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Revision: 1.110
Committed: Fri Mar 26 00:59:22 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.109: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /*
26 * Object (handling) commands
27 */
28
29 #include <global.h>
30 #include <skills.h>
31 #include <sproto.h>
32 #include <living.h>
33
34 /*
35 * Object id parsing functions
36 */
37
38 #define ADD_ITEM(NEW,COUNT)\
39 if(!first) {\
40 first = new objectlink;\
41 last=first;\
42 } else {\
43 last->next = new objectlink;\
44 last=last->next;\
45 }\
46 last->next=0;\
47 last->ob=(NEW);\
48 last->id=(COUNT);
49
50 /**
51 * Search the inventory of 'pl' for what matches best with params.
52 * we use item_matched_string above - this gives us consistent behaviour
53 * between many commands. Return the best match, or NULL if no match.
54 * aflag is used with apply -u , and apply -a to
55 * only unapply applied, or apply unapplied objects
56 **/
57 static object *
58 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
59 {
60 object *best = 0;
61 int match_val = 0;
62
63 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
64 {
65 if (tmp->invisible)
66 continue;
67
68 int tmpmatch = item_matched_string (pl, tmp, params);
69
70 if (tmpmatch > match_val)
71 {
72 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue;
74
75 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
76 continue;
77
78 match_val = tmpmatch;
79 best = tmp;
80 }
81 }
82
83 return best;
84 }
85
86 /**
87 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
88 **/
89 object *
90 find_best_object_match (object *pl, const char *params)
91 {
92 return find_best_apply_object_match (pl, params, AP_TOGGLE);
93 }
94
95 static bool
96 can_split (object *pl, object *&op, sint32 nrof)
97 {
98 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
99 {
100 op = tmp;
101 return true;
102 }
103 else
104 {
105 if (op->nrof > 1)
106 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
107 else
108 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
109
110 return false;
111 }
112 }
113
114 int
115 command_uskill (object *pl, char *params)
116 {
117 if (!params)
118 {
119 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
120 return 0;
121 }
122
123 return use_skill (pl, params);
124 }
125
126 int
127 command_rskill (object *pl, char *params)
128 {
129 object *skill;
130
131 if (!params)
132 {
133 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
134 return 0;
135 }
136
137 skill = find_skill_by_name_fuzzy (pl, params);
138
139 if (!skill)
140 {
141 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
142 return 0;
143 }
144
145 pl->change_skill (0);
146 apply_special (pl, skill, AP_APPLY);
147 return 1;
148 }
149
150 /* A little special because we do want to pass the full params along
151 * as it includes the object to throw.
152 */
153 int
154 command_throw (object *op, char *params)
155 {
156 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
157 return do_skill (op, op, skop, op->facing, params);
158 else
159 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
160
161 return 0;
162 }
163
164 int
165 command_apply (object *op, char *params)
166 {
167 if (!params)
168 {
169 player_apply_below (op);
170 return 0;
171 }
172 else
173 {
174 apply_flag aflag = (apply_flag)0;
175
176 while (*params == ' ')
177 params++;
178
179 if (!strncmp (params, "-a ", 3))
180 {
181 aflag = AP_APPLY;
182 params += 3;
183 }
184
185 if (!strncmp (params, "-u ", 3))
186 {
187 aflag = AP_UNAPPLY;
188 params += 3;
189 }
190
191 while (*params == ' ')
192 params++;
193
194 if (object *inv = find_best_apply_object_match (op, params, aflag))
195 player_apply (op, inv, aflag, 0);
196 else
197 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
198 }
199
200 return 0;
201 }
202
203 /*
204 * Check if an item op can be put into a sack. If pl exists then tell
205 * a player the reason of failure.
206 * returns 1 if it will fit, 0 if it will not. nrof is the number of
207 * objects (op) we want to put in. We specify it separately instead of
208 * using op->nrof because often times, a player may have specified a
209 * certain number of objects to drop, so we can pass that number, and
210 * not need to use split_ob and stuff.
