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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.2 by elmex, Mon Aug 14 04:22:05 2006 UTC vs.
Revision 1.89 by elmex, Mon Jan 12 00:17:23 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 1.2 2006/08/14 04:22:05 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
23
5/* 24/*
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 25 * Object (handling) commands
28*/ 26 */
29 27
30#include <global.h> 28#include <global.h>
31#include <loader.h> 29#include <loader.h>
32#include <skills.h> 30#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <living.h> 32#include <living.h>
37#include <math.h> 33#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 (op->container)
665 tmp = op->below;
666 } 367 {
667 368 alt = op->container;
668 /* Try to catch it. */ 369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
669 tmp_map = tmp->map;
670 tmp = stop_item (tmp);
671 if (tmp == NULL)
672 goto leave; 370 goto leave;
673 need_fix_tmp = 1;
674 if ( ! can_pick (op, tmp))
675 goto leave;
676
677 if (op->type==PLAYER) {
678 count=op->contr->count;
679 if (count==0) count = tmp->nrof;
680 } 371 }
681 else 372 else
682 count=tmp->nrof; 373 { /* non container pickup */
683
684 /* container is open, so use it */
685 if (op->container) {
686 alt = op->container;
687 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
688 goto leave;
689 } else { /* non container pickup */
690 for (alt=op->inv; alt; alt=alt->below) 374 for (alt = op->inv; alt; alt = alt->below)
691 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 375 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
692 alt->race && alt->race==tmp->race && 376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
693 sack_can_hold (NULL, alt, tmp,count)) 377 break; /* perfect match */
694 break; /* perfect match */ 378
695 379 if (!alt)
696 if (!alt)
697 for (alt=op->inv; alt; alt=alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
698 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 381 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 */ 382 break; /* General container comes next */
701 if (!alt) 383
384 if (!alt)
702 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
703 } 386 }
387
704 if(tmp->env == alt) { 388 if (tmp->env == alt)
389 {
705 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
706 * if someone wants to implement it 391 * if someone wants to implement it
707 */ 392 */
708 alt = op; 393 alt = op;
709 } 394 }
395
710#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
711 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
712#endif 398#endif
713 399
714 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
715 if (op->type == PLAYER && alt->type == CONTAINER 401 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
716 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
717 { 402 {
718 new_draw_info (NDI_UNIQUE, 0, op, 403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
719 "This object cannot be put into containers!");
720 goto leave; 404 goto leave;
721 } 405 }
722 406
723 tag = tmp->count;
724 pick_up_object (op, alt, tmp, count); 407 pick_up_object (op, alt, tmp, count);
408
725 if (was_destroyed (tmp, tag) || tmp->env) 409 if (tmp->destroyed () || tmp->env)
726 need_fix_tmp = 0; 410 need_fix_tmp = 0;
411
727 if (op->type == PLAYER) 412 if (op->type == PLAYER)
728 op->contr->count=0; 413 op->contr->count = 0;
414
729 goto leave; 415 goto leave;
730 416
731 leave: 417leave:
732 if (need_fix_tmp) 418 if (need_fix_tmp)
733 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
734} 420}
735
736 421
737/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
738 * who issued the command. params is a string to 423 * who issued the command. params is a string to
739 * match against the item name. Basically, always 424 * match against the item name. Basically, always
740 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
741 */ 426 */
427int
742int command_take (object *op, char *params) 428command_take (object *op, char *params)
743{ 429{
744 object *tmp, *next; 430 object *tmp, *next;
745 431
746 if (op->container) 432 if (op->container)
747 tmp=op->container->inv; 433 tmp = op->container->inv;
748 else { 434 else
749 tmp=op->above; 435 {
750 if (tmp) while (tmp->above) {
751 tmp=tmp->above; 436 tmp = op->above;
752 } 437 if (tmp)
438 while (tmp->above)
439 tmp = tmp->above;
440
441 if (!tmp)
442 tmp = op->below;
443 }
444
753 if (!tmp) 445 if (!tmp)
754 tmp=op->below;
755 } 446 {
756
757 if (tmp==NULL) {
758 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
759 return 0; 448 return 0;
760 } 449 }
761 450
762 /* Makes processing easier */ 451 /* Makes processing easier */
763 if (params && *params=='\0') params=NULL; 452 if (params && *params == '\0')
453 params = 0;
764 454
455 int cnt = MAX_ITEM_PER_DROP;
456
765 while (tmp) { 457 while (tmp)
458 {
766 next=tmp->below; 459 next = tmp->below;
767 460
768 if (tmp->invisible) { 461 if (tmp->invisible)
769 tmp=next; 462 {
463 tmp = next;
770 continue; 464 continue;
771 } 465 }
466
772 /* This following two if and else if could be merged into line 467 /* This following two if and else if could be merged into line
773 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
774 * not make it any more efficient 469 * not make it any more efficient
775 */ 470 */
776 if (params && item_matched_string(op, tmp, params)) { 471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
777 pick_up(op, tmp); 474 pick_up (op, tmp);
778 } 475 }
779 else if (can_pick(op, tmp) && !params) { 476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
780 pick_up(op,tmp); 479 pick_up (op, tmp);
781 break; 480 break;
782 } 481 }
783 tmp=next; 482
784 /* Might as well just skip over the player immediately - 483 tmp = next;
785 * we know it can't be picked up
786 */
787 if (tmp == op) tmp=tmp->below;
788 }
789 if (!params && !tmp) {
790 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
791 if (!tmp->invisible) {
792 char buf[MAX_BUF];
793 sprintf(buf,"You can't pick up a %s.",
794 tmp->name? tmp->name:"null");
795 new_draw_info(NDI_UNIQUE, 0,op, buf);
796 break;
797 } 484 }
798 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 485
486 if (cnt < 0)
799 } 487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
800 return 0; 489 return 0;
801} 490 }
802 491
492 if (!params && !tmp)
493 {
494 for (tmp = op->below; tmp; tmp = tmp->below)
495 if (!tmp->invisible)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
498 break;
499 }
500
501 if (!tmp)
502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
503 }
504
505 return 0;
506}
803 507
804/* 508/*
805 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
806 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
807 * if nrof is non zero, then nrof objects is tried to put into sack. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
808 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
809 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
810 */ 515 */
516void
811void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
812{ 518{
813 tag_t tmp_tag, tmp2_tag;
814 object *tmp2, *sack2; 519 object *tmp2, *sack2;
815 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
816 521
817 if (sack==tmp) return; /* Can't put an object in itself */ 522 if (sack == tmp)
818 if (sack->type != CONTAINER && sack->type != TRANSPORT) { 523 return; /* Can't put an object in itself */
819 new_draw_info_format(NDI_UNIQUE, 0,op, 524
820 "The %s is not a container.", query_name(sack));
821 return;
822 }
823 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 525 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
824 new_draw_info_format(NDI_UNIQUE, 0,op,
825 "You cannot put the %s in the %s.", query_name(tmp),
826 query_name(sack));
827 return;
828 } 526 {
527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
528 return;
529 }
530
829 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
830 532 {
831 /* Eneq(@csd.uu.se): If the object to be dropped is a container 533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
832 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
833 * container, this is only done if the object has something in it. 535 * container, this is only done if the object has something in it.
