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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.31 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.56 by root, Tue Jun 5 13:05:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
22 24
25/*
23 Object (handling) commands 26 * Object (handling) commands
24*/ 27 */
25 28
26#include <global.h> 29#include <global.h>
27#include <loader.h> 30#include <loader.h>
28#include <skills.h> 31#include <skills.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 32#include <sproto.h>
31#endif
32#include <living.h> 33#include <living.h>
33#include <math.h> 34#include <math.h>
34 35
35/* 36/*
36 * Object id parsing functions 37 * Object id parsing functions
56 * only unapply applied, or apply unapplied objects 57 * only unapply applied, or apply unapplied objects
57 **/ 58 **/
58static object * 59static object *
59find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) 60find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60{ 61{
61 object *tmp, *best = NULL; 62 object *best = 0;
62 int match_val = 0, tmpmatch; 63 int match_val = 0;
63 64
64 for (tmp = pl->inv; tmp; tmp = tmp->below) 65 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 { 66 {
66 if (tmp->invisible) 67 if (tmp->invisible)
67 continue; 68 continue;
69
68 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val) 70 int tmpmatch = item_matched_string (pl, tmp, params);
71
72 if (tmpmatch > match_val)
69 { 73 {
70 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) 74 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
71 continue; 75 continue;
76
72 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) 77 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue; 78 continue;
79
74 match_val = tmpmatch; 80 match_val = tmpmatch;
75 best = tmp; 81 best = tmp;
76 } 82 }
77 } 83 }
84
78 return best; 85 return best;
79} 86}
80 87
81/** 88/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 89 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 90 **/
84object * 91object *
85find_best_object_match (object *pl, const char *params) 92find_best_object_match (object *pl, const char *params)
86{ 93{
87 return find_best_apply_object_match (pl, params, AP_NULL); 94 return find_best_apply_object_match (pl, params, AP_TOGGLE);
88} 95}
89 96
90int 97int
91command_uskill (object *pl, char *params) 98command_uskill (object *pl, char *params)
92{ 99{
93 if (!params) 100 if (!params)
94 { 101 {
95 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 102 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
96 return 0; 103 return 0;
97 } 104 }
105
98 return use_skill (pl, params); 106 return use_skill (pl, params);
99} 107}
100 108
101int 109int
102command_rskill (object *pl, char *params) 110command_rskill (object *pl, char *params)
106 if (!params) 114 if (!params)
107 { 115 {
108 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 116 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
109 return 0; 117 return 0;
110 } 118 }
119
111 skill = find_skill_by_name (pl, params); 120 skill = find_skill_by_name (pl, params);
112 121
113 if (!skill) 122 if (!skill)
114 { 123 {
115 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 124 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
116 return 0; 125 return 0;
117 } 126 }
118 return change_skill (pl, skill, 0);
119}
120 127
128 pl->change_skill (0);
129 apply_special (pl, skill, AP_APPLY);
130 return 1;
131}
121 132
122/* These functions (command_search, command_disarm) are really just wrappers for 133/* These functions (command_search, command_disarm) are really just wrappers for
123 * things like 'use_skill ...'). In fact, they should really be obsoleted 134 * things like 'use_skill ...'). In fact, they should really be obsoleted
124 * and replaced with those. 135 * and replaced with those.
125 */ 136 */
133command_disarm (object *op, char *params) 144command_disarm (object *op, char *params)
134{ 145{
135 return use_skill (op, skill_names[SK_DISARM_TRAPS]); 146 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
136} 147}
137 148
138
139/* A little special because we do want to pass the full params along 149/* A little special because we do want to pass the full params along
140 * as it includes the object to throw. 150 * as it includes the object to throw.
