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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.5 by elmex, Sun Aug 20 21:26:03 2006 UTC vs.
Revision 1.104 by root, Tue Nov 10 04:38:46 2009 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 1.5 2006/08/20 21:26:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
24
5/* 25/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26
27 Object (handling) commands 26 * Object (handling) commands
28*/ 27 */
29 28
30#include <global.h> 29#include <global.h>
31#include <loader.h> 30#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);
70
71 if (tmpmatch > match_val)
72 {
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
74 continue;
75
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 76 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, 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 skill %s", params);
143 return 0;
144 }
145
146 pl->change_skill (0);
147 apply_special (pl, skill, AP_APPLY);
423 return 0; 148 return 1;
424 }
425 return change_skill(pl,skill, 0);
426} 149}
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
441 150
442/* A little special because we do want to pass the full params along 151/* A little special because we do want to pass the full params along
443 * as it includes the object to throw. 152 * as it includes the object to throw.
444 */ 153 */
154int
445int command_throw (object *op, char *params) 155command_throw (object *op, char *params)
446{ 156{
447 object *skop;
448
449 skop = find_skill_by_name(op, skill_names[SK_THROWING]); 157 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
450 if (skop) return do_skill(op, op, skop, op->facing,params); 158 return do_skill (op, op, skop, op->facing, params);
451 else { 159 else
452 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 160 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
453 } 161
454 return 0; 162 return 0;
455} 163}
456 164
457 165int
458int command_apply (object *op, char *params) 166command_apply (object *op, char *params)
459{ 167{
460 if (!params) { 168 if (!params)
169 {
461 player_apply_below(op); 170 player_apply_below (op);
462 return 0; 171 return 0;
463 } 172 }
464 else { 173 else
174 {
465 apply_flag aflag = (apply_flag) 0; 175 apply_flag aflag = (apply_flag)0;
466 object *inv;
467 176
468 while (*params==' ') params++; 177 while (*params == ' ')
178 params++;
179
469 if (!strncmp(params,"-a ",3)) { 180 if (!strncmp (params, "-a ", 3))
470 aflag=AP_APPLY; 181 {
471 params+=3; 182 aflag = AP_APPLY;
472 } 183 params += 3;
184 }
185
473 if (!strncmp(params,"-u ",3)) { 186 if (!strncmp (params, "-u ", 3))
474 aflag=AP_UNAPPLY; 187 {
475 params+=3; 188 aflag = AP_UNAPPLY;
476 } 189 params += 3;
190 }
191
477 while (*params==' ') params++; 192 while (*params == ' ')
193 params++;
478 194
479 inv=find_best_apply_object_match(op, params, aflag); 195 if (object *inv = find_best_apply_object_match (op, params, aflag))
480 if (inv) {
481 player_apply(op,inv,aflag,0); 196 player_apply (op, inv, aflag, 0);
482 } else 197 else
483 new_draw_info_format(NDI_UNIQUE, 0, op, 198 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
484 "Could not find any match to the %s.",params);
485 } 199 }
200
486 return 0; 201 return 0;
487} 202}
488 203
489/* 204/*
490 * Check if an item op can be put into a sack. If pl exists then tell 205 * 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 208 * 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 209 * 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 210 * certain number of objects to drop, so we can pass that number, and
496 * not need to use split_ob and stuff. 211 * not need to use split_ob and stuff.
497 */ 212 */
213int
498int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 214sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
499 215{
500 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 216 if (!QUERY_FLAG (sack, FLAG_APPLIED))
501 new_draw_info_format(NDI_UNIQUE, 0, pl,
502 "The %s is not active.", query_name(sack));
503 return 0;
504 } 217 {
218 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
219 return 0;
220 }
221
505 if (sack == op) { 222 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 } 223 {
510 if (sack->race && (sack->race != op->race || op->type == CONTAINER 224 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))) { 225 return 0;
512 new_draw_info_format(NDI_UNIQUE, 0, pl, 226 }
513 "You can put only %s into the %s.", sack->race, query_name(sack)); 227
514 return 0; 228 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
515 } 229 {
230 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
231 return 0;
232 }
233
516 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 234 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 } 235 {
521 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 236 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; 237 return 0;
238 }
239
240 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
241 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
527 } 243 {
244 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
245 return 0;
246 }
247
528 /* All other checks pass, must be OK */ 248 /* All other checks pass, must be OK */
529 return 1; 249 return 1;
530} 250}
531 251
532/* Pick up commands follow */ 252/* Pick up commands follow */
253
533/* pl = player (not always - monsters can use this now) 254/* pl = player (not always - monsters can use this now)
534 * op is the object to put tmp into, 255 * op is the object to put tmp into,
535 * tmp is the object to pick up, nrof is the number to 256 * tmp is the object to pick up, nrof is the number to
536 * pick up (0 means all of them) 257 * pick up (0 means all of them)
537 */ 258 */
259static void
538static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 260pick_up_object (object *pl, object *op, object *tmp, int nrof)
539{ 261{
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; 262 object *env = tmp->env;
545 uint32 weight, effective_weight_limit; 263 uint32 weight, effective_weight_limit;
546 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 264 int tmp_nrof = tmp->number_of ();
547 265
548 /* IF the player is flying & trying to take the item out of a container 266 /* IF the player is flying & trying to take the item out of a container
549 * that is in his inventory, let him. tmp->env points to the container 267 * that is in his inventory, let him. tmp->env points to the container
550 * (sack, luggage, etc), tmp->env->env then points to the player (nested 268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
551 * containers not allowed as of now) 269 * containers not allowed as of now)
552 */ 270 */
553 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 271 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, 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 } 272 {
273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
276 return;
277 }
278
558 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 279 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
559 return; 280 return;
560 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) { 281
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
570 if (nrof > tmp_nrof || nrof == 0) 282 if (nrof > tmp_nrof || nrof <= 0)
571 nrof = tmp_nrof; 283 nrof = tmp_nrof;
284
572 /* Figure out how much weight this object will add to the player */ 285 /* Figure out how much weight this object will add to the player */
573 weight = tmp->weight * nrof; 286 weight = tmp->weight * nrof;
287 if (tmp->inv)
574 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
575 if (pl->stats.Str <= MAX_STAT) 289
576 effective_weight_limit = weight_limit[pl->stats.Str]; 290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
577 else 291
578 effective_weight_limit = weight_limit[MAX_STAT];
579 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
580 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up."); 294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
581 return; 295 return;
582 } 296 }
583 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 297
584 SET_FLAG(tmp, FLAG_WAS_WIZ); 298 if (!can_split (pl, tmp, nrof))
585 if (nrof != tmp_nrof) {
586 object *tmp2 = tmp;
587 tag_t tmp2_tag = tmp2->count;
588 tmp = get_split_ob (tmp, nrof);
589 if(!tmp) {
590 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
591 return; 299 return;
592 } 300
593 /* Tell a client what happened rest of objects */
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 }
611 if(QUERY_FLAG(tmp, FLAG_UNPAID)) 301 if (QUERY_FLAG (tmp, FLAG_UNPAID))
612 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 302 {
613 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 303 tmp->flag.reset (FLAG_UNPAID);
304 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
305 tmp->flag.set (FLAG_UNPAID);
306 }
614 else 307 else
615 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
616 new_draw_info(NDI_UNIQUE, 0,pl,buf);
617 309
618 tmp = insert_ob_in_ob(tmp, op); 310 op->insert (tmp);
619
620 /* All the stuff below deals with client/server code, and is only
621 * usable by players
622 */
623 if(pl->type!=PLAYER) return;
624
625 esrv_send_item (pl, tmp);
626 /* These are needed to update the weight for the container we
627 * are putting the object in.