834 */ 536 */
835 sack2 = tmp; 537 sack2 = tmp;
836 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 538 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)); 539
838 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 540 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
541 {
839 tmp = tmp2->below; 542 tmp = tmp2->below;
543
840 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof)) || 544 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); 545 put_object_in_sack (op, sack, tmp2, 0);
843 } else { 546 else
547 {
844 sprintf(buf,"Your %s fills up.", query_name(sack)); 548 sprintf (buf, "Your %s fills up.", query_name (sack));
845 new_draw_info(NDI_UNIQUE, 0,op, buf); 549 new_draw_info (NDI_UNIQUE, 0, op, buf);
846 break; 550 break;
551 }
552 }
553
554 return;
847 } 555 }
848 }
849 esrv_update_item (UPD_WEIGHT, op, sack2);
850 return;
851 }
852 556
853 /* Don't worry about this for containers - our caller should have 557 /* Don't worry about this for containers - our caller should have
854 * already checked this. 558 * already checked this.
855 */ 559 */
856 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof))) 560 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; 561 return;
862 }
863 562
563 if (QUERY_FLAG (tmp, FLAG_APPLIED))
564 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
565 return;
566
864 /* we want to put some portion of the item into the container */ 567 /* we want to put some portion of the item into the container */
865 if (nrof && tmp->nrof != nrof) { 568 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; 569 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);
881 570
882 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 571 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)); 572 sack->insert (tmp);
884 tmp_tag = tmp->count;
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
889 /* If an object merged (and thus, different object), we need to
890 * delete the original.
891 */
892 if (tmp2 != tmp)
893 esrv_del_item (op->contr, tmp_tag);
894
895 esrv_send_item (op, tmp2);
896
897 /* If a transport, need to update all the players in the transport
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} 573}
909 574
910/* 575/*
911 * This function was part of drop, now is own function. 576 * This function was part of drop, now is own function.
912 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 577 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
913 * nrof objects is tried to dropped. 578 * nrof objects is tried to dropped.
914 * This is used when dropping objects onto the floor. 579 * This is used when dropping objects onto the floor.
915 */ 580 */
916void 581void
917drop_object (object * op, object * tmp, uint32 nrof) 582drop_object (object *op, object *tmp, uint32 nrof)
918{ 583{
919 char buf[MAX_BUF];
920 object *floor;
921
922 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 584 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
923 return; 585 return;
924 586
925 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 587 if (QUERY_FLAG (tmp, FLAG_APPLIED))
926 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 588 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
927 return; /* can't unapply it */ 589 return; /* can't unapply it */
928 590
591 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
592
929 /* We are only dropping some of the items. We split the current objec 593 /* We are only dropping some of the items. We split the current object
930 * off 594 * off
931 */ 595 */
932 if (nrof && tmp->nrof != nrof) 596 if (!can_split (op, tmp, nrof))
597 return;
598
599 drop_object (op, tmp);
600
601 if (!tmp->destroyed () && !tmp->is_inserted ())
602 {
603 // if nothing happened with the object we give it back
604 op->insert (tmp);
933 { 605 }
934 object *tmp2 = tmp; 606}
935 tag_t tmp2_tag = tmp2->count; 607
936 tmp = get_split_ob (tmp, nrof); 608/* In contrast to drop_object (op, tmp, nrof) above this function takes the
937 if (!tmp) 609 * already split off object, and feeds it to the event handlers and does
610 * other magic with it.
611 *
612 * <droppper> is the object that dropped this object and <obj> is the
613 * object that was dropped.
614 *
615 * Make sure to check what happened with <obj> after this function returns!
616 * Otherwise you may leak this object.
617 */
618
619void
620drop_object (object *dropper, object *obj)
621{
622 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
623 return;
624
625 if (obj->destroyed () || obj->is_inserted ())
626 return;
627
628 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
629 {
630 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
631 dropper->statusmsg ("The god who lent it to you retrieves it.");
632
633 obj->destroy ();
634 dropper->update_stats ();
635 return;
636 }
637
638 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
639 floor;
640 floor = floor->above)
641 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
642 return;
643
644 if (obj->destroyed () || obj->is_inserted ())
645 return;
646
647 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
648 if (!sell_item (obj, dropper))
649 return;
650
651 /* If nothing special happened with this object, the default action is to
652 * insert it below the dropper:
653 */
654
655 obj->x = dropper->x;
656 obj->y = dropper->y;
657
658 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
659}
660
661void
662drop (object *op, object *tmp)
663{
664 /* Hopeful fix for disappearing objects when dropping from a container -
665 * somehow, players get an invisible object in the container, and the
666 * old logic would skip over invisible objects - works fine for the
667 * playes inventory, but drop inventory wants to use the next value.