141 */ 151 */
142int 152int
143command_throw (object *op, char *params) 153command_throw (object *op, char *params)
144{ 154{
145 object *skop;
146
147 skop = find_skill_by_name (op, skill_names[SK_THROWING]); 155 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
148 if (skop)
149 return do_skill (op, op, skop, op->facing, params); 156 return do_skill (op, op, skop, op->facing, params);
150 else 157 else
151 {
152 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 158 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
153 } 159
154 return 0; 160 return 0;
155} 161}
156
157 162
158int 163int
159command_apply (object *op, char *params) 164command_apply (object *op, char *params)
160{ 165{
161 if (!params) 166 if (!params)
163 player_apply_below (op); 168 player_apply_below (op);
164 return 0; 169 return 0;
165 } 170 }
166 else 171 else
167 { 172 {
168 apply_flag aflag = (apply_flag) 0; 173 apply_flag aflag = (apply_flag)0;
169 object *inv;
170 174
171 while (*params == ' ') 175 while (*params == ' ')
172 params++; 176 params++;
177
173 if (!strncmp (params, "-a ", 3)) 178 if (!strncmp (params, "-a ", 3))
174 { 179 {
175 aflag = AP_APPLY; 180 aflag = AP_APPLY;
176 params += 3; 181 params += 3;
177 } 182 }
183
178 if (!strncmp (params, "-u ", 3)) 184 if (!strncmp (params, "-u ", 3))
179 { 185 {
180 aflag = AP_UNAPPLY; 186 aflag = AP_UNAPPLY;
181 params += 3; 187 params += 3;
182 } 188 }
189
183 while (*params == ' ') 190 while (*params == ' ')
184 params++; 191 params++;
185 192
186 inv = find_best_apply_object_match (op, params, aflag); 193 if (object *inv = find_best_apply_object_match (op, params, aflag))
187 if (inv)
188 {
189 player_apply (op, inv, aflag, 0); 194 player_apply (op, inv, aflag, 0);
190 }
191 else 195 else
192 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); 196 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
193 } 197 }
198
194 return 0; 199 return 0;
195} 200}
196 201
197/* 202/*
198 * Check if an item op can be put into a sack. If pl exists then tell 203 * Check if an item op can be put into a sack. If pl exists then tell
268 } 273 }
269 274
270 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 275 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
271 return; 276 return;
272 277
273 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
274 {
275 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
276 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
277
278 if (pl->type == PLAYER)
279 esrv_del_item (pl->contr, tmp->count);
280
281 tmp->destroy ();
282 return;
283 }
284
285 if (nrof > tmp_nrof || nrof == 0) 278 if (nrof > tmp_nrof || nrof == 0)
286 nrof = tmp_nrof; 279 nrof = tmp_nrof;
287 280
288 /* Figure out how much weight this object will add to the player */ 281 /* Figure out how much weight this object will add to the player */
289 weight = tmp->weight * nrof; 282 weight = tmp->weight * nrof;
299 { 292 {
300 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); 293 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
301 return; 294 return;
302 } 295 }
303 296
304 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
305 SET_FLAG (tmp, FLAG_WAS_WIZ);
306
307 if (nrof != tmp_nrof) 297 if (nrof != tmp_nrof)
308 { 298 {
309 object *tmp2 = tmp; 299 object *tmp2 = tmp;
310 300
311 tmp = get_split_ob (tmp, nrof); 301 tmp = get_split_ob (tmp, nrof);
313 { 303 {
314 new_draw_info (NDI_UNIQUE, 0, pl, errmsg); 304 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
315 return; 305 return;
316 } 306 }
317 307
318 /* Tell a client what happened rest of objects */ 308 /* Tell the client what happened to the rest of objects */
319 if (pl->type == PLAYER) 309 if (pl->contr)
320 {
321 if (tmp2->destroyed ()) 310 if (tmp2->destroyed ())
322 esrv_del_item (pl->contr, tmp2->count); 311 esrv_del_item (pl->contr, tmp2->count);
323 else 312 else
324 esrv_send_item (pl, tmp2); 313 esrv_update_item (UPD_NROF, pl, tmp2);
325 }
326 } 314 }
327 else 315 else
328 { 316 {
329 /* If the object is in a container, send a delete to the client. 317 /* If the object is in a container, send a delete to the client.