628 */
629 if (op!=pl) {
630 esrv_update_item (UPD_WEIGHT, pl, op);
631 esrv_send_item (pl, pl);
632 }
633
634 /* Update the container the object was in */
635 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
636} 311}
637 312
638
639void pick_up(object *op,object *alt)
640/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 313/* modified slightly to allow monsters use this -b.t. 5-31-95 */
314void
315pick_up (object *op, object *alt)
641{ 316{
642 int need_fix_tmp = 0; 317 int need_fix_tmp = 0;
643 object *tmp=NULL; 318 object *tmp = NULL;
644 mapstruct *tmp_map=NULL; 319 maptile *tmp_map = NULL;
645 int count; 320 int count;
646 tag_t tag;
647 321
648 /* Decide which object to pick. */ 322 /* Decide which object to pick. */
649 if (alt) 323 if (alt)
650 { 324 {
651 if ( ! can_pick (op, alt)) { 325 if (!can_pick (op, alt))
326 {
652 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
653 alt->name); 328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
654 goto leave; 348 goto leave;
655 } 349
656 tmp = alt; 350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
657 } 355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
658 else 360 else
659 { 361 count = tmp->nrof;
660 if (op->below == NULL || ! can_pick (op, op->below)) { 362
661 new_draw_info (NDI_UNIQUE, 0, op, 363 /* container is open, so use it */
662 "There is nothing to pick up here."); 364 if (tmp->flag [FLAG_STARTEQUIP])
663 goto leave; 365 alt = op;
664 } 366 else if ((alt = op->container_ ()))
665 tmp = op->below;
666 } 367 {
667 368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
668 /* Try to catch it. */
669 tmp_map = tmp->map;
670 tmp = stop_item (tmp);
671 if (tmp == NULL)
672 goto leave; 369 goto leave;
673 need_fix_tmp = 1;
674 if ( ! can_pick (op, tmp))
675 goto leave;
676
677 if (op->type==PLAYER) {
678 count=op->contr->count;
679 if (count==0) count = tmp->nrof;
680 } 370 }
681 else 371 else
682 count=tmp->nrof; 372 { /* non container pickup */
683
684 /* container is open, so use it */
685 if (op->container) {
686 alt = op->container;
687 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
688 goto leave;
689 } else { /* non container pickup */
690 for (alt=op->inv; alt; alt=alt->below) 373 for (alt = op->inv; alt; alt = alt->below)
691 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 374 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
692 alt->race && alt->race==tmp->race && 375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
693 sack_can_hold (NULL, alt, tmp,count)) 376 break; /* perfect match */
694 break; /* perfect match */ 377
695 378 if (!alt)
696 if (!alt)
697 for (alt=op->inv; alt; alt=alt->below) 379 for (alt = op->inv; alt; alt = alt->below)
698 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 380 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
699 sack_can_hold (NULL, alt, tmp,count))
700 break; /* General container comes next */ 381 break; /* General container comes next */
701 if (!alt) 382
383 if (!alt)
702 alt = op; /* No free containers */ 384 alt = op; /* No free containers */
703 } 385 }
386
704 if(tmp->env == alt) { 387 if (tmp->env == alt)
388 {
705 /* here it could be possible to check rent, 389 /* here it could be possible to check rent,
706 * if someone wants to implement it 390 * if someone wants to implement it
707 */ 391 */
708 alt = op; 392 alt = op;
709 } 393 }
394
710#ifdef PICKUP_DEBUG 395#ifdef PICKUP_DEBUG
711 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
712#endif 397#endif
713 398
714 /* startequip items are not allowed to be put into containers: */ 399 /* startequip items are not allowed to be put into containers: */
715 if (op->type == PLAYER && alt->type == CONTAINER 400 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
716 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
717 { 401 {
718 new_draw_info (NDI_UNIQUE, 0, op, 402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
719 "This object cannot be put into containers!");
720 goto leave; 403 goto leave;
721 } 404 }
722 405
723 tag = tmp->count;
724 pick_up_object (op, alt, tmp, count); 406 pick_up_object (op, alt, tmp, count);
407
725 if (was_destroyed (tmp, tag) || tmp->env) 408 if (tmp->destroyed () || tmp->env)
726 need_fix_tmp = 0; 409 need_fix_tmp = 0;
410
727 if (op->type == PLAYER) 411 if (op->type == PLAYER)
728 op->contr->count=0; 412 op->contr->count = 0;
413
729 goto leave; 414 goto leave;
730 415
731 leave: 416leave:
732 if (need_fix_tmp) 417 if (need_fix_tmp)
733 fix_stopped_item (tmp, tmp_map, op); 418 fix_stopped_item (tmp, tmp_map, op);
734} 419}
735
736 420
737/* This takes (picks up) and item. op is the player 421/* This takes (picks up) and item. op is the player
738 * who issued the command. params is a string to 422 * who issued the command. params is a string to
739 * match against the item name. Basically, always 423 * match against the item name. Basically, always
740 * returns zero, but that should be improved. 424 * returns zero, but that should be improved.
741 */ 425 */
426int
742int command_take (object *op, char *params) 427command_take (object *op, char *params)
743{ 428{
744 object *tmp, *next; 429 object *tmp, *next;
745 430
746 if (op->container) 431 if (op->container_ ())
747 tmp=op->container->inv; 432 tmp = op->container_ ()->inv;
748 else { 433 else
749 tmp=op->above; 434 {
750 if (tmp) while (tmp->above) {
751 tmp=tmp->above; 435 tmp = op->above;
752 } 436 if (tmp)
437 while (tmp->above)
438 tmp = tmp->above;
439
440 if (!tmp)
441 tmp = op->below;
442 }
443
753 if (!tmp) 444 if (!tmp)
754 tmp=op->below;
755 } 445 {
756
757 if (tmp==NULL) {
758 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
759 return 0; 447 return 0;
760 } 448 }
761 449
762 /* Makes processing easier */ 450 /* Makes processing easier */
763 if (params && *params=='\0') params=NULL; 451 if (params && *params == '\0')
452 params = 0;
764 453
454 int cnt = MAX_ITEM_PER_ACTION;
455
765 while (tmp) { 456 while (tmp)
457 {
766 next=tmp->below; 458 next = tmp->below;
767 459
768 if (tmp->invisible) { 460 if (tmp->invisible)
769 tmp=next; 461 {
462 tmp = next;
770 continue; 463 continue;
771 } 464 }
465
772 /* This following two if and else if could be merged into line 466 /* This following two if and else if could be merged into line
773 * but that probably will make it more difficult to read, and 467 * but that probably will make it more difficult to read, and
774 * not make it any more efficient 468 * not make it any more efficient
775 */ 469 */
776 if (params && item_matched_string(op, tmp, params)) { 470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
777 pick_up(op, tmp); 473 pick_up (op, tmp);
778 } 474 }
779 else if (can_pick(op, tmp) && !params) { 475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
780 pick_up(op,tmp); 478 pick_up (op, tmp);
781 break; 479 break;
782 } 480 }
783 tmp=next; 481
784 /* Might as well just skip over the player immediately - 482 tmp = next;
785 * we know it can't be picked up
786 */
787 if (tmp == op) tmp=tmp->below;
788 }
789 if (!params && !tmp) {
790 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
791 if (!tmp->invisible) {
792 char buf[MAX_BUF];
793 sprintf(buf,"You can't pick up a %s.",
794 tmp->name? tmp->name:"null");
795 new_draw_info(NDI_UNIQUE, 0,op, buf);
796 break;
797 } 483 }
798 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 484
485 if (cnt < 0)
799 } 486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
800 return 0; 488 return 0;
801} 489 }
802 490
491 if (!params && !tmp)
492 {
493 for (tmp = op->below; tmp; tmp = tmp->below)
494 if (!tmp->invisible)
495 {
496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 break;
498 }
499
500 if (!tmp)
501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 }
503
504 return 0;
505}
803 506
804/* 507/*
805 * This function was part of drop, now is own function. 508 * This function was part of drop, now is own function.