668 */
669 if (tmp->invisible)
670 {
671 /* if the following is the case, it must be in an container. */
672 if (tmp->env && tmp->env->type != PLAYER)
938 { 673 {
939 new_draw_info (NDI_UNIQUE, 0, op, errmsg); 674 /* Just toss the object - probably shouldn't be hanging
675 * around anyways
676 */
677 tmp->destroy ();
940 return; 678 return;
941 } 679 }
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 680 else
950 esrv_send_item (op, tmp2);
951 } 681 {
952 } 682 while (tmp && tmp->invisible)
953 else 683 tmp = tmp->below;
954 remove_ob (tmp); 684 }
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 { 685 }
962 sprintf (buf, "You drop the %s.", query_name (tmp)); 686
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 687 if (tmp == NULL)
964 new_draw_info (NDI_UNIQUE, 0, op, 688 {
965 "The gods who lent it to you retrieves it."); 689 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; 690 return;
971 } 691 }
972 692
973/* If SAVE_INTERVAL is commented out, we never want to save 693 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 } 694 {
988#endif /* SAVE_INTERVAL */ 695 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
989
990 if (op->type == PLAYER)
991 esrv_del_item (op->contr, tmp->count);
992
993 /* Call this before we update the various windows/players. At least
994 * that we, we know the weight is correct.
995 */
996 fix_player (op); /* This is overkill, fix_player() is called somewhere */
997 /* in object.c */
998
999 if (op->type == PLAYER)
1000 {
1001 op->contr->socket.update_look = 1;
1002 /* Need to update the weight for the player */
1003 esrv_send_item (op, op);
1004 }
1005
1006 floor = get_map_ob (op->map, op->x, op->y);
1007
1008 LOG(llevDebug, "DROP EN\n");
1009 if (execute_event (floor, EVENT_DROP_ON, op, tmp, NULL, SCRIPT_FIX_ALL))
1010 return;
1011 LOG(llevDebug, "DROP xxEN\n");
1012
1013 if (floor
1014 && floor->type == SHOP_FLOOR
1015 && !QUERY_FLAG (tmp, FLAG_UNPAID)
1016 && tmp->type != MONEY)
1017 sell_item (tmp, op);
1018
1019 tmp->x = op->x;
1020 tmp->y = op->y;
1021
1022 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
1023}
1024
1025void drop(object *op, object *tmp)
1026{
1027 /* Hopeful fix for disappearing objects when dropping from a container -
1028 * somehow, players get an invisible object in the container, and the
1029 * old logic would skip over invisible objects - works fine for the
1030 * playes inventory, but drop inventory wants to use the next value.
1031 */
1032 if (tmp->invisible) {
1033 /* if the following is the case, it must be in an container. */
1034 if (tmp->env && tmp->env->type != PLAYER) {
1035 /* Just toss the object - probably shouldn't be hanging
1036 * around anyways
1037 */
1038 remove_ob(tmp);
1039 free_object(tmp);
1040 return;
1041 } else {
1042 while(tmp!=NULL && tmp->invisible)
1043 tmp=tmp->below;
1044 }
1045 }
1046
1047 if (tmp==NULL) {
1048 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
1049 return; 696 return;
1050 } 697 }
1051 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 698
1052 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
1053 return;
1054 }
1055 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 699 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
700 {
1056#if 0 701#if 0
1057 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 702 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
1058 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped."); 703 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
1059#endif 704#endif
1060 return; 705 return;
1061 } 706 }
1062 707
708 if (op->type == PLAYER && op->contr->last_used == tmp)
709 op->contr->last_used = tmp->below ? tmp->below
710 : tmp->above ? tmp->above
711 : 0;
712
713 if (op->container)
714 {
1063 if (op->type == PLAYER) 715 if (op->type == PLAYER)
1064 { 716 put_object_in_sack (op, op->container, tmp, op->contr->count);
1065 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
1066 object *n=NULL;
1067 if(tmp->below != NULL)
1068 n = tmp->below;
1069 else if(tmp->above != NULL)
1070 n = tmp->above;
1071 op->contr->last_used = n;
1072 if (n != NULL)
1073 op->contr->last_used_id = n->count;
1074 else 717 else
1075 op->contr->last_used_id = 0; 718 put_object_in_sack (op, op->container, tmp, 0);
1076 }
1077 }; 719 }
1078 720 else
1079 if (op->container) { 721 {
1080 if (op->type == PLAYER) 722 if (op->type == PLAYER)
1081 {
1082 put_object_in_sack (op, op->container, tmp, op->contr->count);
1083 } else {
1084 put_object_in_sack(op, op->container, tmp, 0);
1085 };
1086 } else {
1087 if (op->type == PLAYER)
1088 {
1089 drop_object (op, tmp, op->contr->count); 723 drop_object (op, tmp, op->contr->count);
1090 } else { 724 else
1091 drop_object(op,tmp,0); 725 drop_object (op, tmp, 0);
1092 };
1093 } 726 }
727
1094 if (op->type == PLAYER) 728 if (op->type == PLAYER)
1095 op->contr->count = 0; 729 op->contr->count = 0;
1096} 730}
1097
1098
1099 731
1100/* Command will drop all items that have not been locked */ 732/* Command will drop all items that have not been locked */
733int
1101int command_dropall (object *op, char *params) { 734command_dropall (object *op, char *params)
735{
1102 736
1103 object * curinv, *nextinv;
1104
1105 if(op->inv == NULL) { 737 if (op->inv == NULL)
738 {
1106 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 739 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
1107 return 0; 740 return 0;
1108 } 741 }
1109 742
1110 curinv = op->inv; 743 object *curinv = op->inv;
744 object *nextinv;
1111 745
1112 /* 746 /*
1113 This is the default. Drops everything not locked or considered 747 This is the default. Drops everything not locked or considered
1114 not something that should be dropped. 748 not something that should be dropped.
