ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
Revision: 1.121
Committed: Wed Apr 14 21:36:32 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.120: +1 -46 lines
Log Message:
find_makr_object > mark, fix throwing

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) && (tmp->flag [FLAG_APPLIED]))
73 continue;
74
75 if ((aflag == AP_UNAPPLY) && (!tmp->flag [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 %s skill.", params);
142 return 0;
143 }
144
145 pl->apply (skill);
146 return 1;
147 }
148
149 /* A little special because we do want to pass the full params along
150 * as it includes the object to throw.
151 */
152 int
153 command_throw (object *op, char *params)
154 {
155 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
156 return do_skill (op, op, skop, op->facing, params);
157 else
158 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill.");
159
160 return 0;
161 }
162
163 int
164 command_apply (object *op, char *params)
165 {
166 if (!params)
167 {
168 player_apply_below (op);
169 return 0;
170 }
171 else
172 {
173 apply_flag aflag = (apply_flag)0;
174
175 while (*params == ' ')
176 params++;
177
178 if (!strncmp (params, "-a ", 3))
179 {
180 aflag = AP_APPLY;
181 params += 3;
182 }
183
184 if (!strncmp (params, "-u ", 3))
185 {
186 aflag = AP_UNAPPLY;
187 params += 3;
188 }
189
190 while (*params == ' ')
191 params++;
192
193 if (object *inv = find_best_apply_object_match (op, params, aflag))
194 op->apply (inv, aflag);
195 else
196 op->failmsgf ("Could not find any match to the %s.", params);
197 }
198
199 return 0;
200 }
201
202 /*
203 * Check if an item op can be put into a sack. If pl exists then tell
204 * a player the reason of failure.
205 * returns 1 if it will fit, 0 if it will not. nrof is the number of
206 * objects (op) we want to put in. We specify it separately instead of
207 * using op->nrof because often times, a player may have specified a
208 * certain number of objects to drop, so we can pass that number, and
209 * not need to use split_ob and stuff.
210 */
211 int
212 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
213 {
214 if (!sack->flag [FLAG_APPLIED])
215 {
216 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
217 return 0;
218 }
219
220 if (sack == op)
221 {
222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
223 return 0;
224 }
225
226 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
227 {
228 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
229 return 0;
230 }
231
232 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
233 {
234 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
235 return 0;
236 }
237
238 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
239 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
240 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
241 {
242 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
243 return 0;
244 }
245
246 /* All other checks pass, must be OK */
247 return 1;
248 }
249
250 /* Pick up commands follow */
251
252 /* pl = player (not always - monsters can use this now)
253 * op is the object to put tmp into,
254 * tmp is the object to pick up, nrof is the number to
255 * pick up (0 means all of them)
256 */
257 static void
258 pick_up_object (object *pl, object *op, object *tmp, int nrof)
259 {
260 object *env = tmp->env;
261 uint32 weight, effective_weight_limit;
262 int tmp_nrof = tmp->number_of ();
263
264 /* IF the player is flying & trying to take the item out of a container
265 * that is in his inventory, let him. tmp->env points to the container
266 * (sack, luggage, etc), tmp->env->env then points to the player (nested
267 * containers not allowed as of now)
268 */
269 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
270 {
271 pl->failmsg ("You are levitating, you can't reach the ground! "
272 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
273 "or waiting till the levitation effect wears off.>");
274 return;
275 }
276
277 if (tmp->flag [FLAG_NO_DROP])
278 return;
279
280 if (nrof > tmp_nrof || nrof <= 0)
281 nrof = tmp_nrof;
282
283 /* Figure out how much weight this object will add to the player */
284 weight = tmp->weight * nrof;
285 if (tmp->inv)
286 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
287
288 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
289
290 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
291 {
292 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
293 return;
294 }
295
296 if (!can_split (pl, tmp, nrof))
297 return;
298
299 if (tmp->flag [FLAG_UNPAID])
300 {
301 tmp->flag.reset (FLAG_UNPAID);
302 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));
303 tmp->flag.set (FLAG_UNPAID);
304 }
305 else
306 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
307
308 op->insert (tmp);
309 }
310
311 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
312 void
313 pick_up (object *op, object *alt)
