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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.4 by elmex, Thu Aug 17 08:07:38 2006 UTC vs.
Revision 1.134 by root, Sat Nov 17 23:40:03 2018 UTC

1/* 1/*
2 * static char *rcsid_c_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: c_object.C,v 1.4 2006/08/17 08:07:38 elmex Exp $";
4 */ 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
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
5/* 26/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26
27 Object (handling) commands 27 * Object (handling) commands
28*/ 28 */
29 29
30#include <global.h> 30#include <global.h>
31#include <loader.h>
32#include <skills.h> 31#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 32#include <sproto.h>
35#endif
36#include <living.h> 33#include <living.h>
37#include <math.h> 34
38/* 35/*
39 * Object id parsing functions 36 * Object id parsing functions
40 */ 37 */
41 38
42#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45#define ADD_ITEM(NEW,COUNT)\ 39#define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\ 40 if(!first) {\
47 OBLINKMALLOC(first);\ 41 first = new objectlink;\
48 last=first;\ 42 last=first;\
49 } else {\ 43 } else {\
50 OBLINKMALLOC(last->next);\ 44 last->next = new objectlink;\
51 last=last->next;\ 45 last=last->next;\
52 }\ 46 }\
53 last->next=NULL;\ 47 last->next=0;\
54 last->ob=(NEW);\ 48 last->ob=(NEW);\
55 last->id=(COUNT); 49 last->id=(COUNT);
56 50
57/** 51/**
58 * Search the inventory of 'pl' for what matches best with params. 52 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour 53 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match. 54 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to 55 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects 56 * only unapply applied, or apply unapplied objects
63 **/ 57 **/
58static object *
64static object *find_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)
65{ 60{
66 object *tmp, *best=NULL; 61 object *best = 0;
67 int match_val=0,tmpmatch; 62 int match_val = 0;
68 63
69 for (tmp=pl->inv; tmp; tmp=tmp->below) { 64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 {
70 if (tmp->invisible) continue; 66 if (tmp->invisible)
67 continue;
68
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) { 69 int tmpmatch = item_matched_string (pl, tmp, params);
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 70
71 if (tmpmatch > match_val)
72 {
73 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
74 continue;
75
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 76 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
77 continue;
78
74 match_val=tmpmatch; 79 match_val = tmpmatch;
75 best=tmp; 80 best = tmp;
76 } 81 }
77 } 82 }
83
78 return best; 84 return best;
79} 85}
80 86
81/** 87/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 89 **/
90object *
84object *find_best_object_match(object *pl, const char *params) 91find_best_object_match (object *pl, const char *params)
85{ 92{
86 return find_best_apply_object_match(pl, params, AP_NULL); 93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
87} 94}
88 95
89/* 96static bool
90 * Notes about item creation: 97can_split (object *pl, object *&op, sint32 nrof)
91 * 1) It is similar in syntax to the dm create command. 98{
92 * 2) It requires a player to have a buildfacility below him, a tool in his 99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
93 * possesion, and materials to build with.
94 * 3) The random roll is done in a loop, so if the player tries to make 100,
95 * he makes 100 checks.
96 * 4) Exp is given only on succ. creations, but materials are used regardless.
97 * 5) The properties of the tool are stored in tooltype and weapontype.
98 * 6) The properties of the buildfacilities are stored in tooltype.
99 * 7) For now, all ingredients must be type 73 INORGANIC.
100 * 8) The player can attempt to create any arch, but item_power and value
101 * will prevent most artifacts from being built.
102 * 9) The code allows magic bonuses up to +5. It is not trivial to make a +5
103 * item.
104 *10) If you ever extend it beyond +5, add more gemtypes. Currently the code
105 * looks for gemcost gems per item, per plus. So a +5 item requires
106 * gemcost pearls,rubies,emeralds,sapphires and diamonds. Not cheap.
107 *11) There are a zillion if statements in this code. Alot of checking takes
108 * place here. All of them are needed.
109 */
110
111int command_build (object *pl, char *params) {
112 return 0;
113#if 0
114 object *marked, *facility, *tool, *newobj, *tmp;
115 archetype *at;
116 int skillnr, obpow, number, bonus, mneed, nrof, magic, i, nummade, found;
117 int gemcost;
118 char *bp;
119 materialtype_t *mt;
120
121 /* NOTE THIS FUNCTION IS CURRENTLY DISABLED */
122
123/* Given this is currently disabled, I'm not going to bother updating
124 * it with the new skill system. IT really needs to get the skill object
125 * pointer in a better fashion than it is currently doing.
126 */
127 if (!params) {
128 new_draw_info(NDI_UNIQUE, 0, pl, "Usage:build [nr] [+magic] <object>");
129 return 0;
130 }
131 marked = find_marked_object(pl);
132 if (marked == NULL || !marked->material || marked->materialname == NULL ||
133 marked->type != INORGANIC) {
134 new_draw_info(NDI_UNIQUE, 0, pl, "You must mark some ingredients.");
135 return 0;
136 }
137 while (*params==' ')
138 params++;
139 bp = params;
140 nrof = 1;
141 magic = 0;
142
143 if (sscanf(bp, "%d ", &nrof)) {
144 if ((bp = strchr(params, ' ')) == NULL) {
145 new_draw_info(NDI_UNIQUE, 0, pl,
146 "Usage: build [nr] [+magic] <object>");
147 return 0;
148 }
149 bp++;
150 }
151 if (sscanf(bp, "+%d ", &magic)) {
152 if ((bp = strchr(bp, ' ')) == NULL) {
153 new_draw_info(NDI_UNIQUE, 0, pl,
154 "Usage: build [nr] [+magic] <object>");
155 return 0;
156 }
157 bp++;
158 }
159 while (*bp==' ')
160 bp++;
161 at=find_archetype_by_object_name(bp);
162 if (at == NULL) {
163 new_draw_info_format(NDI_UNIQUE, 0, pl,
164 "You don't know how to make a %s.", bp);
165 return 0;
166 }
167 newobj = get_object();
168 copy_object(&at->clone, newobj);
169
170 skillnr = -1;
171
172 if ((IS_ARMOR(newobj) && newobj->material != M_LEATHER) ||
173 newobj->type == WEAPON)
174 skillnr = SK_SMITH;
175
176 if (IS_ARMOR(newobj) && newobj->material == M_LEATHER)
177 skillnr = SK_WOODSMAN;
178 100 {
179 if (newobj->type == BOW || newobj->type == ARROW) 101 op = tmp;
180 skillnr = SK_BOWYER;
181
182 if (skillnr == -1) {
183 new_draw_info(NDI_UNIQUE, 0, pl, "You don't know how to create that.");
184 return 0;
185 }
186
187 if (!change_skill(pl, skillnr, 0)) {
188 new_draw_info(NDI_UNIQUE, 0, pl,
189 "You lack the needed skill to make that item.");
190 return 0;
191 }
192 facility = NULL;
193 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
194 if (tmp->type == BUILDFAC && tmp->tooltype == newobj->type)
195 facility=tmp;
196 if (facility == NULL) {
197 new_draw_info(NDI_UNIQUE, 0, pl, "You lack a suitable workspace.");
198 return 0;
199 }
200 if (magic && !(IS_ARMOR(newobj) || IS_WEAPON(newobj))) {
201 new_draw_info(NDI_UNIQUE, 0, pl, "A magical bonus is only valid with "
202 "armour and weapons.");
203 return 0;
204 }
205
206 /* use newobj->weapontype == tool->weapontype for building weapons */
207 /* use newobj->material == tool->weapontype for building armour */
208 /* newobj->type == tool->tooltype */
209 tool = NULL;
210 for (tmp=pl->inv; tmp; tmp=tmp->below) {
211 if (tmp->type != TOOL)
212 continue;
213 if (IS_ARMOR(newobj) && (newobj->material & tmp->weapontype) &&
214 newobj->type == tmp->tooltype) {
215 if (tool == NULL ||
216 (tool->level + tool->magic) < (tmp->level + tmp->magic))
217 tool = tmp;
218 } else if (IS_WEAPON(newobj) && (newobj->weapontype&tmp->weapontype) &&
219 newobj->type == tmp->tooltype) {
220 if (tool == NULL ||
221 (tool->level + tool->magic) < (tmp->level + tmp->magic))
222 tool = tmp;
223 }
224 /* should split off bows arrows and probably bolts around here */
225 }
226 if (tool == NULL) {
227 new_draw_info(NDI_UNIQUE, 0, pl, "You lack the required tools.");
228 return 0;
229 }
230
231 mt = name_to_material(marked->materialname);
232 if (mt == NULL) {
233 new_draw_info(NDI_UNIQUE, 0, pl, "Your raw materials are garbage.");
234 return 0;
235 }
236 if (magic < 0) {
237 new_draw_info(NDI_UNIQUE, 0, pl, "You cannot create cursed objects.");
238 return 0;
239 }
240 if (magic > 0 && SK_level(pl)/20 < magic) {
241 new_draw_info(NDI_UNIQUE, 0, pl, "You are not powerful enough to "
242 "create such a magical item.");
243 return 0;
244 }
245
246 gemcost = 100;
247 if (newobj->type == ARROW)
248 gemcost = 1;
249 if (magic > 0) {
250 found = 0;
251 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
252 if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
253 tmp->nrof >= gemcost*nrof*mt->value/100)
254 found++;
255 if (magic > 1)
256 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
257 if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
258 tmp->nrof >= gemcost*nrof*mt->value/100)
259 found++;
260 if (magic > 2)
261 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
262 if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