1115 */ 749 */
1116 /* 750 /*
1117 Care must be taken that the next item pointer is not to money as 751 Care must be taken that the next item pointer is not to money as
1118 the drop() routine will do unknown things to it when dropping 752 the drop() routine will do unknown things to it when dropping
1119 in a shop. --Tero.Pelander@utu.fi 753 in a shop. --Tero.Pelander@utu.fi
1120 */ 754 */
1121 755
1122 if(params==NULL) { 756 int cnt = MAX_ITEM_PER_DROP;
1123 while(curinv != NULL) { 757
758 if (!params)
759 {
760 while (curinv)
761 {
1124 nextinv = curinv->below; 762 nextinv = curinv->below;
763
1125 while (nextinv && nextinv->type==MONEY) 764 while (nextinv && nextinv->type == MONEY)
1126 nextinv = nextinv->below; 765 nextinv = nextinv->below;
766
1127 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 767 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
1128 curinv->type != FOOD && curinv->type != KEY && 768 curinv->type != FOOD && curinv->type != KEY &&
1129 curinv->type != SPECIAL_KEY && curinv->type != GEM && 769 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
1130 !curinv->invisible && 770 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
1131 (curinv->type!=CONTAINER || op->container!=curinv)) 771 {
1132 { 772 drop (op, curinv);
1133 drop(op,curinv); 773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
1134 } 777 }
1135 curinv = nextinv;
1136 }
1137 } 778 }
1138
1139 else if(strcmp(params, "weapons") == 0) { 779 else if (strcmp (params, "weapons") == 0)
1140 while(curinv != NULL) { 780 {
781 while (curinv)
782 {
1141 nextinv = curinv->below; 783 nextinv = curinv->below;
784
1142 while (nextinv && nextinv->type==MONEY) 785 while (nextinv && nextinv->type == MONEY)
1143 nextinv = nextinv->below; 786 nextinv = nextinv->below;
1144 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 787
1145 (curinv->type == BOW) || (curinv->type == ARROW))) 788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
1146 { 789 {
1147 drop(op,curinv); 790 drop (op, curinv);
1148 } 791 if (--cnt <= 0) break;
792 }
793
1149 curinv = nextinv; 794 curinv = nextinv;
1150 } 795 }
1151 } 796 }
1152
1153 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
1154 while(curinv != NULL) { 798 {
799 while (curinv)
800 {
1155 nextinv = curinv->below; 801 nextinv = curinv->below;
802
1156 while (nextinv && nextinv->type==MONEY) 803 while (nextinv && nextinv->type == MONEY)
1157 nextinv = nextinv->below; 804 nextinv = nextinv->below;
1158 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 805
1159 curinv->type == SHIELD || curinv->type==HELMET)) 806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
1160 { 807 {
1161 drop(op,curinv); 808 drop (op, curinv);
1162 } 809 if (--cnt <= 0) break;
810 }
811
1163 curinv = nextinv; 812 curinv = nextinv;
1164 } 813 }
1165 } 814 }
1166
1167 else if(strcmp(params, "misc") == 0) { 815 else if (strcmp (params, "misc") == 0)
1168 while(curinv != NULL) { 816 {
817 while (curinv)
818 {
1169 nextinv = curinv->below; 819 nextinv = curinv->below;
820
1170 while (nextinv && nextinv->type==MONEY) 821 while (nextinv && nextinv->type == MONEY)
1171 nextinv = nextinv->below; 822 nextinv = nextinv->below;
823
1172 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))
1173 switch(curinv->type) { 825 {
1174 case HORN: 826 switch (curinv->type)
1175 case BOOK: 827 {
1176 case SPELLBOOK: 828 case HORN:
1177 case GIRDLE: 829 case BOOK:
1178 case AMULET: 830 case SPELLBOOK:
1179 case RING: 831 case GIRDLE:
1180 case CLOAK: 832 case AMULET:
1181 case BOOTS: 833 case RING:
1182 case GLOVES: 834 case CLOAK:
1183 case BRACERS: 835 case BOOTS:
1184 case SCROLL: 836 case GLOVES:
1185 case ARMOUR_IMPROVER: 837 case BRACERS:
1186 case WEAPON_IMPROVER: 838 case SCROLL:
1187 case WAND: 839 case ARMOUR_IMPROVER:
1188 case ROD: 840 case WEAPON_IMPROVER:
1189 case POTION: 841 case WAND:
1190 drop(op,curinv); 842 case ROD:
1191 curinv = nextinv; 843 case POTION:
1192 break; 844 drop (op, curinv);
1193 default: 845 curinv = nextinv;
1194 curinv = nextinv; 846 break;
1195 break; 847 default:
1196 } 848 curinv = nextinv;
1197 } 849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
1198 curinv = nextinv; 855 curinv = nextinv;
1199 } 856 }
1200 } 857 }
1201 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
1202/* draw_look(op);*/ 862/* draw_look(op);*/
1203 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 */
874bool
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;
1204} 889}
1205 890
1206/* 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
1207 * comma seperated list. 892 * comma seperated list.
1208 */ 893 */
1209 894int
1210int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
1211{ 896{
1212 object *tmp, *next; 897 object *tmp, *next;
1213 int did_one=0; 898 int did_one = 0;
1214 899
1215 if (!params) { 900 if (!params)
901 {
1216 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 902 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
1217 return 0;
1218 } else {
1219 for (tmp=op->inv; tmp; tmp=next) {
1220 next=tmp->below;
1221 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
1222 tmp->invisible) continue;
1223 if (item_matched_string(op,tmp,params)) {
1224 drop(op, tmp);
1225 did_one=1;
1226 }
1227 }
1228 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
1229 }
1230 if (op->type==PLAYER)
1231 {
1232 op->contr->count=0;
1233 op->contr->socket.update_look=1;
1234 };
1235/* draw_look(op);*/
1236 return 0; 903 return 0;
1237} 904 }
905 else
906 {
907 vector<object *> matched_objs;
1238 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_DROP;
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
1239int command_examine (object *op, char *params) 932command_examine (object *op, char *params)
1240{ 933{
1241 if (!params) { 934 if (!params)
935 {
1242 object *tmp=op->below; 936 object *tmp = op->below;
1243 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 937
1244 if (tmp) examine(op,tmp); 938 while (tmp && !tmp->client_visible ())
1245 } 939 tmp = tmp->below;
1246 else { 940
1247 object *tmp=find_best_object_match(op,params);
1248 if (tmp) 941 if (tmp)
1249 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);
1250 else 950 else
1251 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));
1252 } 952 }
953
1253 return 0; 954 return 0;
1254} 955}
1255 956
1256/* op should be a player. 957/* op should be a player.
