840 else 717 else
841 { 718 {
842 if (op->type == PLAYER) 719 if (op->type == PLAYER)
843 {
844 drop_object (op, tmp, op->contr->count); 720 drop_object (op, tmp, op->contr->count);
845 }
846 else 721 else
847 {
848 drop_object (op, tmp, 0); 722 drop_object (op, tmp, 0);
849 };
850 } 723 }
724
851 if (op->type == PLAYER) 725 if (op->type == PLAYER)
852 op->contr->count = 0; 726 op->contr->count = 0;
853} 727}
854 728
855
856
857/* Command will drop all items that have not been locked */ 729/* Command will drop all items that have not been locked */
858int 730int
859command_dropall (object *op, char *params) 731command_dropall (object *op, char *params)
860{ 732{
861 733
862 object *curinv, *nextinv;
863
864 if (op->inv == NULL) 734 if (op->inv == NULL)
865 { 735 {
866 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); 736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
867 return 0; 737 return 0;
868 } 738 }
869 739
870 curinv = op->inv; 740 object *curinv = op->inv;
741 object *nextinv;
871 742
872 /* 743 /*
873 This is the default. Drops everything not locked or considered 744 This is the default. Drops everything not locked or considered
874 not something that should be dropped. 745 not something that should be dropped.
875 */ 746 */
876 /* 747 /*
877 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
878 the drop() routine will do unknown things to it when dropping 749 the drop() routine will do unknown things to it when dropping
879 in a shop. --Tero.Pelander@utu.fi 750 in a shop. --Tero.Pelander@utu.fi
880 */ 751 */
752 int cnt = MAX_ITEM_PER_ACTION;
881 753
882 if (params == NULL) 754 if (!params)
883 { 755 {
884 while (curinv != NULL) 756 while (curinv)
885 { 757 {
886 nextinv = curinv->below; 758 nextinv = curinv->below;
759
887 while (nextinv && nextinv->type == MONEY) 760 while (nextinv && nextinv->type == MONEY)
888 nextinv = nextinv->below; 761 nextinv = nextinv->below;
889 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && 762
890 curinv->type != FOOD && curinv->type != KEY && 763 if (!curinv->flag [FLAG_INV_LOCKED]
891 curinv->type != SPECIAL_KEY && curinv->type != GEM && 764 && !curinv->invisible
892 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv)) 765 && curinv->type != MONEY
766 && curinv->type != FOOD
767 && curinv->type != KEY
768 && curinv->type != SPECIAL_KEY
769 && curinv->type != GEM
770 && curinv->type != CONTAINER)
893 { 771 {
894 drop (op, curinv); 772 drop (op, curinv);
773 if (--cnt <= 0) break;
895 } 774 }
775
896 curinv = nextinv; 776 curinv = nextinv;
897 } 777 }
898 } 778 }
899
900 else if (strcmp (params, "weapons") == 0) 779 else if (strcmp (params, "weapons") == 0)
901 { 780 {
902 while (curinv != NULL) 781 while (curinv)
903 { 782 {
904 nextinv = curinv->below; 783 nextinv = curinv->below;
784
905 while (nextinv && nextinv->type == MONEY) 785 while (nextinv && nextinv->type == MONEY)
906 nextinv = nextinv->below; 786 nextinv = nextinv->below;
787
907 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)))
908 { 789 {
909 drop (op, curinv); 790 drop (op, curinv);
791 if (--cnt <= 0) break;
910 } 792 }
793
911 curinv = nextinv; 794 curinv = nextinv;
912 } 795 }
913 } 796 }
914
915 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) 797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
916 { 798 {
917 while (curinv != NULL) 799 while (curinv)
918 { 800 {
919 nextinv = curinv->below; 801 nextinv = curinv->below;
802
920 while (nextinv && nextinv->type == MONEY) 803 while (nextinv && nextinv->type == MONEY)
921 nextinv = nextinv->below; 804 nextinv = nextinv->below;
805
922 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))
923 { 807 {
924 drop (op, curinv); 808 drop (op, curinv);
809 if (--cnt <= 0) break;
925 } 810 }
811
926 curinv = nextinv; 812 curinv = nextinv;
927 } 813 }
928 } 814 }
929