806 * Player 'op' tries to put object 'tmp' into sack 'sack', 509 * Player 'op' tries to put object 'tmp' into sack 'sack',
807 * if nrof is non zero, then nrof objects is tried to put into sack. 510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
808 * Note that the 'sack' in question can now be a transport, 512 * Note that the 'sack' in question can now be a transport,
809 * so this function isn't named very good anymore. 513 * so this function isn't named very good anymore.
810 */ 514 */
515void
811void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 516put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
812{ 517{
813 tag_t tmp_tag, tmp2_tag;
814 object *tmp2, *sack2; 518 object *tmp2, *sack2;
815 char buf[MAX_BUF]; 519 char buf[MAX_BUF];
816 520
817 if (sack==tmp) return; /* Can't put an object in itself */ 521 if (sack == tmp)
818 if (sack->type != CONTAINER && sack->type != TRANSPORT) { 522 return; /* Can't put an object in itself */
819 new_draw_info_format(NDI_UNIQUE, 0,op, 523
820 "The %s is not a container.", query_name(sack)); 524 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
821 return;
822 } 525 {
823 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
824 new_draw_info_format(NDI_UNIQUE, 0,op, 527 return;
825 "You cannot put the %s in the %s.", query_name(tmp),
826 query_name(sack));
827 return;
828 } 528 }
529
829 if (tmp->type == CONTAINER && tmp->inv) { 530 if (tmp->type == CONTAINER && tmp->inv)
830 531 {
831 /* Eneq(@csd.uu.se): If the object to be dropped is a container 532 /* Eneq(@csd.uu.se): If the object to be dropped is a container
832 * we instead move the contents of that container into the active 533 * we instead move the contents of that container into the active
833 * container, this is only done if the object has something in it. 534 * container, this is only done if the object has something in it.
834 */ 535 */
835 sack2 = tmp; 536 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 (QUERY_FLAG (tmp, FLAG_APPLIED))
563 if (apply_special (op, 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 (QUERY_FLAG (obj, 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 (is_in_shop (dropper) && !QUERY_FLAG (obj, 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];
920 object *floor;
921
922 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 638 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
923 return; 639 return;
924 640
925 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (QUERY_FLAG (tmp, FLAG_APPLIED))
926 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (apply_special (op, 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 (QUERY_FLAG (tmp, 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 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
1007 if (execute_event (floor, EVENT_DROP_ON, op, tmp, NULL, SCRIPT_FIX_ALL))
1008 return; 693 return;
1009
1010 if (floor
1011 && floor->type == SHOP_FLOOR
1012 && !QUERY_FLAG (tmp, FLAG_UNPAID)
1013 && tmp->type != MONEY)
1014 sell_item (tmp, op);
1015
1016 tmp->x = op->x;
1017 tmp->y = op->y;
1018
1019 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
1020}
1021
1022void drop(object *op, object *tmp)
1023{
1024 /* Hopeful fix for disappearing objects when dropping from a container -
1025 * somehow, players get an invisible object in the container, and the
1026 * old logic would skip over invisible objects - works fine for the
1027 * playes inventory, but drop inventory wants to use the next value.
1028 */
1029 if (tmp->invisible) {
1030 /* if the following is the case, it must be in an container. */
1031 if (tmp->env && tmp->env->type != PLAYER) {
1032 /* Just toss the object - probably shouldn't be hanging
1033 * around anyways
1034 */
1035 remove_ob(tmp);
1036 free_object(tmp);
1037 return;
1038 } else {
1039 while(tmp!=NULL && tmp->invisible)
1040 tmp=tmp->below;
1041 }
1042 } 694 }
1043 695
1044 if (tmp==NULL) {
1045 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
1046 return;
1047 }
1048 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1049 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
1050 return;
1051 }
1052 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 696 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
697 {
1053#if 0 698#if 0
1054 /* 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. */
1055 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.");
1056#endif 701#endif
1057 return; 702 return;
1058 } 703 }
1059 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 {
1060 if (op->type == PLAYER) 712 if (op->type == PLAYER)
1061 { 713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
1062 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
1063 object *n=NULL;
1064 if(tmp->below != NULL)
1065 n = tmp->below;
1066 else if(tmp->above != NULL)
1067 n = tmp->above;
1068 op->contr->last_used = n;
1069 if (n != NULL)
1070 op->contr->last_used_id = n->count;
1071 else 714 else
1072 op->contr->last_used_id = 0; 715 put_object_in_sack (op, op->container_ (), tmp, 0);
1073 }
1074 }; 716 }
1075 717 else
1076 if (op->container) { 718 {
1077 if (op->type == PLAYER) 719 if (op->type == PLAYER)
1078 {
1079 put_object_in_sack (op, op->container, tmp, op->contr->count);
1080 } else {
1081 put_object_in_sack(op, op->container, tmp, 0);
1082 };
1083 } else {
1084 if (op->type == PLAYER)
1085 {
1086 drop_object (op, tmp, op->contr->count); 720 drop_object (op, tmp, op->contr->count);
1087 } else { 721 else
1088 drop_object(op,tmp,0); 722 drop_object (op, tmp, 0);
1089 };
1090 } 723 }
724
1091 if (op->type == PLAYER) 725 if (op->type == PLAYER)
1092 op->contr->count = 0; 726 op->contr->count = 0;
1093} 727}
1094
1095
1096 728
1097/* Command will drop all items that have not been locked */ 729/* Command will drop all items that have not been locked */
730int
1098int command_dropall (object *op, char *params) { 731command_dropall (object *op, char *params)
732{
1099 733
1100 object * curinv, *nextinv;
1101
1102 if(op->inv == NULL) { 734 if (op->inv == NULL)
735 {
1103 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
1104 return 0; 737 return 0;
1105 } 738 }
1106 739
1107 curinv = op->inv; 740 object *curinv = op->inv;
741 object *nextinv;
1108 742
1109 /* 743 /*
1110 This is the default. Drops everything not locked or considered 744 This is the default. Drops everything not locked or considered
1111 not something that should be dropped. 745 not something that should be dropped.