314 {
315 int need_fix_tmp = 0;
316 object *tmp = NULL;
317 maptile *tmp_map = NULL;
318 int count;
319
320 /* Decide which object to pick. */
321 if (alt)
322 {
323 if (!can_pick (op, alt))
324 {
325 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
326 goto leave;
327 }
328
329 tmp = alt;
330 }
331 else
332 {
333 if (op->below == NULL || !can_pick (op, op->below))
334 {
335 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
336 goto leave;
337 }
338
339 tmp = op->below;
340 }
341
342 /* Try to catch it. */
343 tmp_map = tmp->map;
344 tmp = stop_item (tmp);
345 if (tmp == NULL)
346 goto leave;
347
348 need_fix_tmp = 1;
349 if (!can_pick (op, tmp))
350 goto leave;
351
352 if (op->type == PLAYER)
353 {
354 count = op->contr->count;
355 if (count == 0)
356 count = tmp->nrof;
357 }
358 else
359 count = tmp->nrof;
360
361 /* container is open, so use it */
362 if (tmp->flag [FLAG_STARTEQUIP])
363 alt = op;
364 else if ((alt = op->container_ ()))
365 {
366 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
367 goto leave;
368 }
369 else
370 { /* non container pickup */
371 for (alt = op->inv; alt; alt = alt->below)
372 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
373 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
374 break; /* perfect match */
375
376 if (!alt)
377 for (alt = op->inv; alt; alt = alt->below)
378 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
379 break; /* General container comes next */
380
381 if (!alt)
382 alt = op; /* No free containers */
383 }
384
385 if (tmp->env == alt)
386 {
387 /* here it could be possible to check rent,
388 * if someone wants to implement it
389 */
390 alt = op;
391 }
392
393 #ifdef PICKUP_DEBUG
394 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
395 #endif
396
397 /* startequip items are not allowed to be put into containers: */
398 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
399 {
400 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
401 goto leave;
402 }
403
404 pick_up_object (op, alt, tmp, count);
405
406 if (tmp->destroyed () || tmp->env)
407 need_fix_tmp = 0;
408
409 if (op->type == PLAYER)
410 op->contr->count = 0;
411
412 goto leave;
413
414 leave:
415 if (need_fix_tmp)
416 fix_stopped_item (tmp, tmp_map, op);
417 }
418
419 /* This takes (picks up) and item. op is the player
420 * who issued the command. params is a string to
421 * match against the item name. Basically, always
422 * returns zero, but that should be improved.
423 */
424 int
425 command_take (object *op, char *params)
426 {
427 object *tmp, *next;
428
429 if (op->container_ ())
430 tmp = op->container_ ()->inv;
431 else
432 {
433 tmp = op->above;
434 if (tmp)
435 while (tmp->above)
436 tmp = tmp->above;
437
438 if (!tmp)
439 tmp = op->below;
440 }
441
442 if (!tmp)
443 {
444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
445 return 0;
446 }
447
448 /* Makes processing easier */
449 if (params && *params == '\0')
450 params = 0;
451
452 int cnt = MAX_ITEM_PER_ACTION;
453
454 while (tmp)
455 {
456 next = tmp->below;
457
458 if (tmp->invisible)
459 {
460 tmp = next;
461 continue;
462 }
463
464 /* This following two if and else if could be merged into line
465 * but that probably will make it more difficult to read, and
466 * not make it any more efficient
467 */
468 if (params && item_matched_string (op, tmp, params))
469 {
470 if (--cnt < 0) break;
471 pick_up (op, tmp);
472 }
473 else if (can_pick (op, tmp) && !params)
474 {
475 if (--cnt < 0) break;
476 pick_up (op, tmp);
477 break;
478 }
479
480 tmp = next;
481 }
482
483 if (cnt < 0)
484 {
485 op->failmsg ("Couldn't pick up so many items at once.");
486 return 0;
487 }
488
489 if (!params && !tmp)
490 {
491 for (tmp = op->below; tmp; tmp = tmp->below)
492 if (!tmp->invisible)
493 {
494 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
495 break;
496 }
497
498 if (!tmp)
499 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
500 }
501
502 return 0;
503 }
504
505 /*
506 * This function was part of drop, now is own function.
507 * Player 'op' tries to put object 'tmp' into sack 'sack',
508 * if nrof is non zero, then nrof objects is tried to put into sack.
509 *
510 * Note that the 'sack' in question can now be a transport,
511 * so this function isn't named very good anymore.
512 */
513 void
514 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
515 {
516 object *tmp2, *sack2;
517 char buf[MAX_BUF];
518
519 if (sack == tmp)
520 return; /* Can't put an object in itself */
521
522 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
523 {
524 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
525 return;
526 }
527
528 if (tmp->type == CONTAINER && tmp->inv)
529 {
530 /* Eneq(@csd.uu.se): If the object to be dropped is a container
531 * we instead move the contents of that container into the active
532 * container, this is only done if the object has something in it.