930 else if (strcmp (params, "misc") == 0) 815 else if (strcmp (params, "misc") == 0)
931 { 816 {
932 while (curinv != NULL) 817 while (curinv)
933 { 818 {
934 nextinv = curinv->below; 819 nextinv = curinv->below;
820
935 while (nextinv && nextinv->type == MONEY) 821 while (nextinv && nextinv->type == MONEY)
936 nextinv = nextinv->below; 822 nextinv = nextinv->below;
937 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) 823
824 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
938 { 825 {
939 switch (curinv->type) 826 switch (curinv->type)
940 { 827 {
941 case HORN: 828 case HORN:
942 case BOOK: 829 case BOOK:
959 break; 846 break;
960 default: 847 default:
961 curinv = nextinv; 848 curinv = nextinv;
962 break; 849 break;
963 } 850 }
851
852 if (--cnt <= 0) break;
964 } 853 }
854
965 curinv = nextinv; 855 curinv = nextinv;
966 } 856 }
967 } 857 }
968 op->contr->socket.update_look = 1; 858
859 if (cnt <= 0)
860 op->failmsg ("Only dropped some items, can't drop that many items at once.");
969 861
970/* draw_look(op);*/ 862/* draw_look(op);*/
971 return 0; 863 return 0;
972} 864}
973 865
866
867/* This function tries to drop all objects in the <objs> vector.
868 * <dropper> is the object that wants to drop them.
869 * <cnt> can be a 0 pointer or a pointer to the maximum number of
870 * drop operations to perform.
871 *
872 * Returns true if at least one item was dropped.
873 */
874static bool
875drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876{
877 vector<object *>::iterator i;
878
879 bool did_one = false;
880
881 for (i = objs.begin (); i != objs.end (); i++)
882 {
883 drop (dropper, *i);
884 if (cnt && --*cnt <= 0) break;
885 did_one = true;
886 }
887
888 return did_one;
889}
890
974/* Object op wants to drop object(s) params. params can be a 891/* Object op wants to drop object(s) params. params can be a
975 * comma seperated list. 892 * comma seperated list.
976 */ 893 */
977
978int 894int
979command_drop (object *op, char *params) 895command_drop (object *op, char *params)
980{ 896{
981 object *tmp, *next; 897 object *tmp, *next;
982 int did_one = 0;
983 898
984 if (!params) 899 if (!params)
985 { 900 {
986 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); 901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
987 return 0; 902 return 0;
988 } 903 }
989 else 904 else
990 { 905 {
906 vector<object *> matched_objs;
907
991 for (tmp = op->inv; tmp; tmp = next) 908 for (tmp = op->inv; tmp; tmp = next)
992 { 909 {
993 next = tmp->below; 910 next = tmp->below;
994 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) 911 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
995 continue; 912 continue;
913
996 if (item_matched_string (op, tmp, params)) 914 if (item_matched_string (op, tmp, params))
997 { 915 matched_objs.push_back (tmp);
998 drop (op, tmp);
999 did_one = 1;
1000 } 916 }
1001 } 917
1002 if (!did_one) 918 int cnt = MAX_ITEM_PER_ACTION;
919
920 if (!drop_vector (op, matched_objs, &cnt))
1003 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); 921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
1004 } 922
1005 if (op->type == PLAYER) 923 if (cnt <= 0)
1006 { 924 op->failmsg ("Only dropped some items, can't drop that many items at once.");
1007 op->contr->count = 0;
1008 op->contr->socket.update_look = 1;
1009 }; 925 }
1010 926
1011/* draw_look(op);*/
1012 return 0; 927 return 0;
1013} 928}
1014 929
1015int 930int
1016command_examine (object *op, char *params) 931command_examine (object *op, char *params)
1017{ 932{
1018 if (!params) 933 if (!params)
1019 { 934 {
1020 object *tmp = op->below; 935 object *tmp = op->below;
1021 936
1022 while (tmp && !LOOK_OBJ (tmp)) 937 while (tmp && !tmp->client_visible ())
1023 tmp = tmp->below; 938 tmp = tmp->below;
939
1024 if (tmp) 940 if (tmp)
1025 examine (op, tmp); 941 examine (op, tmp);
1026 } 942 }
1027 else 943 else
1028 { 944 {