330 * - we are moving all the items from the container to elsewhere, 318 * - we are moving all the items from the container to elsewhere,
332 */ 320 */
333 if (!QUERY_FLAG (tmp, FLAG_REMOVED)) 321 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
334 { 322 {
335 if (tmp->env && pl->type == PLAYER) 323 if (tmp->env && pl->type == PLAYER)
336 esrv_del_item (pl->contr, tmp->count); 324 esrv_del_item (pl->contr, tmp->count);
325
337 tmp->remove (); /* Unlink it */ 326 tmp->remove (); /* Unlink it */
338 } 327 }
339 } 328 }
329
340 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 330 if (QUERY_FLAG (tmp, FLAG_UNPAID))
341 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP)); 331 sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
342 else 332 else
343 (void) sprintf (buf, "You pick up the %s.", query_name (tmp)); 333 sprintf (buf, "You pick up the %s.", query_name (tmp));
334
344 new_draw_info (NDI_UNIQUE, 0, pl, buf); 335 new_draw_info (NDI_UNIQUE, 0, pl, buf);
345 336
346 tmp = insert_ob_in_ob (tmp, op); 337 tmp = insert_ob_in_ob (tmp, op);
347 338
348 /* All the stuff below deals with client/server code, and is only 339 /* All the stuff below deals with client/server code, and is only
349 * usable by players 340 * usable by players
350 */ 341 */
351 if (pl->type != PLAYER) 342 if (pl->contr)
352 return; 343 {
353
354 esrv_send_item (pl, tmp); 344 esrv_send_item (pl, tmp);
345
355 /* These are needed to update the weight for the container we 346 /* These are needed to update the weight for the container we
356 * are putting the object in. 347 * are putting the object in.
357 */ 348 */
358 if (op != pl) 349 if (op != pl)
359 { 350 {
360 esrv_update_item (UPD_WEIGHT, pl, op); 351 esrv_update_item (UPD_WEIGHT, pl, op);
361 esrv_send_item (pl, pl); 352 esrv_send_item (pl, pl);
362 } 353 }
363 354
364 /* Update the container the object was in */ 355 /* Update the container the object was in */
365 if (env && env != pl && env != op) 356 if (env && env != pl && env != op)
366 esrv_update_item (UPD_WEIGHT, pl, env); 357 esrv_update_item (UPD_WEIGHT, pl, env);
358 }
367} 359}
368 360
369/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 361/* modified slightly to allow monsters use this -b.t. 5-31-95 */
370void 362void
371pick_up (object *op, object *alt) 363pick_up (object *op, object *alt)
430 422
431 if (!alt) 423 if (!alt)
432 for (alt = op->inv; alt; alt = alt->below) 424 for (alt = op->inv; alt; alt = alt->below)
433 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) 425 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
434 break; /* General container comes next */ 426 break; /* General container comes next */
427
435 if (!alt) 428 if (!alt)
436 alt = op; /* No free containers */ 429 alt = op; /* No free containers */
437 } 430 }
438 431
439 if (tmp->env == alt) 432 if (tmp->env == alt)
466 459
467leave: 460leave:
468 if (need_fix_tmp) 461 if (need_fix_tmp)
469 fix_stopped_item (tmp, tmp_map, op); 462 fix_stopped_item (tmp, tmp_map, op);
470} 463}
471
472 464
473/* This takes (picks up) and item. op is the player 465/* This takes (picks up) and item. op is the player
474 * who issued the command. params is a string to 466 * who issued the command. params is a string to
475 * match against the item name. Basically, always 467 * match against the item name. Basically, always
476 * returns zero, but that should be improved. 468 * returns zero, but that should be improved.