1257 * 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
1258 * 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
1259 * 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
1260 * nothing is found. 961 * nothing is found.
1261 */ 962 */
963object *
1262object *find_marked_object(object *op) 964find_marked_object (object *op)
1263{ 965{
1264 object *tmp; 966 object *tmp;
1265 967
1266 if (!op || !op->contr) return NULL; 968 if (!op || !op->contr)
969 return NULL;
970
1267 if (!op->contr->mark) { 971 if (!op->contr->mark)
972 {
1268/* 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");*/
1269 return NULL; 974 return 0;
1270 } 975 }
976
1271 /* 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
1272 * 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
1273 * an item got reincarnated at some point. 979 * an item got reincarnated at some point.
1274 */ 980 */
1275 for (tmp=op->inv; tmp; tmp=tmp->below) { 981 for (tmp = op->inv; tmp; tmp = tmp->below)
1276 if (tmp->invisible) continue; 982 {
983 if (tmp->invisible)
984 continue;
985
1277 if (tmp == op->contr->mark) { 986 if (tmp == op->contr->mark)
1278 if (tmp->count == op->contr->mark_count) 987 {
1279 return tmp; 988 if (!tmp->destroyed ())
1280 else { 989 return tmp;
1281 op->contr->mark=NULL; 990 else
1282 op->contr->mark_count=0; 991 {
992 op->contr->mark = 0;
1283/* 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");*/
1284 return NULL; 994 return 0;
995 }
996 }
1285 } 997 }
1286 } 998
1287 } 999 return 0;
1288 return NULL;
1289} 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;
1290 1039 }
1291 1040
1292/* op should be a player, params is any params. 1041 if (present_in_ob (POISONING, mon))
1293 * If no params given, we print out the currently marked object. 1042 buf << "It looks very ill.\r";
1294 * otherwise, try to find a matching object - try best match first. 1043
1295 */ 1044 buf << '\n';
1296int 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)
1297{ 1052{
1298 if (!op->contr) return 1; 1053 static std::string s;
1299 if (!params) { 1054
1300 object *mark=find_marked_object(op); 1055 return (s = tmp->long_desc (pl)).c_str ();
1301 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1056}
1302 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)
1303 } 1064 {
1304 else { 1065 case RING:
1305 object *mark1=find_best_object_match(op, params); 1066 case SKILL:
1306 if (!mark1) { 1067 case WEAPON:
1307 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 1068 case ARMOUR:
1308 return 1; 1069 case BRACERS:
1309 } 1070 case HELMET:
1310 else { 1071 case SHIELD:
1311 op->contr->mark=mark1; 1072 case BOOTS:
1312 op->contr->mark_count=mark1->count; 1073 case GLOVES:
1313 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1)); 1074 case AMULET:
1314 return 0; 1075 case GIRDLE:
1315 } 1076 case BOW:
1316 } 1077 case ARROW:
1317 return 0; /*shouldnt get here */ 1078 case CLOAK:
1318} 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);
1319 1087
1088 if (*cp)
1089 {
1090 buf.append (" ");
1091 buf.append (cp);
1092 }
1093 }
1094 }
1095
1096 return buf;
1097}
1320 1098
1321/* op is the player 1099/* op is the player
1322 * tmp is the monster being examined. 1100 * tmp is the monster being examined.
1323 */ 1101 */
1102void
1324void examine_monster(object *op,object *tmp) { 1103examine_monster (object *op, object *tmp)
1325 object *mon=tmp->head?tmp->head:tmp; 1104{
1105 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106}
1326 1107
1327 if(QUERY_FLAG(mon,FLAG_UNDEAD)) 1108std::string
1328 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force."); 1109object::describe (object *who)
1329 if(mon->level>op->level) 1110{
1330 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you."); 1111 dynbuf_text buf (1024, 1024);
1331 else if(mon->level<op->level)
1332 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1333 else
1334 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1335 if(mon->attacktype&AT_ACID)
1336 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1337 1112
1338 /* Anyone know why this used to use the clone value instead of the 1113 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1339 * maxhp field? This seems that it should give more accurate results. 1114
1340 */ 1115 if (custom_name)
1341 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */ 1116 buf.printf ("You call it %s.\r", &custom_name);
1342 case 1: 1117
1343 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape."); 1118 switch (type)
1344 break;
1345 case 2:
1346 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1347 break;
1348 case 3:
1349 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1350 break;
1351 case 4:
1352 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1353 break;
1354 } 1119 {
1355 if(present_in_ob(POISONING,mon)!=NULL) 1120 case SPELLBOOK:
1356 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill."); 1121 if (flag [FLAG_IDENTIFIED] && inv)
1357} 1122 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1123 break;
1358 1124
1125 case BOOK:
1126 if (msg)
1127 buf << "Something is written in it.\r";
1128 break;
1359 1129
1360/* tmp is the object being described, pl is who is examing it. */ 1130 case CONTAINER:
1361char *long_desc(object *tmp, object *pl) { 1131 if (race)
1362 static char buf[VERY_BIG_BUF]; 1132 {
1363 char *cp; 1133 if (weight_limit && stats.Str < 100)
1134 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1135 &race, weight_limit / (10.0 * (100 - stats.Str)));
1136 else
1137 buf.printf ("It can hold only %s.\r", &race);
1138 }
1139 else if (weight_limit && stats.Str < 100)
1140 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1141 break;
1364 1142
1365 if(tmp==NULL) 1143 case WAND:
1366 return ""; 1144 if (flag [FLAG_IDENTIFIED])
1367 1145 buf.printf ("It has %d charges left.\r", stats.food);
1368 buf[0]='\0'; 1146 break;
1369 switch(tmp->type) {
1370 case RING:
1371 case SKILL:
1372 case WEAPON:
1373 case ARMOUR:
1374 case BRACERS:
1375 case HELMET:
1376 case SHIELD:
1377 case BOOTS:
1378 case GLOVES:
1379 case AMULET:
1380 case GIRDLE:
1381 case BOW:
1382 case ARROW:
1383 case CLOAK:
1384 case FOOD:
1385 case DRINK:
1386 case FLESH:
1387 case SKILL_TOOL:
1388 case POWER_CRYSTAL:
1389 if(*(cp=describe_item(tmp, pl))!='\0') {
1390 int len;
1391