263 tmp->nrof >= gemcost*nrof*mt->value/100)
264 found++;
265 if (magic > 3)
266 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
267 if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
268 tmp->nrof >= gemcost*nrof*mt->value/100)
269 found++;
270 if (magic > 4)
271 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
272 if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
273 tmp->nrof >= gemcost*nrof*mt->value/100)
274 found++;
275 if (found < magic) {
276 new_draw_info(NDI_UNIQUE, 0, pl, "You did not provide a suitable "
277 "sacrifice of gems on the ground to add this much magic.");
278 return 0; 102 return true;
279 }
280 if (25*pow(3, magic)*mt->value/100 > pl->stats.sp) {
281 new_draw_info(NDI_UNIQUE, 0, pl, "You do not have enough mana "
282 "to create this object.");
283 return 0;
284 }
285 }
286
287 /* good lord. Now we have a tool, facilites, materials (marked) and an
288 object we want to create. Thats alot of if's */
289
290 obpow = (newobj->item_power + newobj->value/1000 + 1)*mt->value/100;
291 mneed = nrof*((newobj->weight * mt->weight)/80);
292 /* cost can be balanced out by cost to disassemble items for materials */
293 if ((marked->weight * MAX(1, marked->nrof)) < mneed) {
294 new_draw_info_format(NDI_UNIQUE, 0, pl, "You do not have enough %s.",
295 marked->name);
296 return 0;
297 }
298 if (obpow > (tool->level+tool->magic)) {
299 new_draw_info_format(NDI_UNIQUE, 0, pl, "Your %s is not capable of "
300 "crafting such a complex item.", tool->name);
301 return 0;
302 }
303 set_abs_magic(newobj, magic);
304 set_materialname(newobj, 1, mt);
305 for (i=0, nummade=0; i< nrof; i++) {
306 bonus = tool->level+tool->magic - obpow;
307 number = rndm(1, 3*obpow*magic);
308 LOG(llevDebug, "command_build: skill:%d obpow:%d rndm:%d tool:%s "
309 "newobj:%s marked:%s magic:%d\n", SK_level(pl)+bonus, obpow,
310 number, tool->name, newobj->name, marked->name, magic);
311 if (SK_level(pl)+bonus > number) {
312 /* wow, we actually created something */
313 newobj->x = pl->x;
314 newobj->y = pl->y;
315 newobj->map = pl->map;
316 SET_FLAG(newobj, FLAG_IDENTIFIED);
317 if (i == 0)
318 newobj = insert_ob_in_ob(newobj, pl);
319 else
320 newobj->nrof++;
321 esrv_send_item(pl, newobj);
322 nummade++;
323 } else {
324 free_object(newobj);
325 if (bonus < rndm(1, number-SK_level(pl)+bonus)) {
326 new_draw_info_format(NDI_UNIQUE, 0, pl,
327 "You broke your %s!\n", tool->name);
328 esrv_del_item(pl->contr, tool->count);
329 remove_ob(tool);
330 free_object(tool);
331 break;
332 } 103 }
333 } 104 else
334 /* take away materials too */
335 tmp = get_split_ob(marked, MAX(1, mneed/marked->weight));
336 if (tmp)
337 free_object(tmp);
338 if (marked->nrof < 1)
339 esrv_del_item(pl->contr, marked->count);
340 else
341 esrv_send_item(pl, marked);
342 } 105 {
343 if (magic) 106 if (op->nrof > 1)
344 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above) 107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
345 if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") && 108 else
346 tmp->nrof >= gemcost*nrof*mt->value/100) 109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
347 tmp->nrof -= gemcost*nrof*mt->value/100; 110
348 if (magic > 1) 111 return false;
349 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
350 if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
351 tmp->nrof >= gemcost*nrof*mt->value/100)
352 tmp->nrof -= gemcost*nrof*mt->value/100;
353 if (magic > 2)
354 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
355 if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
356 tmp->nrof >= gemcost*nrof*mt->value/100)
357 tmp->nrof -= gemcost*nrof*mt->value/100;
358 if (magic > 3)
359 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
360 if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
361 tmp->nrof >= gemcost*nrof*mt->value/100)
362 tmp->nrof -= gemcost*nrof*mt->value/100;
363 if (magic > 4)
364 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
365 if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
366 tmp->nrof >= gemcost*nrof*mt->value/100)
367 tmp->nrof -= gemcost*nrof*mt->value/100;
368 if (magic)
369 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
370 if (tmp->type == GEM &&
371 (!strcmp(tmp->arch->name, "diamond") ||
372 !strcmp(tmp->arch->name, "ruby") ||
373 !strcmp(tmp->arch->name, "sapphire") ||
374 !strcmp(tmp->arch->name, "emerald") ||
375 !strcmp(tmp->arch->name, "pearl"))) {
376 if (tmp->nrof == 0) {
377 remove_ob(tmp);
378 free_object(tmp);
379 }
380 if (pl->contr)
381 pl->contr->socket.update_look=1;
382 } 112 }
383 pl->stats.sp -= 25*pow(3, magic)*mt->value/100;
384 fix_player(pl);
385 if (nummade > 1) {
386 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created %d %s.",
387 nummade, query_base_name(newobj, 1));
388 } else if (nummade == 1) {
389 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created a %s.",
390 query_base_name(newobj, 0));
391 } else {
392 new_draw_info_format(NDI_UNIQUE, 0, pl,
393 "You have failed to craft a %s.", query_base_name(newobj, 0));
394 return 0;
395 }
396 if (skills[skillnr].category != EXP_NONE)
397 add_exp(pl, obpow*nummade);
398 return 1;
399#endif
400} 113}
401 114
402 115int
403
404int command_uskill ( object *pl, char *params) { 116command_uskill (object *pl, char *params)
117{
405 if (!params) { 118 if (!params)
119 {
406 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>");
407 return 0; 121 return 0;
408 } 122 }
123
409 return use_skill(pl,params); 124 return use_skill (pl, params);
410} 125}
411 126
127int
412int command_rskill ( object *pl, char *params) { 128command_rskill (object *pl, char *params)
129{
413 object *skill; 130 object *skill;
414 131
415 if (!params) { 132 if (!params)
133 {
416 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>");
417 return 0; 135 return 0;
418 } 136 }
137
419 skill = find_skill_by_name(pl, params); 138 skill = find_skill_by_name_fuzzy (pl, params);
420 139
421 if (!skill) { 140 if (!skill)
141 {
422 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);
423 return 0; 147 return 1;
424 }
425 return change_skill(pl,skill, 0);
426} 148}
427
428
429/* These functions (command_search, command_disarm) are really just wrappers for
430 * things like 'use_skill ...'). In fact, they should really be obsoleted
431 * and replaced with those.
432 */
433int command_search (object *op, char *params) {
434 return use_skill(op, skill_names[SK_FIND_TRAPS]);
435}
436
437int command_disarm (object *op, char *params) {
438 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
439}
440
441 149
442/* 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
443 * as it includes the object to throw. 151 * as it includes the object to throw.
444 */ 152 */
153int
445int command_throw (object *op, char *params) 154command_throw (object *op, char *params)
446{ 155{
447 object *skop; 156 if (object *skop = find_skill_by_name (op, shstr_throwing))
448
449 skop = find_skill_by_name(op, skill_names[SK_THROWING]);
450 if (skop) return do_skill(op, op, skop, op->facing,params); 157 return do_skill (op, op, skop, op->facing, params);
451 else { 158 else
452 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.");
453 } 160
454 return 0; 161 return 0;
455} 162}
456 163
457 164int
458int command_apply (object *op, char *params) 165command_apply (object *op, char *params)
459{ 166{
460 if (!params) { 167 if (!params)
168 {
461 player_apply_below(op); 169 player_apply_below (op);
462 return 0; 170 return 0;
463 } 171 }
464 else { 172 else
173 {
465 apply_flag aflag = (apply_flag) 0; 174 apply_flag aflag = (apply_flag)0;
466 object *inv;
467 175
468 while (*params==' ') params++; 176 while (*params == ' ')
177 params++;
178
469 if (!strncmp(params,"-a ",3)) { 179 if (!strncmp (params, "-a ", 3))
470 aflag=AP_APPLY; 180 {
471 params+=3; 181 aflag = AP_APPLY;
472 } 182 params += 3;
183 }
184
473 if (!strncmp(params,"-u ",3)) { 185 if (!strncmp (params, "-u ", 3))
474 aflag=AP_UNAPPLY; 186 {
475 params+=3; 187 aflag = AP_UNAPPLY;
476 } 188 params += 3;
189 }
190
477 while (*params==' ') params++; 191 while (*params == ' ')
192 params++;
478 193
479 inv=find_best_apply_object_match(op, params, aflag); 194 if (object *inv = find_best_apply_object_match (op, params, aflag))
480 if (inv) { 195 op->apply (inv, aflag);
481 player_apply(op,inv,aflag,0);
482 } else 196 else
483 new_draw_info_format(NDI_UNIQUE, 0, op,
484 "Could not find any match to the %s.",params); 197 op->failmsgf ("Could not find any match to the %s.", params);
485 } 198 }
199
486 return 0; 200 return 0;
487} 201}
488 202
489/* 203/*
490 * 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
493 * objects (op) we want to put in. We specify it separately instead of 207 * objects (op) we want to put in. We specify it separately instead of
494 * using op->nrof because often times, a player may have specified a 208 * using op->nrof because often times, a player may have specified a
495 * certain number of objects to drop, so we can pass that number, and 209 * certain number of objects to drop, so we can pass that number, and
496 * not need to use split_ob and stuff. 210 * not need to use split_ob and stuff.