491 483
492 if (!tmp) 484 if (!tmp)
493 tmp = op->below; 485 tmp = op->below;
494 } 486 }
495 487
496 if (tmp == NULL) 488 if (!tmp)
497 { 489 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); 490 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
499 return 0; 491 return 0;
500 } 492 }
501 493
502 /* Makes processing easier */ 494 /* Makes processing easier */
503 if (params && *params == '\0') 495 if (params && *params == '\0')
504 params = NULL; 496 params = 0;
505 497
506 while (tmp) 498 while (tmp)
507 { 499 {
508 next = tmp->below; 500 next = tmp->below;
509 501
510 if (tmp->invisible) 502 if (tmp->invisible)
511 { 503 {
512 tmp = next; 504 tmp = next;
513 continue; 505 continue;
514 } 506 }
507
515 /* This following two if and else if could be merged into line 508 /* This following two if and else if could be merged into line
516 * but that probably will make it more difficult to read, and 509 * but that probably will make it more difficult to read, and
517 * not make it any more efficient 510 * not make it any more efficient
518 */ 511 */
519 if (params && item_matched_string (op, tmp, params)) 512 if (params && item_matched_string (op, tmp, params))
520 {
521 pick_up (op, tmp); 513 pick_up (op, tmp);
522 }
523 else if (can_pick (op, tmp) && !params) 514 else if (can_pick (op, tmp) && !params)
524 { 515 {
525 pick_up (op, tmp); 516 pick_up (op, tmp);
526 break; 517 break;
527 } 518 }
519
528 tmp = next; 520 tmp = next;
529 /* Might as well just skip over the player immediately -
530 * we know it can't be picked up
531 */
532 if (tmp == op)
533 tmp = tmp->below;
534 } 521 }
522
535 if (!params && !tmp) 523 if (!params && !tmp)
536 { 524 {
537 for (tmp = op->below; tmp != NULL; tmp = tmp->next) 525 for (tmp = op->below; tmp; tmp = tmp->below)
538 if (!tmp->invisible) 526 if (!tmp->invisible)
539 { 527 {
540 char buf[MAX_BUF]; 528 char buf[MAX_BUF];
541 529
542 sprintf (buf, "You can't pick up a %s.", &tmp->name); 530 sprintf (buf, "You can't pick up a %s.", &tmp->name);
543 new_draw_info (NDI_UNIQUE, 0, op, buf); 531 new_draw_info (NDI_UNIQUE, 0, op, buf);
544 break; 532 break;
545 } 533 }
534
546 if (!tmp) 535 if (!tmp)
547 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); 536 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
548 } 537 }
538
549 return 0; 539 return 0;
550} 540}
551 541
552 542
553/* 543/*
667 657
668 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 658 if (QUERY_FLAG (tmp, FLAG_APPLIED))
669 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 659 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
670 return; /* can't unapply it */ 660 return; /* can't unapply it */
671 661
662 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
663
672 /* We are only dropping some of the items. We split the current object 664 /* We are only dropping some of the items. We split the current object
673 * off 665 * off
674 */ 666 */
675 if (nrof && tmp->nrof != nrof) 667 if (nrof && tmp->nrof != nrof)
676 { 668 {
710 702
711 tmp->destroy (); 703 tmp->destroy ();
712 op->update_stats (); 704 op->update_stats ();
713 return; 705 return;
714 } 706 }
715
716/* If SAVE_INTERVAL is commented out, we never want to save
717 * the player here.
718 */
719#ifdef SAVE_INTERVAL
720 /* I'm not sure why there is a value check - since the save
721 * is done every SAVE_INTERVAL seconds, why care the value
722 * of what he is dropping?
723 */
724 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
725 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
726 {
727 op->contr->save ();
728 op->contr->last_save_time = time (NULL);
729 }
730#endif /* SAVE_INTERVAL */
731 707
732 if (op->type == PLAYER) 708 if (op->type == PLAYER)
733 esrv_del_item (op->contr, tmp->count); 709 esrv_del_item (op->contr, tmp->count);
734 710
735 /* Call this before we update the various windows/players. At least 711 /* Call this before we update the various windows/players. At least
994{ 970{
995 if (!params) 971 if (!params)
996 { 972 {
997 object *tmp = op->below; 973 object *tmp = op->below;
998 974
999 while (tmp && !LOOK_OBJ (tmp)) 975 while (tmp && !tmp->client_visible ())
1000 tmp = tmp->below; 976 tmp = tmp->below;
1001 if (tmp) 977 if (tmp)
1002 examine (op, tmp); 978 examine (op, tmp);
1003 } 979 }
1004 else 980 else
1056 } 1032 }
1057 1033
1058 return 0; 1034 return 0;
1059} 1035}
1060 1036
1061 1037std::string
1062/* op should be a player, params is any params. 1038object::describe_monster (object *who)
1063 * If no params given, we print out the currently marked object.
1064 * otherwise, try to find a matching object - try best match first.
1065 */
1066int
1067command_mark (object *op, char *params)
1068{ 1039{
1069 if (!op->contr) 1040 dynbuf_text buf (512, 512);
1070 return 1;
1071 1041
1072 if (!params) 1042 object *mon = head ? head : this;
1073 {
1074 object *mark = find_marked_object (op);
1075 1043
1076 if (!mark) 1044 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1077 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object."); 1045 buf << "It is an undead force.\n";
1078 else 1046
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark)); 1047 if (mon->level > who->level)
1080 } 1048 buf << "It is likely more powerful than you.\n";
1049 else if (mon->level < who->level)
1050 buf << "It is likely less powerful than you.\n";
1081 else 1051 else
1082 { 1052 buf << "It is probably as powerful as you.\n";
1083 object *mark1 = find_best_object_match (op, params);
1084 1053
1085 if (!mark1)
1086 {
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1088 return 1;
1089 }
1090 else
1091 {
1092 op->contr->mark = mark1;
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1094 return 0;
1095 }
1096 }
1097
1098 return 0; /*shouldnt get here */
1099}
1100
1101
1102/* op is the player
1103 * tmp is the monster being examined.
1104 */
1105void
1106examine_monster (object *op, object *tmp)
1107{
1108 object *mon = tmp->head ? tmp->head : tmp;
1109
1110 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1111 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1112 if (mon->level > op->level)
1113 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1114 else if (mon->level < op->level)
1115 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1116 else
1117 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1118 if (mon->attacktype & AT_ACID) 1054 if (mon->attacktype & AT_ACID)
1119 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor."); 1055 buf << "You seem to smell an acrid odor.\n";
1120 1056
1121 /* Anyone know why this used to use the clone value instead of the 1057 /* Anyone know why this used to use the clone value instead of the
1122 * maxhp field? This seems that it should give more accurate results. 1058 * maxhp field? This seems that it should give more accurate results.