1392 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1393 buf[VERY_BIG_BUF-1]=0;
1394 len=strlen(buf);
1395 if (len<VERY_BIG_BUF-5) {
1396 /* Since we know the length, we save a few cpu cycles by using
1397 * it instead of calling strcat */
1398 strcpy(buf+len," ");
1399 len++;
1400 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1401 buf[VERY_BIG_BUF-1]=0;
1402 }
1403 } 1147 }
1404 }
1405 if(buf[0]=='\0') {
1406 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1407 buf[VERY_BIG_BUF-1]=0;
1408 }
1409 1148
1410 return buf; 1149 if (materialname && !msg)
1411}
1412
1413void examine(object *op, object *tmp) {
1414 char buf[VERY_BIG_BUF];
1415 int i;
1416
1417 if (tmp == NULL || tmp->type == CLOSE_CON)
1418 return;
1419
1420 strcpy(buf,"That is ");
1421 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1422 buf[VERY_BIG_BUF-1]=0;
1423
1424 new_draw_info(NDI_UNIQUE, 0,op,buf);
1425 buf[0]='\0';
1426
1427 if(tmp->custom_name) {
1428 strcpy(buf,"You call it ");
1429 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1430 buf[VERY_BIG_BUF-1]=0;
1431 new_draw_info(NDI_UNIQUE, 0,op,buf);
1432 buf[0]='\0';
1433 }
1434
1435 switch(tmp->type) {
1436 case SPELLBOOK:
1437 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1438 sprintf(buf,"%s is a %s level %s spell",
1439 tmp->inv->name, get_levelnumber(tmp->inv->level),
1440 tmp->inv->skill);
1441 }
1442 break;
1443
1444 case BOOK:
1445 if(tmp->msg!=NULL)
1446 strcpy(buf,"Something is written in it.");
1447 break;
1448
1449 case CONTAINER:
1450 if(tmp->race!=NULL) {
1451 if(tmp->weight_limit && tmp->stats.Str<100)
1452 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1453 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1454 else
1455 sprintf (buf,"It can hold only %s.", tmp->race);
1456 } else
1457 if(tmp->weight_limit && tmp->stats.Str<100)
1458 sprintf (buf,"Its weight limit is %.1f kg.",
1459 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1460 break;
1461
1462 case WAND:
1463 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1464 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1465 break;
1466 }
1467
1468 if(buf[0]!='\0')
1469 new_draw_info(NDI_UNIQUE, 0,op,buf);
1470
1471 if(tmp->materialname != NULL && !tmp->msg) {
1472 sprintf(buf, "It is made of: %s.", tmp->materialname); 1150 buf.printf ("It is made of: %s.\r", &materialname);
1473 new_draw_info(NDI_UNIQUE, 0, op, buf); 1151
1474 } 1152 if (who)
1475 /* Where to wear this item */ 1153 /* Where to wear this item */
1476 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1154 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1477 if (tmp->body_info[i]<-1) { 1155 if (slot[i].info)
1478 if (op->body_info[i]) 1156 {
1479 new_draw_info_format(NDI_UNIQUE, 0,op, 1157 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1480 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]); 1158
1481 else 1159 if (slot[i].info < -1 && who->slot[i].info)
1482 new_draw_info_format(NDI_UNIQUE, 0,op, 1160 buf.printf ("(%d)", -slot[i].info);
1483 "It goes %s", body_locations[i].nonuse_name); 1161
1484 } else if (tmp->body_info[i]) { 1162 buf << ".\r";
1485 if (op->body_info[i]) 1163 }
1486 new_draw_info_format(NDI_UNIQUE, 0,op, 1164
1487 "It goes %s", body_locations[i].use_name); 1165 if (weight)
1488 else 1166 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1489 new_draw_info_format(NDI_UNIQUE, 0,op, 1167
1490 "It goes %s", body_locations[i].nonuse_name); 1168 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1491 }
1492 } 1169 {
1170 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1493 1171
1494 if(tmp->weight) { 1172 if (is_in_shop (who))
1495 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.", 1173 {
1496 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0); 1174 if (flag [FLAG_UNPAID])
1497 new_draw_info(NDI_UNIQUE, 0,op,buf); 1175 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1498 } 1176 else
1499 1177 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1500 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) { 1178 }
1501 object *floor;
1502 sprintf(buf,"You reckon %s worth %s.",
1503 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1504 new_draw_info(NDI_UNIQUE, 0,op,buf);
1505 floor = get_map_ob (op->map, op->x, op->y);
1506 if (floor && floor->type == SHOP_FLOOR) {
1507 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1508 sprintf(buf,"%s would cost you %s.",
1509 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1510 else
1511 sprintf(buf,"You are offered %s for %s.",
1512 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1513 new_draw_info(NDI_UNIQUE, 0,op,buf);
1514 }
1515 }
1516
1517 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1518 examine_monster(op,tmp);
1519 1179 }
1180
1181 if (flag [FLAG_MONSTER])
1182 buf << describe_monster (who);
1183
1520 /* Is this item buildable? */ 1184 /* Is this item buildable? */
1521 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) ) 1185 if (flag [FLAG_IS_BUILDABLE])
1522 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." ); 1186 buf << "This is a buildable item.\r";
1523 1187
1524 /* Does the object have a message? Don't show message for all object 1188 /* Does the object have a message? Don't show message for all object
1525 * types - especially if the first entry is a match 1189 * types - especially if the first entry is a match
1526 */ 1190 */
1527 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK && 1191 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1528 tmp->type != CORPSE && !tmp->move_on && 1192 {
1529 strncasecmp(tmp->msg, "@match",7)) {
1530
1531 /* This is just a hack so when identifying the items, we print 1193 /* This is just a hack so when identifying the items, we print
1532 * out the extra message 1194 * out the extra message
1533 */ 1195 */
1534 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1196 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1535 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:"); 1197 buf << "The object has a story:\r";
1536 1198
1537 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg); 1199 buf << msg << '\n';
1538 }
1539 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1540}
1541
1542/*
1543 * inventory prints object's inventory. If inv==NULL then print player's
1544 * inventory.