533 */
534 sack2 = tmp;
535 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
536
537 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
538 {
539 tmp = tmp2->below;
540
541 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
542 put_object_in_sack (op, sack, tmp2, 0);
543 else
544 {
545 sprintf (buf, "Your %s fills up.", query_name (sack));
546 new_draw_info (NDI_UNIQUE, 0, op, buf);
547 break;
548 }
549 }
550
551 return;
552 }
553
554 /* Don't worry about this for containers - our caller should have
555 * already checked this.
556 */
557 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
558 return;
559
560 if (tmp->flag [FLAG_APPLIED])
561 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
562 return;
563
564 /* we want to put some portion of the item into the container */
565 if (!can_split (op, tmp, nrof))
566 return;
567
568 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
569 sack->insert (tmp);
570 }
571
572 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
573 * already split off object, and feeds it to the event handlers and does
574 * other magic with it.
575 *
576 * <droppper> is the object that dropped this object and <obj> is the
577 * object that was dropped.
578 *
579 * Make sure to check what happened with <obj> after this function returns!
580 * Otherwise you may leak this object.
581 */
582 void
583 drop_object (object *dropper, object *obj)
584 {
585 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
586 return;
587
588 if (obj->destroyed () || obj->is_inserted ())
589 return;
590
591 if (obj->flag [FLAG_STARTEQUIP])
592 {
593 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
594 dropper->statusmsg ("The god who lent it to you retrieves it.");
595
596 obj->destroy ();
597 dropper->update_stats ();
598 return;
599 }
600
601 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
602 floor;
603 floor = floor->above)
604 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
605 return;
606
607 if (obj->destroyed () || obj->is_inserted ())
608 return;
609
610 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
611 if (!sell_item (obj, dropper))
612 return;
613
614 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
615 return;
616
617 /* If nothing special happened with this object, the default action is to
618 * insert it below the dropper:
619 */
620
621 obj->x = dropper->x;
622 obj->y = dropper->y;
623
624 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
625 }
626
627 /*
628 * This function was part of drop, now is own function.
629 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
630 * nrof objects are tried to drop.
631 * This is used when dropping objects onto the floor.
632 */
633 void
634 drop_object (object *op, object *tmp, uint32 nrof)
635 {
636 if (tmp->flag [FLAG_NO_DROP])
637 return;
638
639 if (tmp->flag [FLAG_APPLIED])
640 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
641 return; /* can't unapply it */
642
643 /* We are only dropping some of the items. We split the current object
644 * off
645 */
646 if (!can_split (op, tmp, nrof))
647 return;
648
649 drop_object (op, tmp);
650
651 if (!tmp->destroyed () && !tmp->is_inserted ())
652 {
653 // if nothing happened with the object we give it back
654 op->insert (tmp);
655 }
656 }
657
658 void
659 drop (object *op, object *tmp)
660 {
661 /* Hopeful fix for disappearing objects when dropping from a container -
662 * somehow, players get an invisible object in the container, and the
663 * old logic would skip over invisible objects - works fine for the
664 * playes inventory, but drop inventory wants to use the next value.
665 */
666 if (tmp->invisible)
667 {
668 /* if the following is the case, it must be in an container. */
669 if (tmp->env && tmp->env->type != PLAYER)
670 {
671 /* Just toss the object - probably shouldn't be hanging
672 * around anyways
673 */
674 tmp->destroy ();
675 return;
676 }
677 else
678 while (tmp && tmp->invisible)
679 tmp = tmp->below;
680 }
681
682 if (!tmp)
683 {
684 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
685 return;
686 }
687
688 if (tmp->flag [FLAG_INV_LOCKED])
689 {
690 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
691 return;
692 }
693
694 if (tmp->flag [FLAG_NO_DROP])
695 {
696 #if 0
697 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
698 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
699 #endif
700 return;
701 }
702
703 if (op->type == PLAYER && op->contr->last_used == tmp)
704 op->contr->last_used = tmp->below ? tmp->below
705 : tmp->above ? tmp->above
706 : (object *)0;
707
708 if (op->container_ ())
709 {
710 if (op->type == PLAYER)
711 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
712 else
713 put_object_in_sack (op, op->container_ (), tmp, 0);
714 }
715 else
716 {
717 if (op->type == PLAYER)
718 drop_object (op, tmp, op->contr->count);
719 else
720 drop_object (op, tmp, 0);
721 }
722
723 if (op->type == PLAYER)
724 op->contr->count = 0;
725 }
726
727 /* Command will drop all items that have not been locked */
728 int
729 command_dropall (object *op, char *params)
730 {
731
732 if (op->inv == NULL)
733 {
734 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
735 return 0;
736 }
737
738 object *curinv = op->inv;
739 object *nextinv;
740
741 /*
742 This is the default. Drops everything not locked or considered
743 not something that should be dropped.