211 */
212 int
213 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
214 {
215 if (!QUERY_FLAG (sack, FLAG_APPLIED))
216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
218 return 0;
219 }
220
221 if (sack == op)
222 {
223 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
224 return 0;
225 }
226
227 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
228 {
229 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
230 return 0;
231 }
232
233 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
234 {
235 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
236 return 0;
237 }
238
239 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
240 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
241 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
242 {
243 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
244 return 0;
245 }
246
247 /* All other checks pass, must be OK */
248 return 1;
249 }
250
251 /* Pick up commands follow */
252
253 /* pl = player (not always - monsters can use this now)
254 * op is the object to put tmp into,
255 * tmp is the object to pick up, nrof is the number to
256 * pick up (0 means all of them)
257 */
258 static void
259 pick_up_object (object *pl, object *op, object *tmp, int nrof)
260 {
261 object *env = tmp->env;
262 uint32 weight, effective_weight_limit;
263 int tmp_nrof = tmp->number_of ();
264
265 /* IF the player is flying & trying to take the item out of a container
266 * that is in his inventory, let him. tmp->env points to the container
267 * (sack, luggage, etc), tmp->env->env then points to the player (nested
268 * containers not allowed as of now)
269 */
270 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
271 {
272 pl->failmsg ("You are levitating, you can't reach the ground! "
273 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
274 "or waiting till the levitation effect wears off.>");
275 return;
276 }
277
278 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
279 return;
280
281 if (nrof > tmp_nrof || nrof <= 0)
282 nrof = tmp_nrof;
283
284 /* Figure out how much weight this object will add to the player */
285 weight = tmp->weight * nrof;
286 if (tmp->inv)
287 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
288
289 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
290
291 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
292 {
293 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
294 return;
295 }
296
297 if (!can_split (pl, tmp, nrof))
298 return;
299
300 if (QUERY_FLAG (tmp, FLAG_UNPAID))
301 {
302 tmp->flag.reset (FLAG_UNPAID);
303 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));
304 tmp->flag.set (FLAG_UNPAID);
305 }
306 else
307 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
308
309 op->insert (tmp);
310 }
311
312 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
313 void
314 pick_up (object *op, object *alt)
315 {
316 int need_fix_tmp = 0;
317 object *tmp = NULL;
318 maptile *tmp_map = NULL;
319 int count;
320
321 /* Decide which object to pick. */
322 if (alt)
323 {
324 if (!can_pick (op, alt))
325 {
326 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
327 goto leave;
328 }
329
330 tmp = alt;
331 }
332 else
333 {
334 if (op->below == NULL || !can_pick (op, op->below))
335 {
336 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
337 goto leave;
338 }
339
340 tmp = op->below;
341 }
342
343 /* Try to catch it. */
344 tmp_map = tmp->map;
345 tmp = stop_item (tmp);
346 if (tmp == NULL)
347 goto leave;
348
349 need_fix_tmp = 1;
350 if (!can_pick (op, tmp))
351 goto leave;
352
353 if (op->type == PLAYER)
354 {
355 count = op->contr->count;
356 if (count == 0)
357 count = tmp->nrof;
358 }
359 else
360 count = tmp->nrof;
361
362 /* container is open, so use it */
363 if (tmp->flag [FLAG_STARTEQUIP])
364 alt = op;
365 else if ((alt = op->container_ ()))
366 {
367 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
368 goto leave;
369 }
370 else
371 { /* non container pickup */
372 for (alt = op->inv; alt; alt = alt->below)
373 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
374 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
375 break; /* perfect match */
376
377 if (!alt)
378 for (alt = op->inv; alt; alt = alt->below)
379 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
380 break; /* General container comes next */
381
382 if (!alt)
383 alt = op; /* No free containers */
384 }
385
386 if (tmp->env == alt)
387 {
388 /* here it could be possible to check rent,
389 * if someone wants to implement it
390 */
391 alt = op;
392 }
393
394 #ifdef PICKUP_DEBUG
395 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
396 #endif
397
398 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
400 {
401 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
402 goto leave;
403 }
404
405 pick_up_object (op, alt, tmp, count);
406
407 if (tmp->destroyed () || tmp->env)
408 need_fix_tmp = 0;
409
410 if (op->type == PLAYER)
411 op->contr->count = 0;
412
413 goto leave;
414
415 leave:
416 if (need_fix_tmp)
417 fix_stopped_item (tmp, tmp_map, op);
418 }
419
420 /* This takes (picks up) and item. op is the player
421 * who issued the command. params is a string to
422 * match against the item name. Basically, always
423 * returns zero, but that should be improved.