1029 object *tmp = find_best_object_match (op, params); 945 object *tmp = find_best_object_match (op, params);
1030 946
1031 if (tmp) 947 if (tmp)
1032 examine (op, tmp); 948 examine (op, tmp);
1033 else 949 else
1034 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params); 950 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
1035 } 951 }
952
1036 return 0; 953 return 0;
1037} 954}
1038 955
1039/* op should be a player. 956std::string
1040 * we return the object the player has marked with the 'mark' command 957object::describe_monster (object *who)
1041 * below. If no match is found (or object has changed), we return
1042 * NULL. We leave it up to the calling function to print messages if
1043 * nothing is found.
1044 */
1045object *
1046find_marked_object (object *op)
1047{ 958{
1048 object *tmp; 959 dynbuf_text buf (512, 512);
1049 960
1050 if (!op || !op->contr) 961 object *mon = head ? head : this;
1051 return NULL;
1052 962
1053 if (!op->contr->mark) 963 if (mon->flag [FLAG_UNDEAD])
1054 { 964 buf << "It is an undead force.\r";
1055/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1056 return 0;
1057 }
1058 965
1059 /* This may seem like overkill, but we need to make sure that they 966 if (mon->level > who->level)
1060 * player hasn't dropped the item. We use count on the off chance that 967 buf << "It is likely more powerful than you.\r";
1061 * an item got reincarnated at some point. 968 else if (mon->level < who->level)
1062 */ 969 buf << "It is likely less powerful than you.\r";
1063 for (tmp = op->inv; tmp; tmp = tmp->below)
1064 {
1065 if (tmp->invisible)
1066 continue;
1067
1068 if (tmp == op->contr->mark)
1069 {
1070 if (!tmp->destroyed ())
1071 return tmp;
1072 else
1073 {
1074 op->contr->mark = 0;
1075/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1076 return 0;
1077 }
1078 }
1079 }
1080
1081 return 0;
1082}
1083
1084
1085/* op should be a player, params is any params.
1086 * If no params given, we print out the currently marked object.
1087 * otherwise, try to find a matching object - try best match first.
1088 */
1089int
1090command_mark (object *op, char *params)
1091{
1092 if (!op->contr)
1093 return 1;
1094
1095 if (!params)
1096 {
1097 object *mark = find_marked_object (op);
1098
1099 if (!mark)
1100 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1101 else
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1103 }
1104 else 970 else
1105 { 971 buf << "It is probably as powerful as you.\r";
1106 object *mark1 = find_best_object_match (op, params);
1107 972
1108 if (!mark1)
1109 {
1110 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1111 return 1;
1112 }
1113 else
1114 {
1115 op->contr->mark = mark1;
1116 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1117 return 0;
1118 }
1119 }
1120
1121 return 0; /*shouldnt get here */
1122}
1123
1124
1125/* op is the player
1126 * tmp is the monster being examined.
1127 */
1128void
1129examine_monster (object *op, object *tmp)
1130{
1131 object *mon = tmp->head ? tmp->head : tmp;
1132
1133 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1134 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1135 if (mon->level > op->level)
1136 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1137 else if (mon->level < op->level)
1138 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1139 else
1140 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1141 if (mon->attacktype & AT_ACID) 973 if (mon->attacktype & AT_ACID)
1142 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor."); 974 buf << "You seem to smell an acrid odor.\r";
1143 975
1144 /* Anyone know why this used to use the clone value instead of the 976 /* Anyone know why this used to use the clone value instead of the
1145 * maxhp field? This seems that it should give more accurate results. 977 * maxhp field? This seems that it should give more accurate results.