1123 */ 1059 */
1124 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) 1060 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1125 { /* From 1-4 */ 1061 { /* From 1-4 */
1126 case 1: 1062 case 1:
1127 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape."); 1063 buf << "It is in a bad shape.\n";
1128 break; 1064 break;
1129 case 2: 1065 case 2:
1130 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt."); 1066 buf << "It is hurt.\n";
1131 break; 1067 break;
1132 case 3: 1068 case 3:
1133 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt."); 1069 buf << "It is somewhat hurt.\n";
1134 break; 1070 break;
1135 case 4: 1071 case 4:
1136 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape."); 1072 buf << "It is in excellent shape.\n";
1137 break; 1073 break;
1138 } 1074 }
1075
1139 if (present_in_ob (POISONING, mon) != NULL) 1076 if (present_in_ob (POISONING, mon))
1140 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill."); 1077 buf << "It looks very ill.\n";
1141}
1142 1078
1079 return buf;
1080}
1143 1081
1144/* tmp is the object being described, pl is who is examing it. */ 1082/* tmp is the object being described, pl is who is examing it. */
1145char * 1083const char *
1146long_desc (object *tmp, object *pl) 1084long_desc (object *tmp, object *pl)
1147{ 1085{
1148 static char buf[VERY_BIG_BUF]; 1086 static std::string s;
1149 char *cp;
1150 1087
1151 if (tmp == NULL) 1088 return (s = tmp->long_desc (pl)).c_str ();
1152 return ""; 1089}
1153 1090
1154 buf[0] = '\0'; 1091std::string
1092object::long_desc (object *who)
1093{
1094 std::string buf (query_name (this));
1095
1155 switch (tmp->type) 1096 switch (type)
1156 { 1097 {
1157 case RING: 1098 case RING:
1158 case SKILL: 1099 case SKILL:
1159 case WEAPON: 1100 case WEAPON:
1160 case ARMOUR: 1101 case ARMOUR:
1171 case FOOD: 1112 case FOOD:
1172 case DRINK: 1113 case DRINK:
1173 case FLESH: 1114 case FLESH:
1174 case SKILL_TOOL: 1115 case SKILL_TOOL:
1175 case POWER_CRYSTAL: 1116 case POWER_CRYSTAL:
1176 if (*(cp = describe_item (tmp, pl)) != '\0') 1117 {
1118 const char *cp = ::describe_item (this, who);
1119
1120 if (*cp)
1121 {
1122 buf.append (" ");
1123 buf.append (cp);
1124 }
1125 }
1126 }
1127
1128 return buf;
1129}
1130
1131/* op is the player
1132 * tmp is the monster being examined.
1133 */
1134void
1135examine_monster (object *op, object *tmp)
1136{
1137 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1138}
1139
1140std::string
1141object::describe (object *who)
1142{
1143 dynbuf_text buf (1024, 1024);
1144
1145 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1146
1147 if (custom_name)
1148 buf,printf ("You call it %s\n", &custom_name);
1149
1150 switch (type)
1151 {
1152 case SPELLBOOK:
1153 if (flag [FLAG_IDENTIFIED] && inv)
1154 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1155 break;
1156
1157 case BOOK:
1158 if (msg)
1159 buf << "Something is written in it.\n";
1160 break;
1161
1162 case CONTAINER:
1163 if (race != NULL)
1177 { 1164 {
1165 if (weight_limit && stats.Str < 100)
1166 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1167 &race, weight_limit / (10.0 * (100 - stats.Str)));
1178 int len; 1168 else
1179 1169 buf.printf ("It can hold only %s.\n", &race);
1180 assign (buf, query_name (tmp));
1181 len = strlen (buf);
1182 if (len < VERY_BIG_BUF - 5)
1183 {
1184 /* Since we know the length, we save a few cpu cycles by using
1185 * it instead of calling strcat */
1186 strcpy (buf + len, " ");
1187 len++;
1188 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1189 }
1190 } 1170 }
1191 } 1171 else if (weight_limit && stats.Str < 100)
1192 1172 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1193 if (buf[0] == '\0')
1194 assign (buf, query_name (tmp));
1195
1196 return buf;
1197}
1198
1199void
1200examine (object *op, object *tmp)
1201{
1202 char buf[VERY_BIG_BUF];
1203 int i;
1204
1205 if (tmp == NULL || tmp->type == CLOSE_CON)
1206 return;
1207
1208 strcpy (buf, "That is ");
1209 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1210 buf[VERY_BIG_BUF - 1] = 0;
1211
1212 new_draw_info (NDI_UNIQUE, 0, op, buf);
1213 buf[0] = '\0';
1214
1215 if (tmp->custom_name)
1216 {
1217 strcpy (buf, "You call it ");
1218 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1219 buf[VERY_BIG_BUF - 1] = 0;
1220 new_draw_info (NDI_UNIQUE, 0, op, buf);
1221 buf[0] = '\0';
1222 }
1223
1224 switch (tmp->type)
1225 {
1226 case SPELLBOOK:
1227 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1228 {
1229 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1230 }
1231 break; 1173 break;
1232 1174
1233 case BOOK: 1175 case WAND:
1234 if (tmp->msg != NULL) 1176 if (flag [FLAG_IDENTIFIED])
1235 strcpy (buf, "Something is written in it."); 1177 buf.printf ("It has %d charges left.\n", stats.food);
1236 break; 1178 break;
1237
1238 case CONTAINER:
1239 if (tmp->race != NULL)
1240 {
1241 if (tmp->weight_limit && tmp->stats.Str < 100)
1242 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1243 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1244 else
1245 sprintf (buf, "It can hold only %s.", &tmp->race);
1246 }
1247 else if (tmp->weight_limit && tmp->stats.Str < 100)
1248 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1249 break;
1250
1251 case WAND:
1252 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1253 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1254 break;
1255 }
1256
1257 if (buf[0] != '\0')
1258 new_draw_info (NDI_UNIQUE, 0, op, buf);
1259
1260 if (tmp->materialname != NULL && !tmp->msg)
1261 { 1179 }
1180
1181 if (materialname && !msg)
1262 sprintf (buf, "It is made of: %s.", &tmp->materialname); 1182 buf.printf ("It is made of: %s.\n", &materialname);
1263 new_draw_info (NDI_UNIQUE, 0, op, buf); 1183
1264 } 1184 if (who)
1265 /* Where to wear this item */ 1185 /* Where to wear this item */
1266 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1186 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1267 { 1187 if (slot[i].info)
1268 if (tmp->body_info[i] < -1) 1188 {
1189 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1190
1191 if (slot[i].info < -1 && who->slot[i].info)
1192 buf.printf ("(%d)", -slot[i].info);
1193
1194 buf << ".\n";
1269 { 1195 }
1270 if (op->body_info[i]) 1196
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]); 1197 if (weight)
1198 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1199
1200 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1201 {
1202 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1203
1204 if (is_in_shop (who))
1205 {
1206 if (flag [FLAG_UNPAID])
1207 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1272 else 1208 else
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1274 }
1275 else if (tmp->body_info[i])
1276 {
1277 if (op->body_info[i])
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1279 else
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1281 }
1282 }
1283
1284 if (tmp->weight)
1285 {
1286 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1287 new_draw_info (NDI_UNIQUE, 0, op, buf);
1288 }
1289
1290 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1291 {
1292 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1293 new_draw_info (NDI_UNIQUE, 0, op, buf);
1294 if (is_in_shop (op))
1295 {
1296 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1297 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1298 else
1299 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it"); 1209 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1300 new_draw_info (NDI_UNIQUE, 0, op, buf);
1301 } 1210 }
1302 } 1211 }
1303 1212
1304 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1213 if (flag [FLAG_MONSTER])
1305 examine_monster (op, tmp); 1214 buf << describe_monster (who);
1306 1215
1307 /* Is this item buildable? */ 1216 /* Is this item buildable? */
1308 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE)) 1217 if (flag [FLAG_IS_BUILDABLE])
1309 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item."); 1218 buf << "This is a buildable item.\n";
1310 1219
1311 /* Does the object have a message? Don't show message for all object 1220 /* Does the object have a message? Don't show message for all object
1312 * types - especially if the first entry is a match 1221 * types - especially if the first entry is a match
1313 */ 1222 */
1314 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7)) 1223 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && strncasecmp (msg, "@match", 7))
1315 { 1224 {
1316
1317 /* This is just a hack so when identifying the items, we print 1225 /* This is just a hack so when identifying the items, we print
1318 * out the extra message 1226 * out the extra message
1319 */ 1227 */
1320 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1228 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1321 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:"); 1229 buf << "The object has a story:\n";
1322 1230
1231 buf << msg << '\n';
1232 }
1233
1234 buf << '\n';
1235
1236 return std::string (buf.linearise (), buf.size ());
1237}
1238
1239void
1240examine (object *op, object *tmp)
1241{
1242 std::string s = tmp->describe (op);
1243
1323 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1244 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1324 }
1325 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1326} 1245}
1327 1246
1328/* 1247/*
1329 * inventory prints object's inventory. If inv==NULL then print player's 1248 * inventory prints object's inventory. If inv==NULL then print player's
1330 * inventory. 1249 * inventory.