1545 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1546 */
1547void inventory(object *op,object *inv) {
1548 object *tmp;
1549 char *in;
1550 int items = 0, length;
1551
1552 if (inv==NULL && op==NULL) {
1553 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1554 return;
1555 }
1556 tmp = inv ? inv->inv : op->inv;
1557
1558 while (tmp) {
1559 if ((!tmp->invisible &&
1560 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1561 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1562 items++;
1563 tmp=tmp->below;
1564 }
1565 if (inv==NULL) { /* player's inventory */
1566 if (items==0) {
1567 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1568 return;
1569 } else {
1570 length = 28;
1571 in = "";
1572 if (op)
1573 clear_win_info(op);
1574 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1575 }
1576 } else {
1577 if (items==0)
1578 return;
1579 else {
1580 length = 28;
1581 in = " ";
1582 }
1583 }
1584 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1585 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1586 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1587 continue;
1588 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1589 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1590 query_name(tmp), tmp->count,query_weight(tmp));
1591 else
1592 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1593 length+8, query_name(tmp),
1594 query_weight(tmp));
1595 }
1596 if(!inv && op) {
1597 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1598 41,"Total weight :",query_weight(op));
1599 }
1600}
1601
1602static void display_new_pickup( object* op )
1603 { 1200 }
1201
1202 buf << '\n';
1203
1204 return std::string (buf.linearise (), buf.size ());
1205}
1206
1207static void
1208display_new_pickup (object *op)
1209{
1604 int i = op->contr->mode; 1210 int i = op->contr->mode;
1605 1211
1606 if(!(i & PU_NEWMODE)) return;
1607
1608 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1609 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0); 1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1610 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0); 1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1611 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0); 1214 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1612 1215
1613 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5); 1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1614 1217
1615 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0); 1218 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1616 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0); 1219 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1617 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0); 1220 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1618 1221
1619 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0); 1222 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1620 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0); 1223 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1621 1224
1622 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0); 1225 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1623 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0); 1226 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1624 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0); 1227 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1625 1228
1626 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0); 1229 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1627 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0); 1230 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1628 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0); 1231 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1629 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0); 1232 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1630 1233
1631 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0); 1234 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1632 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0); 1235 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1633 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0); 1236 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1634 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0); 1237 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1635 1238
1636 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0); 1239 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1637 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0); 1240 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1638 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0); 1241 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1639 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0); 1242 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1640 1243
1641 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0); 1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1642 1245
1643 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0); 1246 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1644 1248
1645 new_draw_info_format(NDI_UNIQUE, 0,op,""); 1249 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1646 } 1250}
1647 1251
1252int
1648int command_pickup (object *op, char *params) 1253command_pickup (object *op, char *params)
1649{ 1254{
1650 uint32 i; 1255 uint32 i;
1651 static const char* names[ ] = { 1256 static const char *names[] = {
1652 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", 1257 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1653 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", 1258 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1654 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL }; 1259 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1260 "jewels", "flesh", NULL
1261 };
1655 static uint32 modes[ ] = { 1262 static uint32 modes[] = {
1656 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, 1263 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1657 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, 1264 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1658 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 }; 1265 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1266 PU_JEWELS, PU_FLESH, 0
1267 };
1659 1268
1660 if(!params) { 1269 if (!params)
1270 {
1661 /* if the new mode is used, just print the settings */ 1271 /* if the new mode is used, just print the settings */
1662 if(op->contr->mode & PU_NEWMODE)
1663 {
1664 display_new_pickup( op ); 1272 display_new_pickup (op);
1665 return 1;
1666 }
1667 if(1) LOG(llevDebug, "command_pickup: !params\n");
1668 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1669 return 0; 1273 return 0;
1670 } 1274 }
1671 1275
1672 while ( *params == ' ' && *params ) 1276 while (*params == ' ' && *params)
1673 params++; 1277 params++;
1674 1278
1675 if ( *params == '+' || *params == '-' ) 1279 if (*params == '+' || *params == '-')
1676 { 1280 {
1677 int mode; 1281 int mode;
1282
1678 for ( mode = 0; names[ mode ]; mode++ ) 1283 for (mode = 0; names[mode]; mode++)
1679 { 1284 {
1680 if ( !strcmp( names[ mode ], params + 1 ) ) 1285 if (!strcmp (names[mode], params + 1))
1681 { 1286 {
1682 i = op->contr->mode; 1287 i = op->contr->mode;
1683 if ( !( i & PU_NEWMODE ) ) 1288
1684 i = PU_NEWMODE;
1685 if ( *params == '+' ) 1289 if (*params == '+')
1686 i = i | modes[ mode ]; 1290 i = i | modes[mode];
1687 else 1291 else
1688 i = i & ~modes[ mode ]; 1292 i = i & ~modes[mode];