1146 */ 978 */
1147 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) 979 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1148 { /* From 1-4 */ 980 { /* From 1-4 */
1149 case 1: 981 case 1:
1150 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape."); 982 buf << "It is in a bad shape.\r";
1151 break; 983 break;
1152 case 2: 984 case 2:
1153 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt."); 985 buf << "It is hurt.\r";
1154 break; 986 break;
1155 case 3: 987 case 3:
1156 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt."); 988 buf << "It is somewhat hurt.\r";
1157 break; 989 break;
1158 case 4: 990 case 4:
1159 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape."); 991 buf << "It is in excellent shape.\r";
1160 break; 992 break;
1161 } 993 }
994
1162 if (present_in_ob (POISONING, mon) != NULL) 995 if (present_in_ob (POISONING, mon))
1163 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill."); 996 buf << "It looks very ill.\r";
1164}
1165 997
998 buf << '\n';
999
1000 return buf;
1001}
1166 1002
1167/* tmp is the object being described, pl is who is examing it. */ 1003/* tmp is the object being described, pl is who is examing it. */
1168char * 1004const char *
1169long_desc (object *tmp, object *pl) 1005long_desc (object *tmp, object *pl)
1170{ 1006{
1171 static char buf[VERY_BIG_BUF]; 1007 static std::string s;
1172 char *cp;
1173 1008
1174 if (tmp == NULL) 1009 return (s = tmp->long_desc (pl)).c_str ();
1175 return ""; 1010}
1176 1011
1177 buf[0] = '\0'; 1012std::string
1013object::long_desc (object *who)
1014{
1015 std::string buf (query_name ());
1016
1178 switch (tmp->type) 1017 switch (type)
1179 { 1018 {
1180 case RING: 1019 case RING:
1181 case SKILL: 1020 case SKILL:
1182 case WEAPON: 1021 case WEAPON:
1183 case ARMOUR: 1022 case ARMOUR:
1186 case SHIELD: 1025 case SHIELD:
1187 case BOOTS: 1026 case BOOTS:
1188 case GLOVES: 1027 case GLOVES:
1189 case AMULET: 1028 case AMULET:
1190 case GIRDLE: 1029 case GIRDLE:
1030 case RANGED:
1191 case BOW: 1031 case BOW:
1192 case ARROW: 1032 case ARROW:
1193 case CLOAK: 1033 case CLOAK:
1194 case FOOD: 1034 case FOOD:
1195 case DRINK: 1035 case DRINK:
1196 case FLESH: 1036 case FLESH:
1197 case SKILL_TOOL: 1037 case SKILL_TOOL:
1038 case LAMP:
1198 case POWER_CRYSTAL: 1039 case POWER_CRYSTAL:
1199 if (*(cp = describe_item (tmp, pl)) != '\0')
1200 { 1040 {
1201 int len; 1041 const char *cp = ::describe_item (this, who);
1202 1042
1203 assign (buf, query_name (tmp)); 1043 if (*cp)
1204 len = strlen (buf);
1205 if (len < VERY_BIG_BUF - 5)
1206 { 1044 {
1207 /* Since we know the length, we save a few cpu cycles by using 1045 buf.append (" ");
1208 * it instead of calling strcat */ 1046 buf.append (cp);
1209 strcpy (buf + len, " ");
1210 len++;
1211 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1212 } 1047 }
1213 } 1048 }
1214 } 1049 }
1215
1216 if (buf[0] == '\0')
1217 assign (buf, query_name (tmp));
1218 1050
1219 return buf; 1051 return buf;
1220} 1052}
1221 1053
1054/* op is the player
1055 * tmp is the monster being examined.