424 */
425 int
426 command_take (object *op, char *params)
427 {
428 object *tmp, *next;
429
430 if (op->container_ ())
431 tmp = op->container_ ()->inv;
432 else
433 {
434 tmp = op->above;
435 if (tmp)
436 while (tmp->above)
437 tmp = tmp->above;
438
439 if (!tmp)
440 tmp = op->below;
441 }
442
443 if (!tmp)
444 {
445 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
446 return 0;
447 }
448
449 /* Makes processing easier */
450 if (params && *params == '\0')
451 params = 0;
452
453 int cnt = MAX_ITEM_PER_ACTION;
454
455 while (tmp)
456 {
457 next = tmp->below;
458
459 if (tmp->invisible)
460 {
461 tmp = next;
462 continue;
463 }
464
465 /* This following two if and else if could be merged into line
466 * but that probably will make it more difficult to read, and
467 * not make it any more efficient
468 */
469 if (params && item_matched_string (op, tmp, params))
470 {
471 if (--cnt < 0) break;
472 pick_up (op, tmp);
473 }
474 else if (can_pick (op, tmp) && !params)
475 {
476 if (--cnt < 0) break;
477 pick_up (op, tmp);
478 break;
479 }
480
481 tmp = next;
482 }
483
484 if (cnt < 0)
485 {
486 op->failmsg ("Couldn't pick up so many items at once.");
487 return 0;
488 }
489
490 if (!params && !tmp)
491 {
492 for (tmp = op->below; tmp; tmp = tmp->below)
493 if (!tmp->invisible)
494 {
495 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
496 break;
497 }
498
499 if (!tmp)
500 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
501 }
502
503 return 0;
504 }
505
506 /*
507 * This function was part of drop, now is own function.
508 * Player 'op' tries to put object 'tmp' into sack 'sack',
509 * if nrof is non zero, then nrof objects is tried to put into sack.
510 *
511 * Note that the 'sack' in question can now be a transport,
512 * so this function isn't named very good anymore.
513 */
514 void
515 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
516 {
517 object *tmp2, *sack2;
518 char buf[MAX_BUF];
519
520 if (sack == tmp)
521 return; /* Can't put an object in itself */
522
523 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
524 {
525 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
526 return;
527 }
528
529 if (tmp->type == CONTAINER && tmp->inv)
530 {
531 /* Eneq(@csd.uu.se): If the object to be dropped is a container
532 * we instead move the contents of that container into the active
533 * container, this is only done if the object has something in it.
534 */
535 sack2 = tmp;
536 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
537
538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539 {
540 tmp = tmp2->below;
541
542 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
543 put_object_in_sack (op, sack, tmp2, 0);
544 else
545 {
546 sprintf (buf, "Your %s fills up.", query_name (sack));
547 new_draw_info (NDI_UNIQUE, 0, op, buf);
548 break;
549 }
550 }
551
552 return;
553 }
554
555 /* Don't worry about this for containers - our caller should have
556 * already checked this.
557 */
558 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
559 return;
560
561 if (QUERY_FLAG (tmp, FLAG_APPLIED))
562 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
563 return;
564
565 /* we want to put some portion of the item into the container */
566 if (!can_split (op, tmp, nrof))
567 return;
568
569 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
570 sack->insert (tmp);
571 }
572
573 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
574 * already split off object, and feeds it to the event handlers and does
575 * other magic with it.
576 *
577 * <droppper> is the object that dropped this object and <obj> is the
578 * object that was dropped.
579 *
580 * Make sure to check what happened with <obj> after this function returns!
581 * Otherwise you may leak this object.
582 */
583 void
584 drop_object (object *dropper, object *obj)
585 {
586 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
587 return;
588
589 if (obj->destroyed () || obj->is_inserted ())
590 return;
591
592 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
593 {
594 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
595 dropper->statusmsg ("The god who lent it to you retrieves it.");
596
597 obj->destroy ();
598 dropper->update_stats ();
599 return;
600 }
601
602 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
603 floor;
604 floor = floor->above)
605 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
606 return;
607
608 if (obj->destroyed () || obj->is_inserted ())
609 return;
610
611 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
612 if (!sell_item (obj, dropper))
613 return;
614
615 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
616 return;
617
618 /* If nothing special happened with this object, the default action is to
619 * insert it below the dropper:
620 */
621
622 obj->x = dropper->x;
623 obj->y = dropper->y;
624
625 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
626 }
627
628 /*
629 * This function was part of drop, now is own function.
630 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
631 * nrof objects are tried to drop.
632 * This is used when dropping objects onto the floor.
633 */
634 void
635 drop_object (object *op, object *tmp, uint32 nrof)
636 {
637 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
638 return;
639
640 if (QUERY_FLAG (tmp, FLAG_APPLIED))
641 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
642 return; /* can't unapply it */
643
644 /* We are only dropping some of the items. We split the current object
645 * off
646 */
647 if (!can_split (op, tmp, nrof))
648 return;
649
650 drop_object (op, tmp);
651
652 if (!tmp->destroyed () && !tmp->is_inserted ())
653 {
654 // if nothing happened with the object we give it back
655 op->insert (tmp);
656 }
657 }
658
659 void
660 drop (object *op, object *tmp)
661 {
662 /* Hopeful fix for disappearing objects when dropping from a container -
663 * somehow, players get an invisible object in the container, and the
664 * old logic would skip over invisible objects - works fine for the
665 * playes inventory, but drop inventory wants to use the next value.
666 */
667 if (tmp->invisible)
668 {
669 /* if the following is the case, it must be in an container. */
670 if (tmp->env && tmp->env->type != PLAYER)
671 {
672 /* Just toss the object - probably shouldn't be hanging
673 * around anyways
674 */
675 tmp->destroy ();
676 return;
677 }
678 else
679 while (tmp && tmp->invisible)
680 tmp = tmp->below;
681 }
682
683 if (!tmp)
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
686 return;
687 }
688
689 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
690 {
691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
692 return;
693 }
694
695 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
696 {
697 #if 0
698 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
699 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
700 #endif
701 return;
702 }
703
704 if (op->type == PLAYER && op->contr->last_used == tmp)
705 op->contr->last_used = tmp->below ? tmp->below
706 : tmp->above ? tmp->above
707 : (object *)0;
708
709 if (op->container_ ())
710 {
711 if (op->type == PLAYER)
712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
713 else
714 put_object_in_sack (op, op->container_ (), tmp, 0);
715 }
716 else
717 {
718 if (op->type == PLAYER)
719 drop_object (op, tmp, op->contr->count);
720 else
721 drop_object (op, tmp, 0);
722 }
723
724 if (op->type == PLAYER)
725 op->contr->count = 0;
726 }
727
728 /* Command will drop all items that have not been locked */
729 int
730 command_dropall (object *op, char *params)
731 {
732
733 if (op->inv == NULL)
734 {
735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
736 return 0;
737 }
738
739 object *curinv = op->inv;
740 object *nextinv;
741
742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
747 Care must be taken that the next item pointer is not to money as
748 the drop() routine will do unknown things to it when dropping
749 in a shop. --Tero.Pelander@utu.fi
750 */
751 int cnt = MAX_ITEM_PER_ACTION;
752
753 if (!params)
754 {
755 while (curinv)
756 {
757 nextinv = curinv->below;
758
759 while (nextinv && nextinv->type == MONEY)
760 nextinv = nextinv->below;
761
762 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
763 && curinv->type != MONEY
764 && curinv->type != FOOD
765 && curinv->type != KEY
766 && curinv->type != SPECIAL_KEY
767 && curinv->type != GEM
768 && !curinv->invisible
769 && (curinv->type != CONTAINER || op->container_ () != curinv))
770 {
771 drop (op, curinv);
772 if (--cnt <= 0) break;
773 }
774
775 curinv = nextinv;
776 }
777 }
778 else if (strcmp (params, "weapons") == 0)
779 {
780 while (curinv)
781 {
782 nextinv = curinv->below;
783
784 while (nextinv && nextinv->type == MONEY)
785 nextinv = nextinv->below;
786
787 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
788 {
789 drop (op, curinv);
790 if (--cnt <= 0) break;
791 }
792
793 curinv = nextinv;
794 }
795 }
796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
797 {
798 while (curinv)
799 {
800 nextinv = curinv->below;
801
802 while (nextinv && nextinv->type == MONEY)
803 nextinv = nextinv->below;
804
805 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
806 {
807 drop (op, curinv);
808 if (--cnt <= 0) break;
809 }
810
811 curinv = nextinv;
812 }
813 }
814 else if (strcmp (params, "misc") == 0)
815 {
816 while (curinv)
817 {
818 nextinv = curinv->below;
819
820 while (nextinv && nextinv->type == MONEY)
821 nextinv = nextinv->below;
822
823 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
824 {
825 switch (curinv->type)
826 {
827 case HORN:
828 case BOOK:
829 case SPELLBOOK:
830 case GIRDLE:
831 case AMULET:
832 case RING:
833 case CLOAK:
834 case BOOTS:
835 case GLOVES:
836 case BRACERS:
837 case SCROLL:
838 case ARMOUR_IMPROVER:
839 case WEAPON_IMPROVER:
840 case WAND:
841 case ROD:
842 case POTION:
843 drop (op, curinv);
844 curinv = nextinv;
845 break;
846 default:
847 curinv = nextinv;
848 break;
849 }
850
851 if (--cnt <= 0) break;
852 }
853
854 curinv = nextinv;
855 }
856 }
857
858 if (cnt <= 0)
859 op->failmsg ("Only dropped some items, can't drop that many items at once.");
860
861 /* draw_look(op);*/
862 return 0;
863 }
864
865
866 /* This function tries to drop all objects in the <objs> vector.
867 * <dropper> is the object that wants to drop them.
868 * <cnt> can be a 0 pointer or a pointer to the maximum number of
869 * drop operations to perform.
870 *
871 * Returns true if at least one item was dropped.
872 */
873 static bool
874 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
875 {
876 vector<object *>::iterator i;
877
878 bool did_one = false;
879
880 for (i = objs.begin (); i != objs.end (); i++)
881 {
882 drop (dropper, *i);
883 if (cnt && --*cnt <= 0) break;
884 did_one = true;
885 }
886
887 return did_one;
888 }
889
890 /* Object op wants to drop object(s) params. params can be a
891 * comma seperated list.
892 */
893 int
894 command_drop (object *op, char *params)
895 {
896 object *tmp, *next;
897 int did_one = 0;
898
899 if (!params)
900 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
902 return 0;
903 }
904 else
905 {
906 vector<object *> matched_objs;
907
908 for (tmp = op->inv; tmp; tmp = next)
909 {
910 next = tmp->below;
911 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
912 continue;
913
914 if (item_matched_string (op, tmp, params))
915 matched_objs.push_back (tmp);
916 }
917
918 int cnt = MAX_ITEM_PER_ACTION;
919
920 if (!drop_vector (op, matched_objs, &cnt))
921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
922
923 if (cnt <= 0)
924 op->failmsg ("Only dropped some items, can't drop that many items at once.");
925 }
926
927 return 0;
928 }
929
930 int
931 command_examine (object *op, char *params)
932 {
933 if (!params)
934 {
935 object *tmp = op->below;
936
937 while (tmp && !tmp->client_visible ())
938 tmp = tmp->below;
939
940 if (tmp)
941 examine (op, tmp);
942 }
943 else
944 {
945 object *tmp = find_best_object_match (op, params);
946
947 if (tmp)
948 examine (op, tmp);
949 else
950 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
951 }
952
953 return 0;
954 }
955
956 /* op should be a player.
957 * we return the object the player has marked with the 'mark' command
958 * below. If no match is found (or object has changed), we return
959 * NULL. We leave it up to the calling function to print messages if
960 * nothing is found.
961 */
962 object *
963 find_marked_object (object *op)
964 {
965 object *tmp;
966
967 if (!op || !op->contr)
968 return NULL;
969
970 if (!op->contr->mark)
971 {
972 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
973 return 0;
974 }
975
976 /* This may seem like overkill, but we need to make sure that they
977 * player hasn't dropped the item. We use count on the off chance that
978 * an item got reincarnated at some point.
979 */
980 for (tmp = op->inv; tmp; tmp = tmp->below)
981 {
982 if (tmp->invisible)
983 continue;
984
985 if (tmp == op->contr->mark)
986 {
987 if (!tmp->destroyed ())
988 return tmp;
989 else
990 {
991 op->contr->mark = 0;
992 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
993 return 0;
994 }
995 }
996 }
997
998 return 0;
999 }
1000
1001 std::string
1002 object::describe_monster (object *who)
1003 {
1004 dynbuf_text buf (512, 512);
1005
1006 object *mon = head ? head : this;
1007
1008 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1009 buf << "It is an undead force.\r";
1010
1011 if (mon->level > who->level)
1012 buf << "It is likely more powerful than you.\r";
1013 else if (mon->level < who->level)
1014 buf << "It is likely less powerful than you.\r";
1015 else
1016 buf << "It is probably as powerful as you.\r";
1017
1018 if (mon->attacktype & AT_ACID)
1019 buf << "You seem to smell an acrid odor.\r";
1020
1021 /* Anyone know why this used to use the clone value instead of the
1022 * maxhp field? This seems that it should give more accurate results.
1023 */
1024 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1025 { /* From 1-4 */
1026 case 1:
1027 buf << "It is in a bad shape.\r";
1028 break;
1029 case 2:
1030 buf << "It is hurt.\r";
1031 break;
1032 case 3:
1033 buf << "It is somewhat hurt.\r";
1034 break;
1035 case 4:
1036 buf << "It is in excellent shape.\r";
1037 break;
1038 }
1039
1040 if (present_in_ob (POISONING, mon))
1041 buf << "It looks very ill.\r";
1042
1043 buf << '\n';
1044
1045 return buf;
1046 }
1047
1048 /* tmp is the object being described, pl is who is examing it. */
1049 const char *
1050 long_desc (object *tmp, object *pl)
1051 {
1052 static std::string s;
1053
1054 return (s = tmp->long_desc (pl)).c_str ();
1055 }
1056
1057 std::string
1058 object::long_desc (object *who)
1059 {
1060 std::string buf (query_name ());
1061
1062 switch (type)
1063 {
1064 case RING:
1065 case SKILL:
1066 case WEAPON:
1067 case ARMOUR:
1068 case BRACERS:
1069 case HELMET:
1070 case SHIELD:
1071 case BOOTS:
1072 case GLOVES:
1073 case AMULET:
1074 case GIRDLE:
1075 case BOW:
1076 case ARROW:
1077 case CLOAK:
1078 case FOOD:
1079 case DRINK:
1080 case FLESH:
1081 case SKILL_TOOL:
1082 case LAMP:
1083 case POWER_CRYSTAL:
1084 {
1085 const char *cp = ::describe_item (this, who);
1086
1087 if (*cp)
1088 {
1089 buf.append (" ");
1090 buf.append (cp);
1091 }
1092 }
1093 }
1094
1095 return buf;
1096 }
1097
1098 /* op is the player
1099 * tmp is the monster being examined.