1112 */ 746 */
1113 /* 747 /*
1114 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
1115 the drop() routine will do unknown things to it when dropping 749 the drop() routine will do unknown things to it when dropping
1116 in a shop. --Tero.Pelander@utu.fi 750 in a shop. --Tero.Pelander@utu.fi
1117 */ 751 */
752 int cnt = MAX_ITEM_PER_ACTION;
1118 753
1119 if(params==NULL) { 754 if (!params)
1120 while(curinv != NULL) { 755 {
756 while (curinv)
757 {
1121 nextinv = curinv->below; 758 nextinv = curinv->below;
759
1122 while (nextinv && nextinv->type==MONEY) 760 while (nextinv && nextinv->type == MONEY)
1123 nextinv = nextinv->below; 761 nextinv = nextinv->below;
1124 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 762
1125 curinv->type != FOOD && curinv->type != KEY && 763 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
1126 curinv->type != SPECIAL_KEY && curinv->type != GEM && 764 && curinv->type != MONEY
1127 !curinv->invisible && 765 && curinv->type != FOOD
766 && curinv->type != KEY
767 && curinv->type != SPECIAL_KEY
768 && curinv->type != GEM
769 && !curinv->invisible
1128 (curinv->type!=CONTAINER || op->container!=curinv)) 770 && (curinv->type != CONTAINER || op->container_ () != curinv))
1129 { 771 {
1130 drop(op,curinv); 772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
1131 } 777 }
1132 curinv = nextinv;
1133 }
1134 } 778 }
1135
1136 else if(strcmp(params, "weapons") == 0) { 779 else if (strcmp (params, "weapons") == 0)
1137 while(curinv != NULL) { 780 {
781 while (curinv)
782 {
1138 nextinv = curinv->below; 783 nextinv = curinv->below;
784
1139 while (nextinv && nextinv->type==MONEY) 785 while (nextinv && nextinv->type == MONEY)
1140 nextinv = nextinv->below; 786 nextinv = nextinv->below;
1141 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 787
1142 (curinv->type == BOW) || (curinv->type == ARROW))) 788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
1143 { 789 {
1144 drop(op,curinv); 790 drop (op, curinv);
1145 } 791 if (--cnt <= 0) break;
792 }
793
1146 curinv = nextinv; 794 curinv = nextinv;
1147 } 795 }
1148 } 796 }
1149
1150 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
1151 while(curinv != NULL) { 798 {
799 while (curinv)
800 {
1152 nextinv = curinv->below; 801 nextinv = curinv->below;
802
1153 while (nextinv && nextinv->type==MONEY) 803 while (nextinv && nextinv->type == MONEY)
1154 nextinv = nextinv->below; 804 nextinv = nextinv->below;
1155 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 805
1156 curinv->type == SHIELD || curinv->type==HELMET)) 806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
1157 { 807 {
1158 drop(op,curinv); 808 drop (op, curinv);
1159 } 809 if (--cnt <= 0) break;
810 }
811
1160 curinv = nextinv; 812 curinv = nextinv;
1161 } 813 }
1162 } 814 }
1163
1164 else if(strcmp(params, "misc") == 0) { 815 else if (strcmp (params, "misc") == 0)
1165 while(curinv != NULL) { 816 {
817 while (curinv)
818 {
1166 nextinv = curinv->below; 819 nextinv = curinv->below;
820
1167 while (nextinv && nextinv->type==MONEY) 821 while (nextinv && nextinv->type == MONEY)
1168 nextinv = nextinv->below; 822 nextinv = nextinv->below;
823
1169 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 824 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
1170 switch(curinv->type) { 825 {
1171 case HORN: 826 switch (curinv->type)
1172 case BOOK: 827 {
1173 case SPELLBOOK: 828 case HORN:
1174 case GIRDLE: 829 case BOOK:
1175 case AMULET: 830 case SPELLBOOK:
1176 case RING: 831 case GIRDLE:
1177 case CLOAK: 832 case AMULET:
1178 case BOOTS: 833 case RING:
1179 case GLOVES: 834 case CLOAK:
1180 case BRACERS: 835 case BOOTS:
1181 case SCROLL: 836 case GLOVES:
1182 case ARMOUR_IMPROVER: 837 case BRACERS:
1183 case WEAPON_IMPROVER: 838 case SCROLL:
1184 case WAND: 839 case ARMOUR_IMPROVER:
1185 case ROD: 840 case WEAPON_IMPROVER:
1186 case POTION: 841 case WAND:
1187 drop(op,curinv); 842 case ROD:
1188 curinv = nextinv; 843 case POTION:
1189 break; 844 drop (op, curinv);
1190 default: 845 curinv = nextinv;
1191 curinv = nextinv; 846 break;
1192 break; 847 default:
1193 } 848 curinv = nextinv;
1194 } 849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
1195 curinv = nextinv; 855 curinv = nextinv;
1196 } 856 }
1197 } 857 }
1198 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
1199/* draw_look(op);*/ 862/* draw_look(op);*/
1200 return 0; 863 return 0;
864}
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;
1201} 889}
1202 890
1203/* 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
1204 * comma seperated list. 892 * comma seperated list.
1205 */ 893 */
1206 894int
1207int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
1208{ 896{
1209 object *tmp, *next; 897 object *tmp, *next;
1210 int did_one=0; 898 int did_one = 0;
1211 899
1212 if (!params) { 900 if (!params)
901 {
1213 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 902 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
1214 return 0;
1215 } else {
1216 for (tmp=op->inv; tmp; tmp=next) {
1217 next=tmp->below;
1218 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
1219 tmp->invisible) continue;
1220 if (item_matched_string(op,tmp,params)) {
1221 drop(op, tmp);
1222 did_one=1;
1223 }
1224 }
1225 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
1226 }
1227 if (op->type==PLAYER)
1228 {
1229 op->contr->count=0;
1230 op->contr->socket.update_look=1;
1231 };
1232/* draw_look(op);*/
1233 return 0; 903 return 0;
1234} 904 }
905 else
906 {
907 vector<object *> matched_objs;
1235 908
909 for (tmp = op->inv; tmp; tmp = next)
910 {
911 next = tmp->below;
912 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
913 continue;
914
915 if (item_matched_string (op, tmp, params))
916 matched_objs.push_back (tmp);
917 }
918
919 int cnt = MAX_ITEM_PER_ACTION;
920
921 if (!drop_vector (op, matched_objs, &cnt))
922 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
923
924 if (cnt <= 0)
925 op->failmsg ("Only dropped some items, can't drop that many items at once.");
926 }
927
928 return 0;
929}
930
931int
1236int command_examine (object *op, char *params) 932command_examine (object *op, char *params)
1237{ 933{
1238 if (!params) { 934 if (!params)
935 {
1239 object *tmp=op->below; 936 object *tmp = op->below;
1240 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 937
1241 if (tmp) examine(op,tmp); 938 while (tmp && !tmp->client_visible ())
1242 } 939 tmp = tmp->below;
1243 else { 940
1244 object *tmp=find_best_object_match(op,params);
1245 if (tmp) 941 if (tmp)
1246 examine(op,tmp); 942 examine (op, tmp);
943 }
944 else
945 {
946 object *tmp = find_best_object_match (op, params);
947
948 if (tmp)
949 examine (op, tmp);
1247 else 950 else
1248 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 951 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
1249 } 952 }
953
1250 return 0; 954 return 0;
1251} 955}
1252 956
1253/* op should be a player. 957/* op should be a player.