1056 */
1222void 1057void
1223examine (object *op, object *tmp) 1058examine_monster (object *op, object *tmp)
1224{ 1059{
1225 char buf[VERY_BIG_BUF]; 1060 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1226 int i;
1227
1228 if (tmp == NULL || tmp->type == CLOSE_CON)
1229 return;
1230
1231 strcpy (buf, "That is ");
1232 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1233 buf[VERY_BIG_BUF - 1] = 0;
1234
1235 new_draw_info (NDI_UNIQUE, 0, op, buf);
1236 buf[0] = '\0';
1237
1238 if (tmp->custom_name)
1239 {
1240 strcpy (buf, "You call it ");
1241 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1242 buf[VERY_BIG_BUF - 1] = 0;
1243 new_draw_info (NDI_UNIQUE, 0, op, buf);
1244 buf[0] = '\0';
1245 }
1246
1247 switch (tmp->type)
1248 {
1249 case SPELLBOOK:
1250 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1251 {
1252 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1253 }
1254 break;
1255
1256 case BOOK:
1257 if (tmp->msg != NULL)
1258 strcpy (buf, "Something is written in it.");
1259 break;
1260
1261 case CONTAINER:
1262 if (tmp->race != NULL)
1263 {
1264 if (tmp->weight_limit && tmp->stats.Str < 100)
1265 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1266 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1267 else
1268 sprintf (buf, "It can hold only %s.", &tmp->race);
1269 }
1270 else if (tmp->weight_limit && tmp->stats.Str < 100)
1271 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1272 break;
1273
1274 case WAND:
1275 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1276 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1277 break;
1278 }
1279
1280 if (buf[0] != '\0')
1281 new_draw_info (NDI_UNIQUE, 0, op, buf);
1282
1283 if (tmp->materialname != NULL && !tmp->msg)
1284 {
1285 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1286 new_draw_info (NDI_UNIQUE, 0, op, buf);
1287 }
1288 /* Where to wear this item */
1289 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1290 {
1291 if (tmp->body_info[i] < -1)
1292 {
1293 if (op->body_info[i])
1294 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1295 else
1296 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1297 }
1298 else if (tmp->body_info[i])
1299 {
1300 if (op->body_info[i])
1301 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1302 else
1303 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1304 }
1305 }
1306
1307 if (tmp->weight)
1308 {
1309 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1310 new_draw_info (NDI_UNIQUE, 0, op, buf);
1311 }
1312
1313 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1314 {
1315 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1316 new_draw_info (NDI_UNIQUE, 0, op, buf);
1317 if (is_in_shop (op))
1318 {
1319 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1320 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1321 else
1322 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1323 new_draw_info (NDI_UNIQUE, 0, op, buf);
1324 }
1325 }
1326
1327 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1328 examine_monster (op, tmp);
1329
1330 /* Is this item buildable? */
1331 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1332 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1333
1334 /* Does the object have a message? Don't show message for all object
1335 * types - especially if the first entry is a match
1336 */
1337 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1338 {
1339
1340 /* This is just a hack so when identifying the items, we print
1341 * out the extra message
1342 */
1343 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1344 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1345
1346 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1347 }
1348 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1349}
1350
1351/*
1352 * inventory prints object's inventory. If inv==NULL then print player's
1353 * inventory.