1293
1689 op->contr->mode = i; 1294 op->contr->mode = i;
1690 display_new_pickup( op ); 1295 display_new_pickup (op);
1691 return 1; 1296 return 1;
1692 } 1297 }
1693 } 1298 }
1694 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1299 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1695 return 1; 1300 return 1;
1696 } 1301 }
1697 1302
1698 if(sscanf(params, "%u", &i) != 1) { 1303 if (sscanf (params, "%u", &i) != 1)
1699 if(1) LOG(llevDebug, "command_pickup: params==NULL\n"); 1304 {
1700 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> ."); 1305 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1701 return 1; 1306 return 1;
1702 } 1307 }
1703 set_pickup_mode(op,i); 1308
1309 if (i <= PU_RATIO)
1310 i |= op->contr->mode & ~PU_RATIO;
1311
1312 op->contr->mode = i;
1704 1313
1705 return 1; 1314 return 1;
1706} 1315}
1707 1316
1708void set_pickup_mode(object *op,int i) { 1317int
1709 switch(op->contr->mode=i) {
1710 case 0:
1711 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1712 break;
1713 case 1:
1714 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1715 break;
1716 case 2:
1717 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1718 break;
1719 case 3:
1720 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1721 break;
1722 case 4:
1723 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1724 break;
1725 case 5:
1726 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1727 break;
1728 case 6:
1729 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1730 break;
1731 case 7:
1732 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1733 break;
1734 }
1735}
1736
1737int command_search_items (object *op, char *params) 1318command_search_items (object *op, char *params)
1738{ 1319{
1739 char buf[MAX_BUF]; 1320 char buf[MAX_BUF];
1740 1321
1741 if (settings.search_items == FALSE)
1742 return 1;
1743
1744 if(params == NULL) { 1322 if (params == NULL)
1323 {
1745 if(op->contr->search_str[0]=='\0') { 1324 if (op->contr->search_str[0] == '\0')
1325 {
1746 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1"); 1326 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1747 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all"); 1327 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1748 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'."); 1328 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1749 return 1; 1329 return 1;
1750 } 1330 }
1331
1751 op->contr->search_str[0]='\0'; 1332 op->contr->search_str[0] = '\0';
1752 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off."); 1333 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1753 fix_player(op); 1334 op->update_stats ();
1754 return 1;
1755 }
1756 if((int)strlen(params) >= MAX_BUF) {
1757 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1758 return 1;
1759 }
1760 strcpy(op->contr->search_str, params);
1761 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1762 new_draw_info(NDI_UNIQUE, 0,op,buf);
1763 fix_player(op);
1764 return 1; 1335 return 1;
1765}
1766
1767/*
1768 * Changing the custom name of an item
1769 *
1770 * Syntax is: rename <what object> to <new name>
1771 * if '<what object>' is omitted, marked object is used
1772 * if 'to <new name>' is omitted, custom name is cleared
1773 *
1774 * Names are considered for all purpose having a length <=127 (max length sent to client
1775 * by server) */
1776
1777int command_rename_item(object *op, char *params)
1778{
1779 char buf[VERY_BIG_BUF];
1780 int itemnumber;
1781 object *item=NULL;
1782 char *closebrace;
1783 size_t counter;
1784
1785 if (params) {
1786 /* Let's skip white spaces */
1787 while(' '==*params) params++;
1788
1789 /* Checking the first part */
1790 if ((itemnumber = atoi(params))!=0) {
1791 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1792 if (!item) {
1793 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1794 return 1;
1795 }
1796 while(isdigit(*params) || ' '==*params) params++;
1797 }
1798 else if ('<'==*params) {
1799 /* Got old name, let's get it & find appropriate matching item */
1800 closebrace=strchr(params,'>');
1801 if(!closebrace) {
1802 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1803 return 1;
1804 } 1336 }
1805 /* Sanity check for buffer overruns */
1806 if((closebrace-params)>127) {
1807 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1808 return 1;
1809 }
1810 /* Copy the old name */
1811 strncpy(buf,params+1,closebrace-params-1);
1812 buf[closebrace-params-1]='\0';
1813 1337
1814 /* Find best matching item */ 1338 if (strlen (params) >= MAX_BUF)
1815 item=find_best_object_match(op,buf);
1816 if(!item) {
1817 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1818 return 1;
1819 }
1820
1821 /* Now need to move pointer to just after > */
1822 params=closebrace+1;
1823 while(' '==*params) params++;
1824
1825 } else {
1826 /* Use marked item */
1827 item=find_marked_object(op);
1828 if(!item) {
1829 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1830 return 1;
1831 }
1832 } 1339 {
1833 1340 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1834 /* Now let's find the new name */
1835 if(!strncmp(params,"to ",3)) {
1836 params+=3;
1837 while(' '==*params) params++;
1838 if('<'!=*params) {
1839 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1840 return 1;
1841 }
1842 closebrace=strchr(params+1,'>');
1843 if(!closebrace) {
1844 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1845 return 1;
1846 }
1847
1848 /* Sanity check for buffer overruns */
1849 if((closebrace-params)>127) {
1850 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1851 return 1;
1852 }
1853
1854 /* Copy the new name */
1855 strncpy(buf,params+1,closebrace-params-1);
1856 buf[closebrace-params-1]='\0';
1857
1858 /* Let's check it for weird characters */
1859 for(counter=0;counter<strlen(buf);counter++) {
1860 if(isalnum(buf[counter])) continue;
1861 if(' '==buf[counter]) continue;
1862 if('\''==buf[counter]) continue;
1863 if('+'==buf[counter]) continue;
1864 if('_'==buf[counter]) continue;
1865 if('-'==buf[counter]) continue;
1866
1867 /* If we come here, then the name contains an invalid character...
1868 tell the player & exit */
1869 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1870 return 1;
1871 }
1872
1873 } else {
1874 /* If param contains something, then syntax error... */
1875 if(strlen(params)) {
1876 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1877 return 1;
1878 }
1879 /* New name is empty */
1880 buf[0]='\0';
1881 }
1882 } else {
1883 /* Last case: params==NULL */
1884 item=find_marked_object(op);
1885 if(!item) {
1886 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1887 return 1; 1341 return 1;
1888 } 1342 }
1889 buf[0]='\0';
1890 }
1891 1343
1892 /* Coming here, everything is fine... */ 1344 strcpy (op->contr->search_str, params);
1893 if(!strlen(buf)) { 1345 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1894 /* Clear custom name */ 1346 new_draw_info (NDI_UNIQUE, 0, op, buf);
1895 if(item->custom_name) { 1347 op->update_stats ();
1896 FREE_AND_CLEAR_STR(item->custom_name);
1897
1898 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));
1899 esrv_update_item(UPD_NAME,op,item);
1900 } else {
1901 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1902 }
1903 } else {
1904 /* Set custom name */
1905 FREE_AND_COPY(item->custom_name,buf);
1906
1907 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);
1908 esrv_update_item(UPD_NAME,op,item);
1909 }
1910 1348
1911 return 1; 1349 return 1;
1912} 1350}
1351

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