1254 * we return the object the player has marked with the 'mark' command 958 * we return the object the player has marked with the 'mark' command
1255 * below. If no match is found (or object has changed), we return 959 * below. If no match is found (or object has changed), we return
1256 * NULL. We leave it up to the calling function to print messages if 960 * NULL. We leave it up to the calling function to print messages if
1257 * nothing is found. 961 * nothing is found.
1258 */ 962 */
963object *
1259object *find_marked_object(object *op) 964find_marked_object (object *op)
1260{ 965{
1261 object *tmp; 966 object *tmp;
1262 967
1263 if (!op || !op->contr) return NULL; 968 if (!op || !op->contr)
969 return NULL;
970
1264 if (!op->contr->mark) { 971 if (!op->contr->mark)
972 {
1265/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 973/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1266 return NULL; 974 return 0;
1267 } 975 }
976
1268 /* This may seem like overkill, but we need to make sure that they 977 /* This may seem like overkill, but we need to make sure that they
1269 * player hasn't dropped the item. We use count on the off chance that 978 * player hasn't dropped the item. We use count on the off chance that
1270 * an item got reincarnated at some point. 979 * an item got reincarnated at some point.
1271 */ 980 */
1272 for (tmp=op->inv; tmp; tmp=tmp->below) { 981 for (tmp = op->inv; tmp; tmp = tmp->below)
1273 if (tmp->invisible) continue; 982 {
983 if (tmp->invisible)
984 continue;
985
1274 if (tmp == op->contr->mark) { 986 if (tmp == op->contr->mark)
1275 if (tmp->count == op->contr->mark_count) 987 {
1276 return tmp; 988 if (!tmp->destroyed ())
1277 else { 989 return tmp;
1278 op->contr->mark=NULL; 990 else
1279 op->contr->mark_count=0; 991 {
992 op->contr->mark = 0;
1280/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 993/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1281 return NULL; 994 return 0;
995 }
996 }
1282 } 997 }
1283 } 998
1284 } 999 return 0;
1285 return NULL;
1286} 1000}
1001
1002std::string
1003object::describe_monster (object *who)
1004{
1005 dynbuf_text buf (512, 512);
1006
1007 object *mon = head ? head : this;
1008
1009 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1010 buf << "It is an undead force.\r";
1011
1012 if (mon->level > who->level)
1013 buf << "It is likely more powerful than you.\r";
1014 else if (mon->level < who->level)
1015 buf << "It is likely less powerful than you.\r";
1016 else
1017 buf << "It is probably as powerful as you.\r";
1018
1019 if (mon->attacktype & AT_ACID)
1020 buf << "You seem to smell an acrid odor.\r";
1021
1022 /* Anyone know why this used to use the clone value instead of the
1023 * maxhp field? This seems that it should give more accurate results.
1024 */
1025 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1026 { /* From 1-4 */
1027 case 1:
1028 buf << "It is in a bad shape.\r";
1029 break;
1030 case 2:
1031 buf << "It is hurt.\r";
1032 break;
1033 case 3:
1034 buf << "It is somewhat hurt.\r";
1035 break;
1036 case 4:
1037 buf << "It is in excellent shape.\r";
1038 break;
1287 1039 }
1288 1040
1289/* op should be a player, params is any params. 1041 if (present_in_ob (POISONING, mon))
1290 * If no params given, we print out the currently marked object. 1042 buf << "It looks very ill.\r";
1291 * otherwise, try to find a matching object - try best match first. 1043
1292 */ 1044 buf << '\n';
1293int command_mark(object *op, char *params) 1045
1046 return buf;
1047}
1048
1049/* tmp is the object being described, pl is who is examing it. */
1050const char *
1051long_desc (object *tmp, object *pl)
1294{ 1052{
1295 if (!op->contr) return 1; 1053 static std::string s;
1296 if (!params) { 1054
1297 object *mark=find_marked_object(op); 1055 return (s = tmp->long_desc (pl)).c_str ();
1298 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1056}
1299 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark)); 1057
1058std::string
1059object::long_desc (object *who)
1060{
1061 std::string buf (query_name ());
1062
1063 switch (type)
1300 } 1064 {
1301 else { 1065 case RING:
1302 object *mark1=find_best_object_match(op, params); 1066 case SKILL:
1303 if (!mark1) { 1067 case WEAPON:
1304 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 1068 case ARMOUR:
1305 return 1; 1069 case BRACERS:
1306 } 1070 case HELMET:
1307 else { 1071 case SHIELD:
1308 op->contr->mark=mark1; 1072 case BOOTS:
1309 op->contr->mark_count=mark1->count; 1073 case GLOVES:
1310 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1)); 1074 case AMULET:
1311 return 0; 1075 case GIRDLE:
1312 } 1076 case BOW:
1313 } 1077 case ARROW:
1314 return 0; /*shouldnt get here */ 1078 case CLOAK:
1315} 1079 case FOOD:
1080 case DRINK:
1081 case FLESH:
1082 case SKILL_TOOL:
1083 case LAMP:
1084 case POWER_CRYSTAL:
1085 {
1086 const char *cp = ::describe_item (this, who);
1316 1087
1088 if (*cp)
1089 {
1090 buf.append (" ");
1091 buf.append (cp);
1092 }
1093 }
1094 }
1095
1096 return buf;
1097}
1317 1098
1318/* op is the player 1099/* op is the player
1319 * tmp is the monster being examined. 1100 * tmp is the monster being examined.