1354 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1355 */
1356void
1357inventory (object *op, object *inv)
1358{
1359 object *tmp;
1360 char *in;
1361 int items = 0, length;
1362
1363 if (inv == NULL && op == NULL)
1364 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1366 return;
1367 }
1368 tmp = inv ? inv->inv : op->inv;
1369
1370 while (tmp)
1371 {
1372 if ((!tmp->invisible &&
1373 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1374 items++;
1375 tmp = tmp->below;
1376 }
1377 if (inv == NULL)
1378 { /* player's inventory */
1379 if (items == 0)
1380 {
1381 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1382 return;
1383 }
1384 else
1385 {
1386 length = 28;
1387 in = "";
1388 if (op)
1389 clear_win_info (op);
1390 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1391 }
1392 }
1393 else
1394 {
1395 if (items == 0)
1396 return;
1397 else
1398 {
1399 length = 28;
1400 in = " ";
1401 }
1402 }
1403 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1404 {
1405 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1406 continue;
1407 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1408 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1409 query_name (tmp), tmp->count, query_weight (tmp));
1410 else
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1412 }
1413 if (!inv && op)
1414 {
1415 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1416 }
1417} 1061}
1418 1062
1419static void 1063static void
1420display_new_pickup (object *op) 1064display_new_pickup (object *op)
1421{ 1065{
1422 int i = op->contr->mode; 1066 int i = op->contr->mode;
1423 1067
1424 if (!(i & PU_NEWMODE))
1425 return;
1426
1427 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1428 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 DEBUG", i & PU_DEBUG ? 1 : 0);
1429 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 INHIBIT", i & PU_INHIBIT ? 1 : 0);
1430 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); 1070 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1431 1071
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1458 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); 1098 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1459 1099
1460 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); 1100 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1461 1101
1462 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 JEWELS", i & PU_JEWELS ? 1 : 0);
1103 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1463 1104
1464 new_draw_info_format (NDI_UNIQUE, 0, op, ""); 1105 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1465} 1106}
1466 1107
1467int 1108int
1469{ 1110{
1470 uint32 i; 1111 uint32 i;
1471 static const char *names[] = { 1112 static const char *names[] = {
1472 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", 1113 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1473 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", 1114 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1474 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL 1115 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1116 "jewels", "flesh", NULL
1475 }; 1117 };
1476 static uint32 modes[] = { 1118 static uint32 modes[] = {
1477 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, 1119 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1478 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, 1120 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1479 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 1121 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1122 PU_JEWELS, PU_FLESH, 0
1480 }; 1123 };
1481 1124
1482 if (!params) 1125 if (!params)
1483 { 1126 {
1484 /* if the new mode is used, just print the settings */ 1127 /* if the new mode is used, just print the settings */
1485 if (op->contr->mode & PU_NEWMODE)
1486 {
1487 display_new_pickup (op); 1128 display_new_pickup (op);
1488 return 1;
1489 }
1490 if (1)
1491 LOG (llevDebug, "command_pickup: !params\n");
1492 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1493 return 0; 1129 return 0;
1494 } 1130 }
1495 1131
1496 while (*params == ' ' && *params) 1132 while (*params == ' ' && *params)
1497 params++; 1133 params++;
1503 for (mode = 0; names[mode]; mode++) 1139 for (mode = 0; names[mode]; mode++)
1504 { 1140 {
1505 if (!strcmp (names[mode], params + 1)) 1141 if (!strcmp (names[mode], params + 1))
1506 { 1142 {
1507 i = op->contr->mode; 1143 i = op->contr->mode;
1508 if (!(i & PU_NEWMODE)) 1144
1509 i = PU_NEWMODE;
1510 if (*params == '+') 1145 if (*params == '+')
1511 i = i | modes[mode]; 1146 i = i | modes[mode];
1512 else 1147 else
1513 i = i & ~modes[mode]; 1148 i = i & ~modes[mode];
1149
1514 op->contr->mode = i; 1150 op->contr->mode = i;
1515 display_new_pickup (op); 1151 display_new_pickup (op);