744 */
745 /*
746 Care must be taken that the next item pointer is not to money as
747 the drop() routine will do unknown things to it when dropping
748 in a shop. --Tero.Pelander@utu.fi
749 */
750 int cnt = MAX_ITEM_PER_ACTION;
751
752 if (!params)
753 {
754 while (curinv)
755 {
756 nextinv = curinv->below;
757
758 while (nextinv && nextinv->type == MONEY)
759 nextinv = nextinv->below;
760
761 if (!curinv->flag [FLAG_INV_LOCKED]
762 && curinv->type != MONEY
763 && curinv->type != FOOD
764 && curinv->type != KEY
765 && curinv->type != SPECIAL_KEY
766 && curinv->type != GEM
767 && !curinv->invisible
768 && (curinv->type != CONTAINER || op->container_ () != curinv))
769 {
770 drop (op, curinv);
771 if (--cnt <= 0) break;
772 }
773
774 curinv = nextinv;
775 }
776 }
777 else if (strcmp (params, "weapons") == 0)
778 {
779 while (curinv)
780 {
781 nextinv = curinv->below;
782
783 while (nextinv && nextinv->type == MONEY)
784 nextinv = nextinv->below;
785
786 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
787 {
788 drop (op, curinv);
789 if (--cnt <= 0) break;
790 }
791
792 curinv = nextinv;
793 }
794 }
795 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
796 {
797 while (curinv)
798 {
799 nextinv = curinv->below;
800
801 while (nextinv && nextinv->type == MONEY)
802 nextinv = nextinv->below;
803
804 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
805 {
806 drop (op, curinv);
807 if (--cnt <= 0) break;
808 }
809
810 curinv = nextinv;
811 }
812 }
813 else if (strcmp (params, "misc") == 0)
814 {
815 while (curinv)
816 {
817 nextinv = curinv->below;
818
819 while (nextinv && nextinv->type == MONEY)
820 nextinv = nextinv->below;
821
822 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
823 {
824 switch (curinv->type)
825 {
826 case HORN:
827 case BOOK:
828 case SPELLBOOK:
829 case GIRDLE:
830 case AMULET:
831 case RING:
832 case CLOAK:
833 case BOOTS:
834 case GLOVES:
835 case BRACERS:
836 case SCROLL:
837 case ARMOUR_IMPROVER:
838 case WEAPON_IMPROVER:
839 case WAND:
840 case ROD:
841 case POTION:
842 drop (op, curinv);
843 curinv = nextinv;
844 break;
845 default:
846 curinv = nextinv;
847 break;
848 }
849
850 if (--cnt <= 0) break;
851 }
852
853 curinv = nextinv;
854 }
855 }
856
857 if (cnt <= 0)
858 op->failmsg ("Only dropped some items, can't drop that many items at once.");
859
860 /* draw_look(op);*/
861 return 0;
862 }
863
864
865 /* This function tries to drop all objects in the <objs> vector.
866 * <dropper> is the object that wants to drop them.
867 * <cnt> can be a 0 pointer or a pointer to the maximum number of
868 * drop operations to perform.
869 *
870 * Returns true if at least one item was dropped.
871 */
872 static bool
873 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
874 {
875 vector<object *>::iterator i;
876
877 bool did_one = false;
878
879 for (i = objs.begin (); i != objs.end (); i++)
880 {
881 drop (dropper, *i);
882 if (cnt && --*cnt <= 0) break;
883 did_one = true;
884 }
885
886 return did_one;
887 }
888
889 /* Object op wants to drop object(s) params. params can be a
890 * comma seperated list.