1100 */
1101 void
1102 examine_monster (object *op, object *tmp)
1103 {
1104 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1105 }
1106
1107 static void
1108 describe_dump_object (dynbuf &buf, object *ob)
1109 {
1110 char *txt = dump_object (ob);
1111 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1112 buf << "\n" << txt << "\n";
1113
1114 if (!ob->is_arch ())
1115 describe_dump_object (buf, ob->arch);
1116 }
1117
1118 std::string
1119 object::describe (object *who)
1120 {
1121 dynbuf_text buf (1024, 1024);
1122
1123 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1124
1125 if (custom_name)
1126 buf.printf ("You call it %s.\r", &custom_name);
1127
1128 switch (type)
1129 {
1130 case SPELLBOOK:
1131 if (flag [FLAG_IDENTIFIED] && inv)
1132 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1133 break;
1134
1135 case BOOK:
1136 if (msg)
1137 buf << "Something is written in it.\r";
1138 break;
1139
1140 case CONTAINER:
1141 if (race)
1142 {
1143 if (weight_limit && stats.Str < 100)
1144 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1145 &race, weight_limit / (10.0 * (100 - stats.Str)));
1146 else
1147 buf.printf ("It can hold only %s.\r", &race);
1148 }
1149 else if (weight_limit && stats.Str < 100)
1150 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1151 break;
1152
1153 case WAND:
1154 if (flag [FLAG_IDENTIFIED])
1155 buf.printf ("It has %d charges left.\r", stats.food);
1156 break;
1157 }
1158
1159 if (material != MATERIAL_NULL && !msg)
1160 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1161 << material->description
1162 << ".\r";
1163
1164 if (who)
1165 /* Where to wear this item */
1166 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1167 if (slot[i].info)
1168 {
1169 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1170
1171 if (slot[i].info < -1 && who->slot[i].info)
1172 buf.printf ("(%d)", -slot[i].info);
1173
1174 buf << ".\r";
1175 }
1176
1177 if (weight)
1178 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1179
1180 if (flag [FLAG_STARTEQUIP])
1181 buf << (nrof > 1 ? "They were" : "It was")
1182 << " given by a god and will vanish when dropped.\r";
1183
1184 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1185 {
1186 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1187
1188 if (is_in_shop (who))
1189 {
1190 if (flag [FLAG_UNPAID])
1191 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1192 else
1193 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1194 }
1195 }
1196
1197 if (flag [FLAG_MONSTER])
1198 buf << describe_monster (who);
1199
1200 /* Is this item buildable? */
1201 if (flag [FLAG_IS_BUILDABLE])
1202 buf << "This is a buildable item.\r";
1203
1204 /* Does the object have a message? Don't show message for all object
1205 * types - especially if the first entry is a match
1206 */
1207 if (msg)
1208 {
1209 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1210 {
1211 buf << '\r';
1212
1213 /* This is just a hack so when identifying the items, we print
1214 * out the extra message
1215 */
1216 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1217 buf << "The object has a story:\r";
1218
1219 buf << msg << '\n';
1220 }
1221 }
1222 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1223 && (type == SPELLBOOK || type == ROD || type == WAND
1224 || type == ROD || type == POTION || type == SCROLL))
1225 // for spellbooks and other stuff that contains spells, print the spell message,
1226 // unless the object has a custom message handled above.
1227 buf << '\r' << inv->msg << '\n';
1228
1229 // try to display the duration for some potions and scrolls
1230 // this includes change ability potions and group spells,
1231 // but does not handle protection potions
1232 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1233 && (type == POTION || type == SCROLL))
1234 {
1235 object *spell = inv;
1236
1237 if (spell->subtype == SP_PARTY_SPELL)
1238 spell = spell->other_arch;
1239
1240 if (spell->subtype == SP_CHANGE_ABILITY)
1241 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1242 TICK2TIME (change_ability_duration (spell, this)));
1243 }
1244
1245 // Display a hint about inscribable items [empty books]
1246 // This includes the amount of text they can hold.