1516 return 1; 1152 return 1;
1517 } 1153 }
1518 } 1154 }
1520 return 1; 1156 return 1;
1521 } 1157 }
1522 1158
1523 if (sscanf (params, "%u", &i) != 1) 1159 if (sscanf (params, "%u", &i) != 1)
1524 { 1160 {
1525 if (1)
1526 LOG (llevDebug, "command_pickup: params==NULL\n");
1527 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> ."); 1161 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1528 return 1; 1162 return 1;
1529 } 1163 }
1530 set_pickup_mode (op, i); 1164
1165 if (i <= PU_RATIO)
1166 i |= op->contr->mode & ~PU_RATIO;
1167
1168 op->contr->mode = i;
1531 1169
1532 return 1; 1170 return 1;
1533} 1171}
1534 1172
1535void
1536set_pickup_mode (object *op, int i)
1537{
1538 switch (op->contr->mode = i)
1539 {
1540 case 0:
1541 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1542 break;
1543 case 1:
1544 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1545 break;
1546 case 2:
1547 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1548 break;
1549 case 3:
1550 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1551 break;
1552 case 4:
1553 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1554 break;
1555 case 5:
1556 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1557 break;
1558 case 6:
1559 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1560 break;
1561 case 7:
1562 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1563 break;
1564 }
1565}
1566
1567int 1173int
1568command_search_items (object *op, char *params) 1174command_search_items (object *op, char *params)
1569{ 1175{
1570 char buf[MAX_BUF];
1571
1572 if (settings.search_items == FALSE)
1573 return 1;
1574
1575 if (params == NULL) 1176 if (params == NULL)
1576 { 1177 {
1577 if (op->contr->search_str[0] == '\0') 1178 if (op->contr->search_str[0] == '\0')
1578 { 1179 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); 1180 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1580 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); 1181 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1581 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); 1182 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1582 return 1; 1183 return 1;
1583 } 1184 }
1185
1584 op->contr->search_str[0] = '\0'; 1186 op->contr->search_str[0] = '\0';
1585 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); 1187 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1586 fix_player (op); 1188 op->contr->queue_stats_update ();
1587 return 1; 1189 return 1;
1588 } 1190 }
1589 if ((int) strlen (params) >= MAX_BUF) 1191
1192 if (strlen (params) >= sizeof (op->contr->search_str))
1590 { 1193 {
1591 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1592 return 1; 1195 return 1;
1593 } 1196 }
1197
1594 strcpy (op->contr->search_str, params); 1198 strcpy (op->contr->search_str, params);
1595 sprintf (buf, "Searching for '%s'.", op->contr->search_str); 1199 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1596 new_draw_info (NDI_UNIQUE, 0, op, buf); 1200 op->contr->queue_stats_update ();
1597 fix_player (op); 1201
1598 return 1; 1202 return 1;
1599} 1203}
1600 1204
1205int
1206command_unlock (object *op, char *params)
1207{
1208 /* if the unlock command typed with nothing, unlock everything,
1209 * this might be bad
1210 */
1211 if (params == NULL)
1212 {
1213 for (object *item = op->inv; item; item = item->below)
1214 {
1215 item->clr_flag (FLAG_INV_LOCKED);
1216 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1217 esrv_update_item (UPD_FLAGS, op, item);
1218 }
1219 return 0;
1220 }
1221
1222 /* if the unlock command is used with a param,
1223 * unlock what matches. i.e. unlock material, should unlock all the materials
1224 */
1225 for (object *item = op->inv; item; item = item->below)
1226 if (item->name.contains (params))
1227 {
1228 item->clr_flag (FLAG_INV_LOCKED);
1229 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1230 esrv_update_item (UPD_FLAGS, op, item);
1231 }
1232
1233 return 0;
1234}
1235
1236int
1237command_lock (object *op, char *params)
1238{
1239 /* if the lock command is typed by itself, lock everything
1240 */
1241 if (params == NULL)
1242 {
1243 for (object *item = op->inv; item; item = item->below)
1244 {
1245 item->set_flag (FLAG_INV_LOCKED);
1246 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1247 esrv_update_item (UPD_FLAGS, op, item);
1248 }
1249 return 0;
1250 }
1251
1252 /* if the lock command is used with a param, lock what matches.
1253 * i.e. lock material, should lock all the materials
1254 */
1255 for (object *item = op->inv; item; item = item->below)
1256 if (item->name.contains (params))
1257 {
1258 item->set_flag (FLAG_INV_LOCKED);
1259 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1260 esrv_update_item (UPD_FLAGS, op, item);
1261 }
1262
1263 return 0;
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines