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 |
} |