1247 if (type == INSCRIBABLE)
1248 {
1249 if (other_arch && other_arch->type == SCROLL)
1250 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1251 else
1252 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1253 weight_limit);
1254 }
1255
1256 buf << '\n';
1257
1258 // the dungeon master additionally gets a complete dump
1259 if (who && who->flag [FLAG_WIZLOOK])
1260 {
1261 buf << "\nT<Object>\n";
1262 describe_dump_object (buf, this);
1263
1264 if (inv)
1265 {
1266 buf << "\nT<Top Inventory>\n";
1267 describe_dump_object (buf, inv);
1268 }
1269 }
1270
1271 return std::string (buf.linearise (), buf.size ());
1272 }
1273
1274 static void
1275 display_new_pickup (object *op)
1276 {
1277 int i = op->contr->mode;
1278
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1281 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1282
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1284
1285 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1287 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1288
1289 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1290 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1291
1292 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1293 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1294 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1295
1296 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1297 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1298 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1299 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1300
1301 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1303 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1304 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1305
1306 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1307 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1308 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1310
1311 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1312
1313 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1314 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1315
1316 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1317 }
1318
1319 int
1320 command_pickup (object *op, char *params)
1321 {
1322 uint32 i;
1323 static const char *names[] = {
1324 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1325 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1326 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1327 "jewels", "flesh", NULL
1328 };
1329 static uint32 modes[] = {
1330 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1331 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1332 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1333 PU_JEWELS, PU_FLESH, 0
1334 };
1335
1336 if (!params)
1337 {
1338 /* if the new mode is used, just print the settings */
1339 display_new_pickup (op);
1340 return 0;
1341 }
1342
1343 while (*params == ' ' && *params)
1344 params++;
1345
1346 if (*params == '+' || *params == '-')
1347 {
1348 int mode;
1349
1350 for (mode = 0; names[mode]; mode++)
1351 {
1352 if (!strcmp (names[mode], params + 1))
1353 {
1354 i = op->contr->mode;
1355
1356 if (*params == '+')
1357 i = i | modes[mode];
1358 else
1359 i = i & ~modes[mode];
1360
1361 op->contr->mode = i;
1362 display_new_pickup (op);
1363 return 1;
1364 }
1365 }
1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1367 return 1;
1368 }
1369
1370 if (sscanf (params, "%u", &i) != 1)
1371 {
1372 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1373 return 1;
1374 }
1375
1376 if (i <= PU_RATIO)
1377 i |= op->contr->mode & ~PU_RATIO;
1378
1379 op->contr->mode = i;
1380
1381 return 1;
1382 }
1383
1384 int
1385 command_search_items (object *op, char *params)
1386 {
1387 if (params == NULL)
1388 {
1389 if (op->contr->search_str[0] == '\0')
1390 {
1391 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1392 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1393 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1394 return 1;
1395 }
1396
1397 op->contr->search_str[0] = '\0';
1398 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1399 op->contr->queue_stats_update ();
1400 return 1;
1401 }
1402
1403 if (strlen (params) >= sizeof (op->contr->search_str))
1404 {
1405 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1406 return 1;
1407 }
1408
1409 strcpy (op->contr->search_str, params);
1410 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1411 op->contr->queue_stats_update ();
1412
1413 return 1;
1414 }
1415
1416 int
1417 command_unlock (object *op, char *params)
1418 {
1419 /* if the unlock command typed with nothing, unlock everything,
1420 * this might be bad
1421 */
1422 if (params == NULL)
1423 {
1424 for (object *item = op->inv; item; item = item->below)
1425 {
1426 CLEAR_FLAG(item, FLAG_INV_LOCKED);
1427 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1428 esrv_update_item (UPD_FLAGS, op, item);
1429 }
1430 return 0;
1431 }
1432
1433 /* if the unlock command is used with a param,
1434 * unlock what matches. i.e. unlock material, should unlock all the materials
1435 */
1436 for (object *item = op->inv; item; item = item->below)
1437 if (item->name.contains (params))
1438 {
1439 CLEAR_FLAG (item, FLAG_INV_LOCKED);
1440 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1441 esrv_update_item (UPD_FLAGS, op, item);
1442 }
1443
1444 return 0;
1445 }
1446
1447 int
1448 command_lock (object *op, char *params)
1449 {
1450 /* if the lock command is typed by itself, lock everything
1451 */
1452 if (params == NULL)
1453 {
1454 for (object *item = op->inv; item; item = item->below)
1455 {
1456 SET_FLAG (item, FLAG_INV_LOCKED);
1457 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1458 esrv_update_item (UPD_FLAGS, op, item);
1459 }
1460 return 0;
1461 }
1462
1463 /* if the lock command is used with a param, lock what matches.
1464 * i.e. lock material, should lock all the materials
1465 */
1466 for (object *item = op->inv; item; item = item->below)
1467 if (item->name.contains (params))
1468 {
1469 SET_FLAG (item, FLAG_INV_LOCKED);
1470 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1471 esrv_update_item (UPD_FLAGS, op, item);
1472 }
1473
1474 return 0;
1475 }