1320 */ 1101 */
1102void
1321void examine_monster(object *op,object *tmp) { 1103examine_monster (object *op, object *tmp)
1322 object *mon=tmp->head?tmp->head:tmp; 1104{
1105 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106}
1323 1107
1324 if(QUERY_FLAG(mon,FLAG_UNDEAD)) 1108static void
1325 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force."); 1109describe_dump_object (dynbuf &buf, object *ob)
1326 if(mon->level>op->level) 1110{
1327 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you."); 1111 char *txt = dump_object (ob);
1328 else if(mon->level<op->level) 1112 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1329 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you."); 1113 buf << "\n" << txt << "\n";
1330 else
1331 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1332 if(mon->attacktype&AT_ACID)
1333 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1334 1114
1335 /* Anyone know why this used to use the clone value instead of the 1115 if (!ob->is_arch ())
1336 * maxhp field? This seems that it should give more accurate results. 1116 describe_dump_object (buf, ob->arch);
1337 */ 1117}
1338 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */ 1118
1339 case 1: 1119std::string
1340 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape."); 1120object::describe (object *who)
1341 break; 1121{
1342 case 2: 1122 dynbuf_text buf (1024, 1024);
1343 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt."); 1123
1344 break; 1124 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1345 case 3: 1125
1346 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt."); 1126 if (custom_name)
1347 break; 1127 buf.printf ("You call it %s.\r", &custom_name);
1348 case 4: 1128
1349 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape."); 1129 switch (type)
1350 break;
1351 } 1130 {
1352 if(present_in_ob(POISONING,mon)!=NULL) 1131 case SPELLBOOK:
1353 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill."); 1132 if (flag [FLAG_IDENTIFIED] && inv)
1354} 1133 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1134 break;
1355 1135
1136 case BOOK:
1137 if (msg)
1138 buf << "Something is written in it.\r";
1139 break;
1356 1140
1357/* tmp is the object being described, pl is who is examing it. */ 1141 case CONTAINER:
1358char *long_desc(object *tmp, object *pl) { 1142 if (race)
1359 static char buf[VERY_BIG_BUF]; 1143 {
1360 char *cp; 1144 if (weight_limit && stats.Str < 100)
1145 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1146 &race, weight_limit / (10.0 * (100 - stats.Str)));
1147 else
1148 buf.printf ("It can hold only %s.\r", &race);
1149 }
1150 else if (weight_limit && stats.Str < 100)
1151 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1152 break;
1361 1153
1362 if(tmp==NULL) 1154 case WAND:
1363 return ""; 1155 if (flag [FLAG_IDENTIFIED])
1364 1156 buf.printf ("It has %d charges left.\r", stats.food);
1365 buf[0]='\0'; 1157 break;
1366 switch(tmp->type) {
1367 case RING:
1368 case SKILL:
1369 case WEAPON:
1370 case ARMOUR:
1371 case BRACERS:
1372 case HELMET:
1373 case SHIELD:
1374 case BOOTS:
1375 case GLOVES:
1376 case AMULET:
1377 case GIRDLE:
1378 case BOW:
1379 case ARROW:
1380 case CLOAK:
1381 case FOOD:
1382 case DRINK:
1383 case FLESH:
1384 case SKILL_TOOL:
1385 case POWER_CRYSTAL:
1386 if(*(cp=describe_item(tmp, pl))!='\0') {
1387 int len;
1388
1389 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1390 buf[VERY_BIG_BUF-1]=0;
1391 len=strlen(buf);
1392 if (len<VERY_BIG_BUF-5) {
1393 /* Since we know the length, we save a few cpu cycles by using
1394 * it instead of calling strcat */
1395 strcpy(buf+len," ");
1396 len++;
1397 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1398 buf[VERY_BIG_BUF-1]=0;
1399 }
1400 } 1158 }
1401 }
1402 if(buf[0]=='\0') {
1403 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1404 buf[VERY_BIG_BUF-1]=0;
1405 }
1406 1159
1407 return buf; 1160 if (!msg)
1408} 1161 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1162 << material->description
1163 << ".\r";
1409 1164
1410void examine(object *op, object *tmp) { 1165 if (who)
1411 char buf[VERY_BIG_BUF];
1412 int i;
1413
1414 if (tmp == NULL || tmp->type == CLOSE_CON)
1415 return;
1416
1417 strcpy(buf,"That is ");
1418 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1419 buf[VERY_BIG_BUF-1]=0;
1420
1421 new_draw_info(NDI_UNIQUE, 0,op,buf);
1422 buf[0]='\0';
1423
1424 if(tmp->custom_name) {
1425 strcpy(buf,"You call it ");
1426 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1427 buf[VERY_BIG_BUF-1]=0;
1428 new_draw_info(NDI_UNIQUE, 0,op,buf);
1429 buf[0]='\0';
1430 }
1431
1432 switch(tmp->type) {
1433 case SPELLBOOK:
1434 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1435 sprintf(buf,"%s is a %s level %s spell",
1436 tmp->inv->name, get_levelnumber(tmp->inv->level),
1437 tmp->inv->skill);
1438 }
1439 break;
1440
1441 case BOOK:
1442 if(tmp->msg!=NULL)
1443 strcpy(buf,"Something is written in it.");
1444 break;
1445
1446 case CONTAINER:
1447 if(tmp->race!=NULL) {
1448 if(tmp->weight_limit && tmp->stats.Str<100)
1449 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1450 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1451 else
1452 sprintf (buf,"It can hold only %s.", tmp->race);
1453 } else
1454 if(tmp->weight_limit && tmp->stats.Str<100)
1455 sprintf (buf,"Its weight limit is %.1f kg.",
1456 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1457 break;
1458
1459 case WAND:
1460 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1461 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1462 break;
1463 }
1464
1465 if(buf[0]!='\0')
1466 new_draw_info(NDI_UNIQUE, 0,op,buf);
1467
1468 if(tmp->materialname != NULL && !tmp->msg) {
1469 sprintf(buf, "It is made of: %s.", tmp->materialname);
1470 new_draw_info(NDI_UNIQUE, 0, op, buf);
1471 }
1472 /* Where to wear this item */ 1166 /* Where to wear this item */
1473 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1167 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1474 if (tmp->body_info[i]<-1) { 1168 if (slot[i].info)
1475 if (op->body_info[i]) 1169 {
1476 new_draw_info_format(NDI_UNIQUE, 0,op, 1170 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1477 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]); 1171
1478 else 1172 if (slot[i].info < -1 && who->slot[i].info)
1479 new_draw_info_format(NDI_UNIQUE, 0,op, 1173 buf.printf ("(%d)", -slot[i].info);
1480 "It goes %s", body_locations[i].nonuse_name); 1174
1481 } else if (tmp->body_info[i]) { 1175 buf << ".\r";
1482 if (op->body_info[i]) 1176 }
1483 new_draw_info_format(NDI_UNIQUE, 0,op, 1177
1484 "It goes %s", body_locations[i].use_name); 1178 if (weight)
1485 else 1179 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1486 new_draw_info_format(NDI_UNIQUE, 0,op, 1180
1487 "It goes %s", body_locations[i].nonuse_name); 1181 if (flag [FLAG_STARTEQUIP])
1488 } 1182 buf << (nrof > 1 ? "They were" : "It was")
1183 << " given by a god and will vanish when dropped.\r";
1184
1185 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1489 } 1186 {
1187 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1490 1188
1491 if(tmp->weight) { 1189 if (is_in_shop (who))
1492 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.", 1190 {
1493 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0); 1191 if (flag [FLAG_UNPAID])
1494 new_draw_info(NDI_UNIQUE, 0,op,buf); 1192 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1495 } 1193 else
1496 1194 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1497 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) { 1195 }
1498 object *floor;
1499 sprintf(buf,"You reckon %s worth %s.",
1500 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1501 new_draw_info(NDI_UNIQUE, 0,op,buf);
1502 floor = get_map_ob (op->map, op->x, op->y);
1503 if (floor && floor->type == SHOP_FLOOR) {
1504 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1505 sprintf(buf,"%s would cost you %s.",
1506 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1507 else
1508 sprintf(buf,"You are offered %s for %s.",
1509 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1510 new_draw_info(NDI_UNIQUE, 0,op,buf);
1511 }
1512 }
1513
1514 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1515 examine_monster(op,tmp);
1516 1196 }
1197
1198 if (flag [FLAG_MONSTER])
1199 buf << describe_monster (who);
1200
1517 /* Is this item buildable? */ 1201 /* Is this item buildable? */
1518 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) ) 1202 if (flag [FLAG_IS_BUILDABLE])
1519 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." ); 1203 buf << "This is a buildable item.\r";
1520 1204
1521 /* Does the object have a message? Don't show message for all object 1205 /* Does the object have a message? Don't show message for all object
1522 * types - especially if the first entry is a match 1206 * types - especially if the first entry is a match
1523 */ 1207 */
1524 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK && 1208 if (msg)
1525 tmp->type != CORPSE && !tmp->move_on && 1209 {
1526 strncasecmp(tmp->msg, "@match",7)) { 1210 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1211 {
1212 buf << '\r';
1527 1213
1528 /* This is just a hack so when identifying the items, we print 1214 /* This is just a hack so when identifying the items, we print
1529 * out the extra message 1215 * out the extra message
1530 */ 1216 */
1531 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1217 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1532 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:"); 1218 buf << "The object has a story:\r";
1533 1219
1534 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg); 1220 buf << msg << '\n';
1221 }
1222 }
1223 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1224 && (type == SPELLBOOK || type == ROD || type == WAND
1225 || type == ROD || type == POTION || type == SCROLL))
1226 // for spellbooks and other stuff that contains spells, print the spell message,
1227 // unless the object has a custom message handled above.