497 */ 211 */
212int
498int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 213sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
499 214{
500 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 215 if (!sack->flag [FLAG_APPLIED])
501 new_draw_info_format(NDI_UNIQUE, 0, pl,
502 "The %s is not active.", query_name(sack));
503 return 0;
504 } 216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
218 return 0;
219 }
220
505 if (sack == op) { 221 if (sack == op)
506 new_draw_info_format(NDI_UNIQUE, 0, pl,
507 "You can't put the %s into itself.", query_name(sack));
508 return 0;
509 } 222 {
510 if (sack->race && (sack->race != op->race || op->type == CONTAINER 223 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
511 || (sack->stats.food && sack->stats.food != op->type))) { 224 return 0;
512 new_draw_info_format(NDI_UNIQUE, 0, pl, 225 }
513 "You can put only %s into the %s.", sack->race, query_name(sack)); 226
514 return 0; 227 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
515 } 228 {
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));
230 return 0;
231 }
232
516 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 233 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
517 new_draw_info_format(NDI_UNIQUE, 0, pl,
518 "You can't put the key into %s.", query_name(sack));
519 return 0;
520 } 234 {
521 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 235 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
522 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
523 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
524 new_draw_info_format(NDI_UNIQUE, 0, pl,
525 "That won't fit in the %s!", query_name(sack));
526 return 0; 236 return 0;
237 }
238
239 if (sack->weight_limit
240 && weight_t (sack->carrying
241 + sack->number_of ()
242 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
243 * (100 - sack->stats.Str) / 100)
244 > sack->weight_limit)
527 } 245 {
246 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
247 return 0;
248 }
249
528 /* All other checks pass, must be OK */ 250 /* All other checks pass, must be OK */
529 return 1; 251 return 1;
530} 252}
531 253
532/* Pick up commands follow */ 254/* Pick up commands follow */
255
533/* pl = player (not always - monsters can use this now) 256/* pl = player (not always - monsters can use this now)
534 * op is the object to put tmp into, 257 * op is the object to put tmp into,
535 * 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
536 * pick up (0 means all of them) 259 * pick up (0 means all of them)
537 */ 260 */
261static void
538static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 262pick_up_object (object *pl, object *op, object *tmp, int nrof)
539{ 263{
540 /* buf needs to be big (more than 256 chars) because you can get
541 * very long item names.
542 */
543 char buf[HUGE_BUF];
544 object *env=tmp->env;
545 uint32 weight, effective_weight_limit; 264 weight_t weight, effective_weight_limit;
546 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 265 int tmp_nrof = tmp->number_of ();
547 266
548 /* 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
549 * 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
550 * (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
551 * containers not allowed as of now) 270 * containers not allowed as of now)
552 */ 271 */
553 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 272 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
554 is_player_inv(tmp)!=pl) {
555 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
556 return;
557 }
558 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
559 return;
560 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
561 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
562 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
563 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
564 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
565 remove_ob (tmp);
566 free_object(tmp);
567 return;
568 }
569 273 {
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.>");
277 return;
278 }
279
280 if (tmp->flag [FLAG_NO_DROP])
281 return;
282
570 if (nrof > tmp_nrof || nrof == 0) 283 if (nrof > tmp_nrof || nrof <= 0)
571 nrof = tmp_nrof; 284 nrof = tmp_nrof;
285
572 /* 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 */
573 weight = tmp->weight * nrof; 287 weight = tmp->weight * nrof;
288 if (tmp->inv)
574 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 289 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
575 if (pl->stats.Str <= MAX_STAT) 290
576 effective_weight_limit = weight_limit[pl->stats.Str]; 291 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
577 else 292
578 effective_weight_limit = weight_limit[MAX_STAT];
579 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 293 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
294 {
580 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.");
581 return; 296 return;
582 } 297 }
583 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 298
584 SET_FLAG(tmp, FLAG_WAS_WIZ); 299 if (!can_split (pl, tmp, nrof))
585 if (nrof != tmp_nrof) {
586 object *tmp2 = tmp;
587 tag_t tmp2_tag = tmp2->count;
588 tmp = get_split_ob (tmp, nrof);
589 if(!tmp) {
590 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
591 return; 300 return;
592 } 301
593 /* Tell a client what happened rest of objects */ 302 if (tmp->flag [FLAG_UNPAID])
594 if (pl->type == PLAYER) {
595 if (was_destroyed (tmp2, tmp2_tag))
596 esrv_del_item (pl->contr, tmp2_tag);
597 else
598 esrv_send_item (pl, tmp2);
599 }
600 } else {
601 /* If the object is in a container, send a delete to the client.
602 * - we are moving all the items from the container to elsewhere,
603 * so it needs to be deleted.
604 */
605 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
606 if (tmp->env && pl->type==PLAYER)
607 esrv_del_item (pl->contr, tmp->count);
608 remove_ob(tmp); /* Unlink it */
609 }
610 } 303 {
611 if(QUERY_FLAG(tmp, FLAG_UNPAID)) 304 tmp->flag.reset (FLAG_UNPAID);
612 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 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));
613 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 306 tmp->flag.set (FLAG_UNPAID);
307 }
614 else 308 else
615 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 309 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
616 new_draw_info(NDI_UNIQUE, 0,pl,buf);
617 310
618 tmp = insert_ob_in_ob(tmp, op); 311 op->insert (tmp);
619
620 /* All the stuff below deals with client/server code, and is only
621 * usable by players
622 */
623 if(pl->type!=PLAYER) return;
624
625 esrv_send_item (pl, tmp);
626 /* These are needed to update the weight for the container we
627 * are putting the object in.
628 */
629 if (op!=pl) {
630 esrv_update_item (UPD_WEIGHT, pl, op);
631 esrv_send_item (pl, pl);
632 }
633
634 /* Update the container the object was in */
635 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
636} 312}
637 313
638
639void pick_up(object *op,object *alt)
640/* 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 */
315void
316pick_up (object *op, object *alt)
641{ 317{
642 int need_fix_tmp = 0; 318 int need_fix_tmp = 0;
643 object *tmp=NULL; 319 object *tmp = NULL;
644 mapstruct *tmp_map=NULL; 320 maptile *tmp_map = NULL;
645 int count; 321 int count;
646 tag_t tag;
647 322
648 /* Decide which object to pick. */ 323 /* Decide which object to pick. */
649 if (alt) 324 if (alt)
650 { 325 {
651 if ( ! can_pick (op, alt)) { 326 if (!can_pick (op, alt))
327 {
652 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 328 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
653 alt->name); 329 goto leave;
330 }
331
332 tmp = alt;
333 }
334 else
335 {
336 if (op->below == NULL || !can_pick (op, op->below))
337 {
338 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
339 goto leave;
340 }
341
342 tmp = op->below;
343 }
344
345 /* Try to catch it. */
346 tmp_map = tmp->map;
347 tmp = stop_item (tmp);
348 if (tmp == NULL)
654 goto leave; 349 goto leave;
655 } 350
656 tmp = alt; 351 need_fix_tmp = 1;
352 if (!can_pick (op, tmp))
353 goto leave;
354
355 if (op->type == PLAYER)
657 } 356 {
357 count = op->contr->count;
358 if (count == 0)
359 count = tmp->nrof;
360 }
658 else 361 else
659 { 362 count = tmp->nrof;
660 if (op->below == NULL || ! can_pick (op, op->below)) { 363
661 new_draw_info (NDI_UNIQUE, 0, op, 364 /* container is open, so use it */
662 "There is nothing to pick up here."); 365 if (tmp->flag [FLAG_STARTEQUIP])
663 goto leave; 366 alt = op;
664 } 367 else if ((alt = op->container_ ()))
665 tmp = op->below;
666 } 368 {
667 369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
668 /* Try to catch it. */
669 tmp_map = tmp->map;
670 tmp = stop_item (tmp);
671 if (tmp == NULL)
672 goto leave; 370 goto leave;
673 need_fix_tmp = 1;
674 if ( ! can_pick (op, tmp))
675 goto leave;
676
677 if (op->type==PLAYER) {
678 count=op->contr->count;
679 if (count==0) count = tmp->nrof;
680 } 371 }
681 else 372 else
682 count=tmp->nrof; 373 { /* non container pickup */
683
684 /* container is open, so use it */
685 if (op->container) {
686 alt = op->container;
687 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
688 goto leave;
689 } else { /* non container pickup */
690 for (alt=op->inv; alt; alt=alt->below)
691 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
692 alt->race && alt->race==tmp->race &&
693 sack_can_hold (NULL, alt, tmp,count))
694 break; /* perfect match */
695
696 if (!alt)
697 for (alt=op->inv; alt; alt=alt->below) 374 for (alt = op->inv; alt; alt = alt->below)
698 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 375 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
699 sack_can_hold (NULL, alt, tmp,count)) 376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377 break; /* perfect match */
378
379 if (!alt)
380 for (alt = op->inv; alt; alt = alt->below)
381 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
700 break; /* General container comes next */ 382 break; /* General container comes next */
701 if (!alt) 383
384 if (!alt)
702 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
703 } 386 }
387
704 if(tmp->env == alt) { 388 if (tmp->env == alt)
389 {
705 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
706 * if someone wants to implement it 391 * if someone wants to implement it
707 */ 392 */
708 alt = op; 393 alt = op;
709 } 394 }
395
710#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
711 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
712#endif 398#endif
713 399
714 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
715 if (op->type == PLAYER && alt->type == CONTAINER 401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
716 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
717 { 402 {
718 new_draw_info (NDI_UNIQUE, 0, op, 403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
719 "This object cannot be put into containers!");
720 goto leave; 404 goto leave;
721 } 405 }
722 406
723 tag = tmp->count;
724 pick_up_object (op, alt, tmp, count); 407 pick_up_object (op, alt, tmp, count);
408
725 if (was_destroyed (tmp, tag) || tmp->env) 409 if (tmp->destroyed () || tmp->env)
726 need_fix_tmp = 0; 410 need_fix_tmp = 0;
411
727 if (op->type == PLAYER) 412 if (op->type == PLAYER)
728 op->contr->count=0; 413 op->contr->count = 0;
414
729 goto leave; 415 goto leave;
730 416
731 leave: 417leave:
732 if (need_fix_tmp) 418 if (need_fix_tmp)
733 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
734} 420}
735
736 421
737/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
738 * who issued the command. params is a string to 423 * who issued the command. params is a string to
739 * match against the item name. Basically, always 424 * match against the item name. Basically, always
740 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
741 */ 426 */
427int
742int command_take (object *op, char *params) 428command_take (object *op, char *params)
743{ 429{
744 object *tmp, *next; 430 object *tmp, *next;
745 431
746 if (op->container) 432 if (op->container_ ())
747 tmp=op->container->inv; 433 tmp = op->container_ ()->inv;
748 else { 434 else
749 tmp=op->above; 435 {
750 if (tmp) while (tmp->above) {
751 tmp=tmp->above; 436 tmp = op->above;
752 } 437 if (tmp)
438 while (tmp->above)
439 tmp = tmp->above;
440
441 if (!tmp)
442 tmp = op->below;
443 }
444
753 if (!tmp) 445 if (!tmp)
754 tmp=op->below;
755 } 446 {
756
757 if (tmp==NULL) {
758 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
759 return 0; 448 return 0;
760 } 449 }
761 450
762 /* Makes processing easier */ 451 /* Makes processing easier */
763 if (params && *params=='\0') params=NULL; 452 if (params && *params == '\0')
453 params = 0;
764 454
455 int cnt = MAX_ITEM_PER_ACTION;
456
765 while (tmp) { 457 while (tmp)
458 {
766 next=tmp->below; 459 next = tmp->below;
767 460
768 if (tmp->invisible) { 461 if (tmp->invisible)
769 tmp=next; 462 {
463 tmp = next;
770 continue; 464 continue;
771 } 465 }
466
772 /* 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
773 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
774 * not make it any more efficient 469 * not make it any more efficient
775 */ 470 */
776 if (params && item_matched_string(op, tmp, params)) { 471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
777 pick_up(op, tmp); 474 pick_up (op, tmp);
778 } 475 }
779 else if (can_pick(op, tmp) && !params) { 476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
780 pick_up(op,tmp); 479 pick_up (op, tmp);
781 break; 480 break;
782 } 481 }
783 tmp=next; 482
784 /* Might as well just skip over the player immediately - 483 tmp = next;
785 * we know it can't be picked up
786 */
787 if (tmp == op) tmp=tmp->below;
788 }
789 if (!params && !tmp) {
790 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
791 if (!tmp->invisible) {
792 char buf[MAX_BUF];
793 sprintf(buf,"You can't pick up a %s.",
794 tmp->name? tmp->name:"null");
795 new_draw_info(NDI_UNIQUE, 0,op, buf);
796 break;
797 } 484 }
798 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 485
486 if (cnt < 0)
799 } 487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
800 return 0; 489 return 0;
801} 490 }
802 491
492 if (!params && !tmp)
493 {
494 for (tmp = op->below; tmp; tmp = tmp->below)
495 if (!tmp->invisible)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
498 break;
499 }
500
501 if (!tmp)
502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
503 }
504
505 return 0;
506}
803 507
804/* 508/*
805 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
806 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
807 * if nrof is non zero, then nrof objects is tried to put into sack. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
808 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
809 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
810 */ 515 */
516void
811void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
812{ 518{
813 tag_t tmp_tag, tmp2_tag;
814 object *tmp2, *sack2; 519 object *tmp2;
815 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
816 521
817 if (sack==tmp) return; /* Can't put an object in itself */ 522 if (sack == tmp)
818 if (sack->type != CONTAINER && sack->type != TRANSPORT) { 523 return; /* Can't put an object in itself */
819 new_draw_info_format(NDI_UNIQUE, 0,op, 524
820 "The %s is not a container.", query_name(sack)); 525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
821 return;
822 } 526 {
823 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
824 new_draw_info_format(NDI_UNIQUE, 0,op, 528 return;
825 "You cannot put the %s in the %s.", query_name(tmp),
826 query_name(sack));
827 return;
828 } 529 }
530
829 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
830 532 {
831 /* 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
832 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
833 * 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.
834 */ 536 */
835 sack2 = tmp;
836 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 537 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
837 query_name(tmp), query_name(sack)); 538
838 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
839 tmp = tmp2->below; 541 tmp = tmp2->below;
542
840 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)))
841 (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
842 put_object_in_sack (op, sack, tmp2, 0); 544 put_object_in_sack (op, sack, tmp2, 0);
843 } else { 545 else
546 {
844 sprintf(buf,"Your %s fills up.", query_name(sack)); 547 sprintf (buf, "Your %s fills up.", query_name (sack));
845 new_draw_info(NDI_UNIQUE, 0,op, buf); 548 new_draw_info (NDI_UNIQUE, 0, op, buf);
846 break; 549 break;
550 }
551 }
552
553 return;
847 } 554 }
848 }
849 esrv_update_item (UPD_WEIGHT, op, sack2);
850 return;
851 }
852 555
853 /* Don't worry about this for containers - our caller should have 556 /* Don't worry about this for containers - our caller should have
854 * already checked this. 557 * already checked this.
855 */ 558 */
856 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)))
857 return;
858
859 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
860 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
861 return; 560 return;
862 }
863 561
562 if (tmp->flag [FLAG_APPLIED])
563 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
564 return;
565
864 /* 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 */
865 if (nrof && tmp->nrof != nrof) { 567 if (!can_split (op, tmp, nrof))
866 object *tmp2 = tmp;
867 tmp2_tag = tmp2->count;
868 tmp = get_split_ob (tmp, nrof);
869
870 if(!tmp) {
871 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
872 return; 568 return;
873 }
874 /* Tell a client what happened other objects */
875 if (was_destroyed (tmp2, tmp2_tag))
876 esrv_del_item (op->contr, tmp2_tag);
877 else /* this can proably be replaced with an update */
878 esrv_send_item (op, tmp2);
879 } else
880 remove_ob(tmp);
881 569
882 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
883 query_name(tmp), query_name(sack)); 571 sack->insert (tmp);
884 tmp_tag = tmp->count; 572}
885 tmp2 = insert_ob_in_ob(tmp, sack);
886 fix_player(op); /* This is overkill, fix_player() is called somewhere */
887 /* in object.c */
888 573
889 /* 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
890 * 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:
891 */ 621 */
892 if (tmp2 != tmp)
893 esrv_del_item (op->contr, tmp_tag);
894 622
895 esrv_send_item (op, tmp2); 623 obj->x = dropper->x;
624 obj->y = dropper->y;
896 625
897 /* If a transport, need to update all the players in the transport 626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
898 * the view of what is in it.
899 */
900 if (sack->type == TRANSPORT) {
901 for (tmp=sack->inv; tmp; tmp=tmp->below) {
902 if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
903 }
904 } else {
905 /* update the sacks weight */
906 esrv_update_item (UPD_WEIGHT, op, sack);
907 }
908} 627}
909 628
910/* 629/*
911 * This function was part of drop, now is own function. 630 * This function was part of drop, now is own function.
912 * 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
913 * nrof objects is tried to dropped. 632 * nrof objects are tried to drop.
914 * This is used when dropping objects onto the floor. 633 * This is used when dropping objects onto the floor.
915 */ 634 */
916void 635void
917drop_object (object * op, object * tmp, uint32 nrof) 636drop_object (object *op, object *tmp, uint32 nrof)
918{ 637{
919 char buf[MAX_BUF]; 638 if (tmp->flag [FLAG_NO_DROP])
920 object *floor;
921
922 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
923 return; 639 return;
924 640
925 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (tmp->flag [FLAG_APPLIED])
926 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
927 return; /* can't unapply it */ 643 return; /* can't unapply it */
928 644
929 /* 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
930 * off 646 * off
931 */ 647 */
932 if (nrof && tmp->nrof != nrof) 648 if (!can_split (op, tmp, nrof))
649 return;
650
651 drop_object (op, tmp);
652
653 if (!tmp->destroyed () && !tmp->is_inserted ())
654 {
655 // if nothing happened with the object we give it back
656 op->insert (tmp);
933 { 657 }
934 object *tmp2 = tmp; 658}
935 tag_t tmp2_tag = tmp2->count; 659
936 tmp = get_split_ob (tmp, nrof); 660void
937 if (!tmp) 661drop (object *op, object *tmp)
662{
663 /* Hopeful fix for disappearing objects when dropping from a container -
664 * somehow, players get an invisible object in the container, and the
665 * old logic would skip over invisible objects - works fine for the
666 * playes inventory, but drop inventory wants to use the next value.
667 */
668 if (tmp->invisible)
669 {
670 /* if the following is the case, it must be in an container. */
671 if (tmp->env && tmp->env->type != PLAYER)
938 { 672 {
939 new_draw_info (NDI_UNIQUE, 0, op, errmsg); 673 /* Just toss the object - probably shouldn't be hanging
674 * around anyways
675 */
676 tmp->destroy ();
940 return; 677 return;
941 } 678 }
942 /* Tell a client what happened rest of objects. tmp2 is now the
943 * original object
944 */
945 if (op->type == PLAYER)
946 {
947 if (was_destroyed (tmp2, tmp2_tag))
948 esrv_del_item (op->contr, tmp2_tag);
949 else 679 else
950 esrv_send_item (op, tmp2); 680 while (tmp && tmp->invisible)
951 } 681 tmp = tmp->below;
952 }
953 else
954 remove_ob (tmp);
955
956 /* Lauwenmark: Handle for plugin drop event */
957 if (execute_event (tmp, EVENT_DROP, op, NULL, NULL, SCRIPT_FIX_ALL) != 0)
958 return;
959
960 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
961 { 682 }
962 sprintf (buf, "You drop the %s.", query_name (tmp)); 683
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 684 if (!tmp)
964 new_draw_info (NDI_UNIQUE, 0, op, 685 {
965 "The gods who lent it to you retrieves it."); 686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
966 if (op->type == PLAYER)
967 esrv_del_item (op->contr, tmp->count);
968 free_object (tmp);
969 fix_player (op);
970 return; 687 return;
971 } 688 }
972 689
973/* If SAVE_INTERVAL is commented out, we never want to save 690 if (tmp->flag [FLAG_INV_LOCKED])
974 * the player here.
975 */
976#ifdef SAVE_INTERVAL
977 /* I'm not sure why there is a value check - since the save
978 * is done every SAVE_INTERVAL seconds, why care the value
979 * of what he is dropping?
980 */
981 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
982 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
983 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
984 {
985 save_player (op, 1);
986 op->contr->last_save_time = time (NULL);
987 } 691 {
988#endif /* SAVE_INTERVAL */ 692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
989
990 if (op->type == PLAYER)
991 esrv_del_item (op->contr, tmp->count);
992
993 /* Call this before we update the various windows/players. At least
994 * that we, we know the weight is correct.
995 */
996 fix_player (op); /* This is overkill, fix_player() is called somewhere */
997 /* in object.c */
998
999 if (op->type == PLAYER)
1000 {
1001 op->contr->socket.update_look = 1;
1002 /* Need to update the weight for the player */
1003 esrv_send_item (op, op);
1004 }
1005
1006 floor = get_map_ob (op->map, op->x, op->y);
1007
1008 if (execute_event (floor, EVENT_DROP_ON, op, tmp, NULL, SCRIPT_FIX_ALL))
1009 return;
1010
1011 if (floor
1012 && floor->type == SHOP_FLOOR
1013 && !QUERY_FLAG (tmp, FLAG_UNPAID)
1014 && tmp->type != MONEY)
1015 sell_item (tmp, op);
1016
1017 tmp->x = op->x;
1018 tmp->y = op->y;
1019
1020 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
1021}
1022
1023void drop(object *op, object *tmp)
1024{
1025 /* Hopeful fix for disappearing objects when dropping from a container -
1026 * somehow, players get an invisible object in the container, and the
1027 * old logic would skip over invisible objects - works fine for the
1028 * playes inventory, but drop inventory wants to use the next value.
1029 */
1030 if (tmp->invisible) {
1031 /* if the following is the case, it must be in an container. */
1032 if (tmp->env && tmp->env->type != PLAYER) {
1033 /* Just toss the object - probably shouldn't be hanging
1034 * around anyways
1035 */
1036 remove_ob(tmp);
1037 free_object(tmp);
1038 return;
1039 } else {
1040 while(tmp!=NULL && tmp->invisible)
1041 tmp=tmp->below;
1042 }
1043 }
1044
1045 if (tmp==NULL) {
1046 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
1047 return; 693 return;
1048 } 694 }
1049 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 695
1050 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked"); 696 if (tmp->flag [FLAG_NO_DROP])
1051 return;
1052 } 697 {
1053 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
1054#if 0 698#if 0
1055 /* 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. */
1056 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.");
1057#endif 701#endif
1058 return; 702 return;
1059 } 703 }
1060 704
705 if (op->type == PLAYER && op->contr->last_used == tmp)
706 op->contr->last_used = tmp->below ? tmp->below
707 : tmp->above ? tmp->above
708 : (object *)0;
709
710 if (op->container_ ())
711 {
1061 if (op->type == PLAYER) 712 if (op->type == PLAYER)
1062 { 713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
1063 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
1064 object *n=NULL;
1065 if(tmp->below != NULL)
1066 n = tmp->below;
1067 else if(tmp->above != NULL)
1068 n = tmp->above;
1069 op->contr->last_used = n;
1070 if (n != NULL)
1071 op->contr->last_used_id = n->count;
1072 else 714 else
1073 op->contr->last_used_id = 0; 715 put_object_in_sack (op, op->container_ (), tmp, 0);
1074 }
1075 }; 716 }
1076 717 else
1077 if (op->container) { 718 {
1078 if (op->type == PLAYER) 719 if (op->type == PLAYER)
1079 {
1080 put_object_in_sack (op, op->container, tmp, op->contr->count);
1081 } else {
1082 put_object_in_sack(op, op->container, tmp, 0);
1083 };
1084 } else {
1085 if (op->type == PLAYER)
1086 {
1087 drop_object (op, tmp, op->contr->count); 720 drop_object (op, tmp, op->contr->count);
1088 } else { 721 else
1089 drop_object(op,tmp,0); 722 drop_object (op, tmp, 0);
1090 };
1091 } 723 }
724
1092 if (op->type == PLAYER) 725 if (op->type == PLAYER)
1093 op->contr->count = 0; 726 op->contr->count = 0;
1094} 727}
1095
1096
1097 728
1098/* Command will drop all items that have not been locked */ 729/* Command will drop all items that have not been locked */
730int
1099int command_dropall (object *op, char *params) { 731command_dropall (object *op, char *params)
732{
1100 733
1101 object * curinv, *nextinv;
1102
1103 if(op->inv == NULL) { 734 if (op->inv == NULL)
735 {
1104 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
1105 return 0; 737 return 0;
1106 } 738 }
1107 739
1108 curinv = op->inv; 740 object *curinv = op->inv;
741 object *nextinv;
1109 742
1110 /*
1111 This is the default. Drops everything not locked or considered
1112 not something that should be dropped.
1113 */
1114 /* 743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
1115 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
1116 the drop() routine will do unknown things to it when dropping 749 the drop() routine will do unknown things to it when dropping
1117 in a shop. --Tero.Pelander@utu.fi 750 in a shop. --Tero.Pelander@utu.fi
1118 */ 751 */
752 int cnt = MAX_ITEM_PER_ACTION;
1119 753
1120 if(params==NULL) { 754 if (!params)
1121 while(curinv != NULL) { 755 {
756 while (curinv)
757 {
1122 nextinv = curinv->below; 758 nextinv = curinv->below;
759
1123 while (nextinv && nextinv->type==MONEY) 760 while (nextinv && nextinv->type == MONEY)
1124 nextinv = nextinv->below; 761 nextinv = nextinv->below;
1125 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 762
1126 curinv->type != FOOD && curinv->type != KEY && 763 if (!curinv->flag [FLAG_INV_LOCKED]
1127 curinv->type != SPECIAL_KEY && curinv->type != GEM && 764 && !curinv->invisible
1128 !curinv->invisible && 765 && curinv->type != MONEY
1129 (curinv->type!=CONTAINER || op->container!=curinv)) 766 && curinv->type != FOOD
1130 { 767 && curinv->type != KEY
1131 drop(op,curinv); 768 && curinv->type != SPECIAL_KEY
769 && curinv->type != GEM
770 && curinv->type != CONTAINER)
771 {
772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
1132 } 777 }
1133 curinv = nextinv;
1134 }
1135 } 778 }
1136
1137 else if(strcmp(params, "weapons") == 0) { 779 else if (strcmp (params, "weapons") == 0)
1138 while(curinv != NULL) { 780 {
781 while (curinv)
782 {
1139 nextinv = curinv->below; 783 nextinv = curinv->below;
784
1140 while (nextinv && nextinv->type==MONEY) 785 while (nextinv && nextinv->type == MONEY)
1141 nextinv = nextinv->below; 786 nextinv = nextinv->below;
1142 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 787
1143 (curinv->type == BOW) || (curinv->type == ARROW))) 788 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
1144 { 789 {
1145 drop(op,curinv); 790 drop (op, curinv);
1146 } 791 if (--cnt <= 0) break;
792 }
793
1147 curinv = nextinv; 794 curinv = nextinv;
1148 } 795 }
1149 } 796 }
1150
1151 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
1152 while(curinv != NULL) { 798 {
799 while (curinv)
800 {
1153 nextinv = curinv->below; 801 nextinv = curinv->below;
802
1154 while (nextinv && nextinv->type==MONEY) 803 while (nextinv && nextinv->type == MONEY)
1155 nextinv = nextinv->below; 804 nextinv = nextinv->below;
1156 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 805
1157 curinv->type == SHIELD || curinv->type==HELMET)) 806 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
1158 { 807 {
1159 drop(op,curinv); 808 drop (op, curinv);
1160 } 809 if (--cnt <= 0) break;
810 }
811
1161 curinv = nextinv; 812 curinv = nextinv;
1162 } 813 }
1163 } 814 }
1164
1165 else if(strcmp(params, "misc") == 0) { 815 else if (strcmp (params, "misc") == 0)
1166 while(curinv != NULL) { 816 {
817 while (curinv)
818 {
1167 nextinv = curinv->below; 819 nextinv = curinv->below;
820
1168 while (nextinv && nextinv->type==MONEY) 821 while (nextinv && nextinv->type == MONEY)
1169 nextinv = nextinv->below; 822 nextinv = nextinv->below;
1170 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 823
1171 switch(curinv->type) { 824 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
1172 case HORN: 825 {
1173 case BOOK: 826 switch (curinv->type)
1174 case SPELLBOOK: 827 {
1175 case GIRDLE: 828 case HORN:
1176 case AMULET: 829 case BOOK:
1177 case RING: 830 case SPELLBOOK:
1178 case CLOAK: 831 case GIRDLE:
1179 case BOOTS: 832 case AMULET:
1180 case GLOVES: 833 case RING:
1181 case BRACERS: 834 case CLOAK:
1182 case SCROLL: 835 case BOOTS:
1183 case ARMOUR_IMPROVER: 836 case GLOVES:
1184 case WEAPON_IMPROVER: 837 case BRACERS:
1185 case WAND: 838 case SCROLL:
1186 case ROD: 839 case ARMOUR_IMPROVER:
1187 case POTION: 840 case WEAPON_IMPROVER:
1188 drop(op,curinv); 841 case WAND:
1189 curinv = nextinv; 842 case ROD:
1190 break; 843 case POTION:
1191 default: 844 drop (op, curinv);
1192 curinv = nextinv; 845 curinv = nextinv;
1193 break; 846 break;
1194 } 847 default:
1195 } 848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
1196 curinv = nextinv; 855 curinv = nextinv;
1197 } 856 }
1198 } 857 }
1199 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.");
861
1200/* draw_look(op);*/ 862/* draw_look(op);*/
1201 return 0; 863 return 0;
1202} 864}
1203 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
1204/* 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
1205 * comma seperated list. 892 * comma seperated list.
1206 */ 893 */
1207 894int
1208int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
1209{ 896{
1210 object *tmp, *next; 897 object *tmp, *next;
1211 int did_one=0;
1212 898
1213 if (!params) {
1214 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
1215 return 0;
1216 } else {
1217 for (tmp=op->inv; tmp; tmp=next) {
1218 next=tmp->below;
1219 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
1220 tmp->invisible) continue;
1221 if (item_matched_string(op,tmp,params)) {
1222 drop(op, tmp);
1223 did_one=1;
1224 }
1225 }
1226 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
1227 }
1228 if (op->type==PLAYER)
1229 {
1230 op->contr->count=0;
1231 op->contr->socket.update_look=1;
1232 };
1233/* draw_look(op);*/
1234 return 0;
1235}
1236
1237int command_examine (object *op, char *params)
1238{
1239 if (!params) { 899 if (!params)
1240 object *tmp=op->below; 900 {
1241 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
1242 if (tmp) examine(op,tmp); 902 return 0;
1243 } 903 }
1244 else { 904 else
1245 object *tmp=find_best_object_match(op,params); 905 {
1246 if (tmp) 906 vector<object *> matched_objs;
1247 examine(op,tmp); 907
1248 else 908 for (tmp = op->inv; tmp; tmp = next)
1249 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 909 {
910 next = tmp->below;
911 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
912 continue;
913
914 if (item_matched_string (op, tmp, params))
915 matched_objs.push_back (tmp);
916 }
917
918 int cnt = MAX_ITEM_PER_ACTION;
919
920 if (!drop_vector (op, matched_objs, &cnt))
921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
922
923 if (cnt <= 0)
924 op->failmsg ("Only dropped some items, can't drop that many items at once.");
1250 } 925 }
926
1251 return 0; 927 return 0;
1252} 928}
1253 929
1254/* op should be a player. 930int
1255 * we return the object the player has marked with the 'mark' command 931command_examine (object *op, char *params)
1256 * below. If no match is found (or object has changed), we return
1257 * NULL. We leave it up to the calling function to print messages if
1258 * nothing is found.
1259 */
1260object *find_marked_object(object *op)
1261{ 932{
1262 object *tmp; 933 if (!params)
1263
1264 if (!op || !op->contr) return NULL;
1265 if (!op->contr->mark) {
1266/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1267 return NULL;
1268 } 934 {
1269 /* This may seem like overkill, but we need to make sure that they 935 object *tmp = op->below;
1270 * player hasn't dropped the item. We use count on the off chance that 936
1271 * an item got reincarnated at some point. 937 while (tmp && !tmp->client_visible ())
1272 */ 938 tmp = tmp->below;
1273 for (tmp=op->inv; tmp; tmp=tmp->below) { 939
1274 if (tmp->invisible) continue; 940 if (tmp)
1275 if (tmp == op->contr->mark) { 941 examine (op, tmp);
1276 if (tmp->count == op->contr->mark_count)
1277 return tmp;
1278 else {
1279 op->contr->mark=NULL;
1280 op->contr->mark_count=0;
1281/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1282 return NULL;
1283 } 942 }
1284 } 943 else
1285 }
1286 return NULL;
1287}
1288 944 {
945 object *tmp = find_best_object_match (op, params);
946
947 if (tmp)
948 examine (op, tmp);
949 else
950 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
951 }
952
953 return 0;
954}
955
956std::string
957object::describe_monster (object *who)
958{
959 dynbuf_text buf (512, 512);
960
961 object *mon = head ? head : this;
962
963 if (mon->flag [FLAG_UNDEAD])
964 buf << "It is an undead force.\r";
965
966 if (mon->level > who->level)
967 buf << "It is likely more powerful than you.\r";
968 else if (mon->level < who->level)
969 buf << "It is likely less powerful than you.\r";
970 else
971 buf << "It is probably as powerful as you.\r";
972
973 if (mon->attacktype & AT_ACID)
974 buf << "You seem to smell an acrid odor.\r";
975
976 /* Anyone know why this used to use the clone value instead of the
977 * maxhp field? This seems that it should give more accurate results.
978 */
979 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
980 { /* From 1-4 */
981 case 1:
982 buf << "It is in a bad shape.\r";
983 break;
984 case 2:
985 buf << "It is hurt.\r";
986 break;
987 case 3:
988 buf << "It is somewhat hurt.\r";
989 break;
990 case 4:
991 buf << "It is in excellent shape.\r";
992 break;
993 }
994
995 if (present_in_ob (POISONING, mon))
996 buf << "It looks very ill.\r";
997
998 buf << '\n';
999
1000 return buf;
1001}
1002
1003/* tmp is the object being described, pl is who is examing it. */
1004const char *
1005long_desc (object *tmp, object *pl)
1006{
1007 static std::string s;
1008
1009 return (s = tmp->long_desc (pl)).c_str ();
1010}
1011
1012std::string
1013object::long_desc (object *who)
1014{
1015 std::string buf (query_name ());
1016
1017 switch (type)
1018 {
1019 case RING:
1020 case SKILL:
1021 case WEAPON:
1022 case ARMOUR:
1023 case BRACERS:
1024 case HELMET:
1025 case SHIELD:
1026 case BOOTS:
1027 case GLOVES:
1028 case AMULET:
1029 case GIRDLE:
1030 case RANGED:
1031 case BOW:
1032 case ARROW:
1033 case CLOAK:
1034 case FOOD:
1035 case DRINK:
1036 case FLESH:
1037 case SKILL_TOOL:
1038 case LAMP:
1039 case POWER_CRYSTAL:
1040 {
1041 const char *cp = ::describe_item (this, who);
1042
1043 if (*cp)
1044 {
1045 buf.append (" ");
1046 buf.append (cp);
1047 }
1048 }
1049 }
1050
1051 return buf;
1052}
1053
1054/* op is the player
1055 * tmp is the monster being examined.
1056 */
1057void
1058examine_monster (object *op, object *tmp)
1059{
1060 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1061}
1062
1063static void
1064display_new_pickup (object *op)
1065{
1066 int i = op->contr->mode;
1067
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1070 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1071
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1077
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1080
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1083 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1084
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1088 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1089
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1092 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1094
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1098 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1099
1100 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1101
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);
1104
1105 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1106}
1107
1108int
1109command_pickup (object *op, char *params)
1110{
1111 uint32 i;
1112 static const char *names[] = {
1113 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1114 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1115 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1116 "jewels", "flesh", NULL
1117 };
1118 static uint32 modes[] = {
1119 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1120 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1121 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1122 PU_JEWELS, PU_FLESH, 0
1123 };
1124
1125 if (!params)
1126 {
1127 /* if the new mode is used, just print the settings */
1128 display_new_pickup (op);
1129 return 0;
1130 }
1131
1132 while (*params == ' ' && *params)
1133 params++;
1134
1135 if (*params == '+' || *params == '-')
1136 {
1137 int mode;
1138
1139 for (mode = 0; names[mode]; mode++)
1140 {
1141 if (!strcmp (names[mode], params + 1))
1142 {
1143 i = op->contr->mode;
1144
1145 if (*params == '+')
1146 i = i | modes[mode];
1147 else
1148 i = i & ~modes[mode];
1149
1150 op->contr->mode = i;
1151 display_new_pickup (op);
1152 return 1;
1153 }
1154 }
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1156 return 1;
1157 }
1158
1159 if (sscanf (params, "%u", &i) != 1)
1160 {
1161 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1162 return 1;
1163 }
1164
1165 if (i <= PU_RATIO)
1166 i |= op->contr->mode & ~PU_RATIO;
1167
1168 op->contr->mode = i;
1169
1170 return 1;
1171}
1172
1173int
1174command_search_items (object *op, char *params)
1175{
1176 if (params == NULL)
1177 {
1178 if (op->contr->search_str[0] == '\0')
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1181 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1182 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1183 return 1;
1184 }
1185
1186 op->contr->search_str[0] = '\0';
1187 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1188 op->contr->queue_stats_update ();
1189 return 1;
1190 }
1191
1192 if (strlen (params) >= sizeof (op->contr->search_str))
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1195 return 1;
1196 }
1197
1198 strcpy (op->contr->search_str, params);
1199 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1200 op->contr->queue_stats_update ();
1201
1202 return 1;
1203}
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}
1289 1265
1290/* op should be a player, params is any params. 1266/* op should be a player, params is any params.
1291 * If no params given, we print out the currently marked object. 1267 * If no params given, we print out the currently marked object.
1292 * otherwise, try to find a matching object - try best match first. 1268 * otherwise, try to find a matching object - try best match first.
1293 */ 1269 */
1270int
1294int command_mark(object *op, char *params) 1271command_mark (object *op, char *params)
1295{ 1272{
1296 if (!op->contr) return 1;
1297 if (!params) { 1273 if (!params)
1298 object *mark=find_marked_object(op);
1299 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
1300 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
1301 } 1274 {
1302 else { 1275 if (object *mark = op->mark ())
1303 object *mark1=find_best_object_match(op, params); 1276 op->statusmsg (format ("%s is marked.", query_name (mark)));
1304 if (!mark1) {
1305 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
1306 return 1;
1307 }
1308 else {
1309 op->contr->mark=mark1;
1310 op->contr->mark_count=mark1->count;
1311 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
1312 return 0;
1313 }
1314 }
1315 return 0; /*shouldnt get here */
1316}
1317
1318
1319/* op is the player
1320 * tmp is the monster being examined.
1321 */
1322void examine_monster(object *op,object *tmp) {
1323 object *mon=tmp->head?tmp->head:tmp;
1324
1325 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1326 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1327 if(mon->level>op->level)
1328 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1329 else if(mon->level<op->level)
1330 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1331 else 1277 else
1332 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you."); 1278 op->failmsg ("You have no marked object.");
1333 if(mon->attacktype&AT_ACID)
1334 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1335
1336 /* Anyone know why this used to use the clone value instead of the
1337 * maxhp field? This seems that it should give more accurate results.
1338 */
1339 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1340 case 1:
1341 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1342 break;
1343 case 2:
1344 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1345 break;
1346 case 3:
1347 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1348 break;
1349 case 4:
1350 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1351 break;
1352 }
1353 if(present_in_ob(POISONING,mon)!=NULL)
1354 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1355}
1356
1357
1358/* tmp is the object being described, pl is who is examing it. */
1359char *long_desc(object *tmp, object *pl) {
1360 static char buf[VERY_BIG_BUF];
1361 char *cp;
1362
1363 if(tmp==NULL)
1364 return "";
1365
1366 buf[0]='\0';
1367 switch(tmp->type) {
1368 case RING:
1369 case SKILL:
1370 case WEAPON:
1371 case ARMOUR:
1372 case BRACERS:
1373 case HELMET:
1374 case SHIELD:
1375 case BOOTS:
1376 case GLOVES:
1377 case AMULET:
1378 case GIRDLE:
1379 case BOW:
1380 case ARROW:
1381 case CLOAK:
1382 case FOOD:
1383 case DRINK:
1384 case FLESH:
1385 case SKILL_TOOL:
1386 case POWER_CRYSTAL:
1387 if(*(cp=describe_item(tmp, pl))!='\0') {
1388 int len;
1389
1390 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1391 buf[VERY_BIG_BUF-1]=0;
1392 len=strlen(buf);
1393 if (len<VERY_BIG_BUF-5) {
1394 /* Since we know the length, we save a few cpu cycles by using
1395 * it instead of calling strcat */
1396 strcpy(buf+len," ");
1397 len++;
1398 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1399 buf[VERY_BIG_BUF-1]=0;
1400 }
1401 } 1279 }
1280 else
1402 } 1281 {
1403 if(buf[0]=='\0') { 1282 if (object *mark = find_best_object_match (op, params))
1404 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1283 {
1405 buf[VERY_BIG_BUF-1]=0; 1284 op->contr->mark = mark;
1406 } 1285 op->statusmsg (format ("Marked item %s", query_name (mark)));
1407 1286 }
1408 return buf; 1287 else
1409} 1288 op->failmsgf ("Could not find an object that matches %s", params);
1410
1411void examine(object *op, object *tmp) {
1412 char buf[VERY_BIG_BUF];
1413 int i;
1414
1415 if (tmp == NULL || tmp->type == CLOSE_CON)
1416 return;
1417
1418 strcpy(buf,"That is ");
1419 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1420 buf[VERY_BIG_BUF-1]=0;
1421
1422 new_draw_info(NDI_UNIQUE, 0,op,buf);
1423 buf[0]='\0';
1424
1425 if(tmp->custom_name) {
1426 strcpy(buf,"You call it ");
1427 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1428 buf[VERY_BIG_BUF-1]=0;
1429 new_draw_info(NDI_UNIQUE, 0,op,buf);
1430 buf[0]='\0';
1431 }
1432
1433 switch(tmp->type) {
1434 case SPELLBOOK:
1435 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1436 sprintf(buf,"%s is a %s level %s spell",
1437 tmp->inv->name, get_levelnumber(tmp->inv->level),
1438 tmp->inv->skill);
1439 } 1289 }
1440 break;
1441 1290
1442 case BOOK: 1291 return 0; /*shouldnt get here */
1443 if(tmp->msg!=NULL)
1444 strcpy(buf,"Something is written in it.");
1445 break;
1446
1447 case CONTAINER:
1448 if(tmp->race!=NULL) {
1449 if(tmp->weight_limit && tmp->stats.Str<100)
1450 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1451 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1452 else
1453 sprintf (buf,"It can hold only %s.", tmp->race);
1454 } else
1455 if(tmp->weight_limit && tmp->stats.Str<100)
1456 sprintf (buf,"Its weight limit is %.1f kg.",
1457 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1458 break;
1459
1460 case WAND:
1461 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1462 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1463 break;
1464 }
1465
1466 if(buf[0]!='\0')
1467 new_draw_info(NDI_UNIQUE, 0,op,buf);
1468
1469 if(tmp->materialname != NULL && !tmp->msg) {
1470 sprintf(buf, "It is made of: %s.", tmp->materialname);
1471 new_draw_info(NDI_UNIQUE, 0, op, buf);
1472 }
1473 /* Where to wear this item */
1474 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1475 if (tmp->body_info[i]<-1) {
1476 if (op->body_info[i])
1477 new_draw_info_format(NDI_UNIQUE, 0,op,
1478 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1479 else
1480 new_draw_info_format(NDI_UNIQUE, 0,op,
1481 "It goes %s", body_locations[i].nonuse_name);
1482 } else if (tmp->body_info[i]) {
1483 if (op->body_info[i])
1484 new_draw_info_format(NDI_UNIQUE, 0,op,
1485 "It goes %s", body_locations[i].use_name);
1486 else
1487 new_draw_info_format(NDI_UNIQUE, 0,op,
1488 "It goes %s", body_locations[i].nonuse_name);
1489 }
1490 }
1491
1492 if(tmp->weight) {
1493 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1494 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1495 new_draw_info(NDI_UNIQUE, 0,op,buf);
1496 }
1497
1498 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1499 object *floor;
1500 sprintf(buf,"You reckon %s worth %s.",
1501 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1502 new_draw_info(NDI_UNIQUE, 0,op,buf);
1503 floor = get_map_ob (op->map, op->x, op->y);
1504 if (floor && floor->type == SHOP_FLOOR) {
1505 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1506 sprintf(buf,"%s would cost you %s.",
1507 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1508 else
1509 sprintf(buf,"You are offered %s for %s.",
1510 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1511 new_draw_info(NDI_UNIQUE, 0,op,buf);
1512 }
1513 }
1514
1515 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1516 examine_monster(op,tmp);
1517
1518 /* Is this item buildable? */
1519 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1520 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1521
1522 /* Does the object have a message? Don't show message for all object
1523 * types - especially if the first entry is a match
1524 */
1525 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1526 tmp->type != CORPSE && !tmp->move_on &&
1527 strncasecmp(tmp->msg, "@match",7)) {
1528
1529 /* This is just a hack so when identifying the items, we print
1530 * out the extra message
1531 */
1532 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1533 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1534
1535 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1536 }
1537 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1538} 1292}
1539 1293
1540/*
1541 * inventory prints object's inventory. If inv==NULL then print player's
1542 * inventory.
1543 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1544 */
1545void inventory(object *op,object *inv) {
1546 object *tmp;
1547 char *in;
1548 int items = 0, length;
1549
1550 if (inv==NULL && op==NULL) {
1551 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1552 return;
1553 }
1554 tmp = inv ? inv->inv : op->inv;
1555
1556 while (tmp) {
1557 if ((!tmp->invisible &&
1558 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1559 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1560 items++;
1561 tmp=tmp->below;
1562 }
1563 if (inv==NULL) { /* player's inventory */
1564 if (items==0) {
1565 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1566 return;
1567 } else {
1568 length = 28;
1569 in = "";
1570 if (op)
1571 clear_win_info(op);
1572 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1573 }
1574 } else {
1575 if (items==0)
1576 return;
1577 else {
1578 length = 28;
1579 in = " ";
1580 }
1581 }
1582 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1583 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1584 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1585 continue;
1586 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1587 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1588 query_name(tmp), tmp->count,query_weight(tmp));
1589 else
1590 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1591 length+8, query_name(tmp),
1592 query_weight(tmp));
1593 }
1594 if(!inv && op) {
1595 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1596 41,"Total weight :",query_weight(op));
1597 }
1598}
1599
1600static void display_new_pickup( object* op )
1601 {
1602 int i = op->contr->mode;
1603
1604 if(!(i & PU_NEWMODE)) return;
1605
1606 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1607 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1608 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1609 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1610
1611 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1612
1613 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1614 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1615 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1616
1617 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1618 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1619
1620 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1621 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1622 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1623
1624 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1625 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1626 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1627 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1628
1629 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1630 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1631 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1632 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1633
1634 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1635 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1636 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1637 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1638
1639 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1640
1641 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1642
1643 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1644 }
1645
1646int command_pickup (object *op, char *params)
1647{
1648 uint32 i;
1649 static const char* names[ ] = {
1650 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1651 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1652 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1653 static uint32 modes[ ] = {
1654 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1655 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1656 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1657
1658 if(!params) {
1659 /* if the new mode is used, just print the settings */
1660 if(op->contr->mode & PU_NEWMODE)
1661 {
1662 display_new_pickup( op );
1663 return 1;
1664 }
1665 if(1) LOG(llevDebug, "command_pickup: !params\n");
1666 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1667 return 0;
1668 }
1669
1670 while ( *params == ' ' && *params )
1671 params++;
1672
1673 if ( *params == '+' || *params == '-' )
1674 {
1675 int mode;
1676 for ( mode = 0; names[ mode ]; mode++ )
1677 {
1678 if ( !strcmp( names[ mode ], params + 1 ) )
1679 {
1680 i = op->contr->mode;
1681 if ( !( i & PU_NEWMODE ) )
1682 i = PU_NEWMODE;
1683 if ( *params == '+' )
1684 i = i | modes[ mode ];
1685 else
1686 i = i & ~modes[ mode ];
1687 op->contr->mode = i;
1688 display_new_pickup( op );
1689 return 1;
1690 }
1691 }
1692 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1693 return 1;
1694 }
1695
1696 if(sscanf(params, "%u", &i) != 1) {
1697 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1698 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1699 return 1;
1700 }
1701 set_pickup_mode(op,i);
1702
1703 return 1;
1704}
1705
1706void set_pickup_mode(object *op,int i) {
1707 switch(op->contr->mode=i) {
1708 case 0:
1709 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1710 break;
1711 case 1:
1712 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1713 break;
1714 case 2:
1715 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1716 break;
1717 case 3:
1718 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1719 break;
1720 case 4:
1721 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1722 break;
1723 case 5:
1724 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1725 break;
1726 case 6:
1727 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1728 break;
1729 case 7:
1730 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1731 break;
1732 }
1733}
1734
1735int command_search_items (object *op, char *params)
1736{
1737 char buf[MAX_BUF];
1738
1739 if (settings.search_items == FALSE)
1740 return 1;
1741
1742 if(params == NULL) {
1743 if(op->contr->search_str[0]=='\0') {
1744 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1745 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1746 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1747 return 1;
1748 }
1749 op->contr->search_str[0]='\0';
1750 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1751 fix_player(op);
1752 return 1;
1753 }
1754 if((int)strlen(params) >= MAX_BUF) {
1755 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1756 return 1;
1757 }
1758 strcpy(op->contr->search_str, params);
1759 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1760 new_draw_info(NDI_UNIQUE, 0,op,buf);
1761 fix_player(op);
1762 return 1;
1763}
1764
1765/*
1766 * Changing the custom name of an item
1767 *
1768 * Syntax is: rename <what object> to <new name>
1769 * if '<what object>' is omitted, marked object is used
1770 * if 'to <new name>' is omitted, custom name is cleared
1771 *
1772 * Names are considered for all purpose having a length <=127 (max length sent to client
1773 * by server) */
1774
1775int command_rename_item(object *op, char *params)
1776{
1777 char buf[VERY_BIG_BUF];
1778 int itemnumber;
1779 object *item=NULL;
1780 char *closebrace;
1781 size_t counter;
1782
1783 if (params) {
1784 /* Let's skip white spaces */
1785 while(' '==*params) params++;
1786
1787 /* Checking the first part */
1788 if ((itemnumber = atoi(params))!=0) {
1789 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1790 if (!item) {
1791 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1792 return 1;
1793 }
1794 while(isdigit(*params) || ' '==*params) params++;
1795 }
1796 else if ('<'==*params) {
1797 /* Got old name, let's get it & find appropriate matching item */
1798 closebrace=strchr(params,'>');
1799 if(!closebrace) {
1800 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1801 return 1;
1802 }
1803 /* Sanity check for buffer overruns */
1804 if((closebrace-params)>127) {
1805 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1806 return 1;
1807 }
1808 /* Copy the old name */
1809 strncpy(buf,params+1,closebrace-params-1);
1810 buf[closebrace-params-1]='\0';
1811
1812 /* Find best matching item */
1813 item=find_best_object_match(op,buf);
1814 if(!item) {
1815 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1816 return 1;
1817 }
1818
1819 /* Now need to move pointer to just after > */
1820 params=closebrace+1;
1821 while(' '==*params) params++;
1822
1823 } else {
1824 /* Use marked item */
1825 item=find_marked_object(op);
1826 if(!item) {
1827 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1828 return 1;
1829 }
1830 }
1831
1832 /* Now let's find the new name */
1833 if(!strncmp(params,"to ",3)) {
1834 params+=3;
1835 while(' '==*params) params++;
1836 if('<'!=*params) {
1837 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1838 return 1;
1839 }
1840 closebrace=strchr(params+1,'>');
1841 if(!closebrace) {
1842 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1843 return 1;
1844 }
1845
1846 /* Sanity check for buffer overruns */
1847 if((closebrace-params)>127) {
1848 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1849 return 1;
1850 }
1851
1852 /* Copy the new name */
1853 strncpy(buf,params+1,closebrace-params-1);
1854 buf[closebrace-params-1]='\0';
1855
1856 /* Let's check it for weird characters */
1857 for(counter=0;counter<strlen(buf);counter++) {
1858 if(isalnum(buf[counter])) continue;
1859 if(' '==buf[counter]) continue;
1860 if('\''==buf[counter]) continue;
1861 if('+'==buf[counter]) continue;
1862 if('_'==buf[counter]) continue;
1863 if('-'==buf[counter]) continue;
1864
1865 /* If we come here, then the name contains an invalid character...
1866 tell the player & exit */
1867 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1868 return 1;
1869 }
1870
1871 } else {
1872 /* If param contains something, then syntax error... */
1873 if(strlen(params)) {
1874 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1875 return 1;
1876 }
1877 /* New name is empty */
1878 buf[0]='\0';
1879 }
1880 } else {
1881 /* Last case: params==NULL */
1882 item=find_marked_object(op);
1883 if(!item) {
1884 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1885 return 1;
1886 }
1887 buf[0]='\0';
1888 }
1889
1890 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1891 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1892 return 1;
1893 }
1894
1895 /* Coming here, everything is fine... */
1896 if(!strlen(buf)) {
1897 /* Clear custom name */
1898 if(item->custom_name) {
1899 FREE_AND_CLEAR_STR(item->custom_name);
1900
1901 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1902 esrv_update_item(UPD_NAME,op,item);
1903 } else {
1904 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1905 }
1906 } else {
1907 /* Set custom name */
1908 FREE_AND_COPY(item->custom_name,buf);
1909
1910 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1911 esrv_update_item(UPD_NAME,op,item);
1912 }
1913
1914 return 1;
1915}

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