1332 */ 1251 */
1333void 1252void
1334inventory (object *op, object *inv) 1253inventory (object *op, object *inv)
1335{ 1254{
1336 object *tmp; 1255 object *tmp;
1337 char *in; 1256 const char *in;
1338 int items = 0, length; 1257 int items = 0, length;
1339 1258
1340 if (inv == NULL && op == NULL) 1259 if (inv == NULL && op == NULL)
1341 { 1260 {
1342 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?"); 1261 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1343 return; 1262 return;
1344 } 1263 }
1264
1345 tmp = inv ? inv->inv : op->inv; 1265 tmp = inv ? inv->inv : op->inv;
1346 1266
1347 while (tmp) 1267 while (tmp)
1348 { 1268 {
1349 if ((!tmp->invisible && 1269 if ((!tmp->invisible &&
1350 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ))) 1270 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1351 items++; 1271 items++;
1352 tmp = tmp->below; 1272 tmp = tmp->below;
1353 } 1273 }
1274
1354 if (inv == NULL) 1275 if (inv == NULL)
1355 { /* player's inventory */ 1276 { /* player's inventory */
1356 if (items == 0) 1277 if (items == 0)
1357 { 1278 {
1358 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing."); 1279 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1360 } 1281 }
1361 else 1282 else
1362 { 1283 {
1363 length = 28; 1284 length = 28;
1364 in = ""; 1285 in = "";
1365 if (op)
1366 clear_win_info (op);
1367 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:"); 1286 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1368 } 1287 }
1369 } 1288 }
1370 else 1289 else
1371 { 1290 {
1375 { 1294 {
1376 length = 28; 1295 length = 28;
1377 in = " "; 1296 in = " ";
1378 } 1297 }
1379 } 1298 }
1299
1380 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below) 1300 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1381 { 1301 {
1382 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED)))) 1302 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1383 continue; 1303 continue;
1384 if ((!op || QUERY_FLAG (op, FLAG_WIZ))) 1304 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1385 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length, 1305 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1386 query_name (tmp), tmp->count, query_weight (tmp)); 1306 query_name (tmp), tmp->count, query_weight (tmp));
1387 else 1307 else
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp)); 1308 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1389 } 1309 }
1310
1390 if (!inv && op) 1311 if (!inv && op)
1391 {
1392 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op)); 1312 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1393 }
1394} 1313}
1395 1314
1396static void 1315static void
1397display_new_pickup (object *op) 1316display_new_pickup (object *op)
1398{ 1317{
1559 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); 1478 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1560 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); 1479 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1561 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); 1480 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1562 return 1; 1481 return 1;
1563 } 1482 }
1483
1564 op->contr->search_str[0] = '\0'; 1484 op->contr->search_str[0] = '\0';
1565 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1566 op->update_stats (); 1486 op->update_stats ();
1567 return 1; 1487 return 1;
1568 } 1488 }
1489
1569 if ((int) strlen (params) >= MAX_BUF) 1490 if ((int) strlen (params) >= MAX_BUF)
1570 { 1491 {
1571 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); 1492 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1572 return 1; 1493 return 1;
1573 } 1494 }
1495
1574 strcpy (op->contr->search_str, params); 1496 strcpy (op->contr->search_str, params);
1575 sprintf (buf, "Searching for '%s'.", op->contr->search_str); 1497 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1576 new_draw_info (NDI_UNIQUE, 0, op, buf); 1498 new_draw_info (NDI_UNIQUE, 0, op, buf);
1577 op->update_stats (); 1499 op->update_stats ();
1578 return 1; 1500 return 1;

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