1228 buf << '\r' << inv->msg << '\n';
1229
1230 // try to display the duration for some potions and scrolls
1231 // this includes change ability potions and group spells,
1232 // but does not handle protection potions
1233 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1234 && (type == POTION || type == SCROLL))
1535 } 1235 {
1536 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */ 1236 object *spell = inv;
1537}
1538 1237
1539/* 1238 if (spell->subtype == SP_PARTY_SPELL)
1540 * inventory prints object's inventory. If inv==NULL then print player's 1239 spell = spell->other_arch;
1541 * inventory.
1542 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1543 */
1544void inventory(object *op,object *inv) {
1545 object *tmp;
1546 char *in;
1547 int items = 0, length;
1548 1240
1549 if (inv==NULL && op==NULL) { 1241 if (spell->subtype == SP_CHANGE_ABILITY)
1550 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?"); 1242 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1551 return; 1243 TICK2TIME (change_ability_duration (spell, this)));
1552 } 1244 }
1553 tmp = inv ? inv->inv : op->inv;
1554 1245
1555 while (tmp) { 1246 // Display a hint about inscribable items [empty books]
1556 if ((!tmp->invisible && 1247 // This includes the amount of text they can hold.
1557 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED))) 1248 if (type == INSCRIBABLE)
1558 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1559 items++;
1560 tmp=tmp->below;
1561 }
1562 if (inv==NULL) { /* player's inventory */
1563 if (items==0) {
1564 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1565 return;
1566 } else {
1567 length = 28;
1568 in = "";
1569 if (op)
1570 clear_win_info(op);
1571 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1572 } 1249 {
1573 } else { 1250 if (other_arch && other_arch->type == SCROLL)
1574 if (items==0) 1251 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1575 return;
1576 else {
1577 length = 28;
1578 in = " ";
1579 }
1580 }
1581 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1582 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1583 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1584 continue;
1585 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1586 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1587 query_name(tmp), tmp->count,query_weight(tmp));
1588 else 1252 else
1589 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8, 1253 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1590 length+8, query_name(tmp),
1591 query_weight(tmp)); 1254 weight_limit);
1592 }
1593 if(!inv && op) {
1594 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1595 41,"Total weight :",query_weight(op));
1596 }
1597}
1598
1599static void display_new_pickup( object* op )
1600 { 1255 }
1256
1257 buf << '\n';
1258
1259 // the dungeon master additionally gets a complete dump
1260 if (who && who->flag [FLAG_WIZLOOK])
1261 {
1262 buf << "\nT<Object>\n";
1263 describe_dump_object (buf, this);
1264
1265 if (inv)
1266 {
1267 buf << "\nT<Top Inventory>\n";
1268 describe_dump_object (buf, inv);
1269 }
1270 }
1271
1272 return std::string (buf.linearise (), buf.size ());
1273}
1274
1275static void
1276display_new_pickup (object *op)
1277{
1601 int i = op->contr->mode; 1278 int i = op->contr->mode;
1602 1279
1603 if(!(i & PU_NEWMODE)) return;
1604
1605 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1606 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0); 1280 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1607 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0); 1281 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1608 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0); 1282 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1609 1283
1610 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5); 1284 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1611 1285
1612 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0); 1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1613 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0); 1287 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1614 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0); 1288 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1615 1289
1616 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0); 1290 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1617 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0); 1291 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1618 1292
1619 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0); 1293 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1620 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0); 1294 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1621 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0); 1295 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1622 1296
1623 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0); 1297 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1624 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0); 1298 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1625 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0); 1299 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1626 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0); 1300 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1627 1301
1628 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0); 1302 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1629 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0); 1303 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1630 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0); 1304 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1631 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0); 1305 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1632 1306
1633 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0); 1307 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1634 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0); 1308 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1635 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0); 1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1636 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0); 1310 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1637 1311
1638 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0); 1312 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1639 1313
1640 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0); 1314 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1641 1316
1642 new_draw_info_format(NDI_UNIQUE, 0,op,""); 1317 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1643 } 1318}
1644 1319
1320int
1645int command_pickup (object *op, char *params) 1321command_pickup (object *op, char *params)
1646{ 1322{
1647 uint32 i; 1323 uint32 i;
1648 static const char* names[ ] = { 1324 static const char *names[] = {
1649 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", 1325 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1650 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", 1326 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1651 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL }; 1327 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1328 "jewels", "flesh", NULL
1329 };
1652 static uint32 modes[ ] = { 1330 static uint32 modes[] = {
1653 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, 1331 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1654 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, 1332 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1655 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 }; 1333 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1334 PU_JEWELS, PU_FLESH, 0
1335 };
1656 1336
1657 if(!params) { 1337 if (!params)
1338 {
1658 /* if the new mode is used, just print the settings */ 1339 /* if the new mode is used, just print the settings */
1659 if(op->contr->mode & PU_NEWMODE)
1660 {
1661 display_new_pickup( op ); 1340 display_new_pickup (op);
1662 return 1;
1663 }
1664 if(1) LOG(llevDebug, "command_pickup: !params\n");
1665 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1666 return 0; 1341 return 0;
1667 } 1342 }
1668 1343
1669 while ( *params == ' ' && *params ) 1344 while (*params == ' ' && *params)
1670 params++; 1345 params++;
1671 1346
1672 if ( *params == '+' || *params == '-' ) 1347 if (*params == '+' || *params == '-')
1673 { 1348 {
1674 int mode; 1349 int mode;
1350
1675 for ( mode = 0; names[ mode ]; mode++ ) 1351 for (mode = 0; names[mode]; mode++)
1676 { 1352 {
1677 if ( !strcmp( names[ mode ], params + 1 ) ) 1353 if (!strcmp (names[mode], params + 1))
1678 { 1354 {
1679 i = op->contr->mode; 1355 i = op->contr->mode;
1680 if ( !( i & PU_NEWMODE ) ) 1356
1681 i = PU_NEWMODE;
1682 if ( *params == '+' ) 1357 if (*params == '+')
1683 i = i | modes[ mode ]; 1358 i = i | modes[mode];
1684 else 1359 else
1685 i = i & ~modes[ mode ]; 1360 i = i & ~modes[mode];
1361
1686 op->contr->mode = i; 1362 op->contr->mode = i;
1687 display_new_pickup( op ); 1363 display_new_pickup (op);
1688 return 1; 1364 return 1;
1689 } 1365 }
1690 } 1366 }
1691 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1367 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1692 return 1; 1368 return 1;
1693 } 1369 }
1694 1370
1695 if(sscanf(params, "%u", &i) != 1) { 1371 if (sscanf (params, "%u", &i) != 1)
1696 if(1) LOG(llevDebug, "command_pickup: params==NULL\n"); 1372 {
1697 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> ."); 1373 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1698 return 1; 1374 return 1;
1699 } 1375 }
1700 set_pickup_mode(op,i); 1376
1377 if (i <= PU_RATIO)
1378 i |= op->contr->mode & ~PU_RATIO;
1379
1380 op->contr->mode = i;
1701 1381
1702 return 1; 1382 return 1;
1703} 1383}
1704 1384
1705void set_pickup_mode(object *op,int i) { 1385int
1706 switch(op->contr->mode=i) {
1707 case 0:
1708 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1709 break;
1710 case 1:
1711 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1712 break;
1713 case 2:
1714 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1715 break;
1716 case 3:
1717 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1718 break;
1719 case 4:
1720 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1721 break;
1722 case 5:
1723 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1724 break;
1725 case 6:
1726 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1727 break;
1728 case 7:
1729 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1730 break;
1731 }
1732}
1733
1734int command_search_items (object *op, char *params) 1386command_search_items (object *op, char *params)
1735{ 1387{
1736 char buf[MAX_BUF]; 1388 char buf[MAX_BUF];
1737 1389
1738 if (settings.search_items == FALSE)
1739 return 1;
1740
1741 if(params == NULL) { 1390 if (params == NULL)
1391 {
1742 if(op->contr->search_str[0]=='\0') { 1392 if (op->contr->search_str[0] == '\0')
1393 {
1743 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1"); 1394 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1744 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all"); 1395 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1745 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1746 return 1; 1397 return 1;
1747 } 1398 }
1399
1748 op->contr->search_str[0]='\0'; 1400 op->contr->search_str[0] = '\0';
1749 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1750 fix_player(op); 1402 op->update_stats ();
1751 return 1;
1752 }
1753 if((int)strlen(params) >= MAX_BUF) {
1754 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1755 return 1;
1756 }
1757 strcpy(op->contr->search_str, params);
1758 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1759 new_draw_info(NDI_UNIQUE, 0,op,buf);
1760 fix_player(op);
1761 return 1; 1403 return 1;
1762}
1763
1764/*
1765 * Changing the custom name of an item
1766 *
1767 * Syntax is: rename <what object> to <new name>
1768 * if '<what object>' is omitted, marked object is used
1769 * if 'to <new name>' is omitted, custom name is cleared
1770 *
1771 * Names are considered for all purpose having a length <=127 (max length sent to client
1772 * by server) */
1773
1774int command_rename_item(object *op, char *params)
1775{
1776 char buf[VERY_BIG_BUF];
1777 int itemnumber;
1778 object *item=NULL;
1779 char *closebrace;
1780 size_t counter;
1781
1782 if (params) {
1783 /* Let's skip white spaces */
1784 while(' '==*params) params++;
1785
1786 /* Checking the first part */
1787 if ((itemnumber = atoi(params))!=0) {
1788 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1789 if (!item) {
1790 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1791 return 1;
1792 }
1793 while(isdigit(*params) || ' '==*params) params++;
1794 }
1795 else if ('<'==*params) {
1796 /* Got old name, let's get it & find appropriate matching item */
1797 closebrace=strchr(params,'>');
1798 if(!closebrace) {
1799 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1800 return 1;
1801 } 1404 }
1802 /* Sanity check for buffer overruns */
1803 if((closebrace-params)>127) {
1804 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1805 return 1;
1806 }
1807 /* Copy the old name */
1808 strncpy(buf,params+1,closebrace-params-1);
1809 buf[closebrace-params-1]='\0';
1810 1405
1811 /* Find best matching item */ 1406 if (strlen (params) >= MAX_BUF)
1812 item=find_best_object_match(op,buf);
1813 if(!item) {
1814 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1815 return 1;
1816 }
1817
1818 /* Now need to move pointer to just after > */
1819 params=closebrace+1;
1820 while(' '==*params) params++;
1821
1822 } else {
1823 /* Use marked item */
1824 item=find_marked_object(op);
1825 if(!item) {
1826 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1827 return 1;
1828 }
1829 } 1407 {
1830 1408 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1831 /* Now let's find the new name */
1832 if(!strncmp(params,"to ",3)) {
1833 params+=3;
1834 while(' '==*params) params++;
1835 if('<'!=*params) {
1836 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1837 return 1;
1838 }
1839 closebrace=strchr(params+1,'>');
1840 if(!closebrace) {
1841 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1842 return 1;
1843 }
1844
1845 /* Sanity check for buffer overruns */
1846 if((closebrace-params)>127) {
1847 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1848 return 1;
1849 }
1850
1851 /* Copy the new name */
1852 strncpy(buf,params+1,closebrace-params-1);
1853 buf[closebrace-params-1]='\0';
1854
1855 /* Let's check it for weird characters */
1856 for(counter=0;counter<strlen(buf);counter++) {
1857 if(isalnum(buf[counter])) continue;
1858 if(' '==buf[counter]) continue;
1859 if('\''==buf[counter]) continue;
1860 if('+'==buf[counter]) continue;
1861 if('_'==buf[counter]) continue;
1862 if('-'==buf[counter]) continue;
1863
1864 /* If we come here, then the name contains an invalid character...
1865 tell the player & exit */
1866 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1867 return 1;
1868 }
1869
1870 } else {
1871 /* If param contains something, then syntax error... */
1872 if(strlen(params)) {
1873 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1874 return 1;
1875 }
1876 /* New name is empty */
1877 buf[0]='\0';
1878 }
1879 } else {
1880 /* Last case: params==NULL */
1881 item=find_marked_object(op);
1882 if(!item) {
1883 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1884 return 1; 1409 return 1;
1885 } 1410 }
1886 buf[0]='\0';
1887 }
1888 1411
1889 if (QUERY_FLAG(item, FLAG_UNPAID)) { 1412 strcpy (op->contr->search_str, params);
1890 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first."); 1413 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1891 return 1; 1414 new_draw_info (NDI_UNIQUE, 0, op, buf);
1892 } 1415 op->update_stats ();
1893
1894 /* Coming here, everything is fine... */
1895 if(!strlen(buf)) {
1896 /* Clear custom name */
1897 if(item->custom_name) {
1898 FREE_AND_CLEAR_STR(item->custom_name);
1899
1900 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));
1901 esrv_update_item(UPD_NAME,op,item);
1902 } else {
1903 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1904 }
1905 } else {
1906 /* Set custom name */
1907 FREE_AND_COPY(item->custom_name,buf);
1908
1909 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);
1910 esrv_update_item(UPD_NAME,op,item);
1911 }
1912 1416
1913 return 1; 1417 return 1;
1914} 1418}
1419

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