891 */
892 int
893 command_drop (object *op, char *params)
894 {
895 object *tmp, *next;
896 int did_one = 0;
897
898 if (!params)
899 {
900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
901 return 0;
902 }
903 else
904 {
905 vector<object *> matched_objs;
906
907 for (tmp = op->inv; tmp; tmp = next)
908 {
909 next = tmp->below;
910 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
911 continue;
912
913 if (item_matched_string (op, tmp, params))
914 matched_objs.push_back (tmp);
915 }
916
917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
921
922 if (cnt <= 0)
923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
924 }
925
926 return 0;
927 }
928
929 int
930 command_examine (object *op, char *params)
931 {
932 if (!params)
933 {
934 object *tmp = op->below;
935
936 while (tmp && !tmp->client_visible ())
937 tmp = tmp->below;
938
939 if (tmp)
940 examine (op, tmp);
941 }
942 else
943 {
944 object *tmp = find_best_object_match (op, params);
945
946 if (tmp)
947 examine (op, tmp);
948 else
949 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
950 }
951
952 return 0;
953 }
954
955 std::string
956 object::describe_monster (object *who)
957 {
958 dynbuf_text buf (512, 512);
959
960 object *mon = head ? head : this;
961
962 if (mon->flag [FLAG_UNDEAD])
963 buf << "It is an undead force.\r";
964
965 if (mon->level > who->level)
966 buf << "It is likely more powerful than you.\r";
967 else if (mon->level < who->level)
968 buf << "It is likely less powerful than you.\r";
969 else
970 buf << "It is probably as powerful as you.\r";
971
972 if (mon->attacktype & AT_ACID)
973 buf << "You seem to smell an acrid odor.\r";
974
975 /* Anyone know why this used to use the clone value instead of the
976 * maxhp field? This seems that it should give more accurate results.
977 */
978 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
979 { /* From 1-4 */
980 case 1:
981 buf << "It is in a bad shape.\r";
982 break;
983 case 2:
984 buf << "It is hurt.\r";
985 break;
986 case 3:
987 buf << "It is somewhat hurt.\r";
988 break;
989 case 4:
990 buf << "It is in excellent shape.\r";
991 break;
992 }
993
994 if (present_in_ob (POISONING, mon))
995 buf << "It looks very ill.\r";
996
997 buf << '\n';
998
999 return buf;
1000 }
1001
1002 /* tmp is the object being described, pl is who is examing it. */
1003 const char *
1004 long_desc (object *tmp, object *pl)
1005 {
1006 static std::string s;
1007
1008 return (s = tmp->long_desc (pl)).c_str ();
1009 }
1010
1011 std::string
1012 object::long_desc (object *who)
1013 {
1014 std::string buf (query_name ());
1015
1016 switch (type)
1017 {
1018 case RING:
1019 case SKILL:
1020 case WEAPON:
1021 case ARMOUR:
1022 case BRACERS:
1023 case HELMET:
1024 case SHIELD:
1025 case BOOTS:
1026 case GLOVES:
1027 case AMULET:
1028 case GIRDLE:
1029 case BOW:
1030 case ARROW:
1031 case CLOAK:
1032 case FOOD:
1033 case DRINK:
1034 case FLESH:
1035 case SKILL_TOOL:
1036 case LAMP:
1037 case POWER_CRYSTAL:
1038 {
1039 const char *cp = ::describe_item (this, who);
1040
1041 if (*cp)
1042 {
1043 buf.append (" ");
1044 buf.append (cp);
1045 }
1046 }
1047 }
1048
1049 return buf;
1050 }
1051
1052 /* op is the player
1053 * tmp is the monster being examined.
1054 */
1055 void
1056 examine_monster (object *op, object *tmp)
1057 {
1058 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1059 }
1060
1061 static void
1062 display_new_pickup (object *op)
1063 {
1064 int i = op->contr->mode;
1065
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1069
1070 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1071
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1075
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1078
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1082
1083 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1087
1088 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1089 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1094 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1097
1098 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1099
1100 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1101 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1102
1103 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1104 }
1105
1106 int
1107 command_pickup (object *op, char *params)
1108 {
1109 uint32 i;
1110 static const char *names[] = {
1111 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1112 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1113 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1114 "jewels", "flesh", NULL
1115 };
1116 static uint32 modes[] = {
1117 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1118 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1119 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1120 PU_JEWELS, PU_FLESH, 0
1121 };
1122
1123 if (!params)
1124 {
1125 /* if the new mode is used, just print the settings */
1126 display_new_pickup (op);
1127 return 0;
1128 }
1129
1130 while (*params == ' ' && *params)
1131 params++;
1132
1133 if (*params == '+' || *params == '-')
1134 {
1135 int mode;
1136
1137 for (mode = 0; names[mode]; mode++)
1138 {
1139 if (!strcmp (names[mode], params + 1))
1140 {
1141 i = op->contr->mode;
1142
1143 if (*params == '+')
1144 i = i | modes[mode];
1145 else
1146 i = i & ~modes[mode];
1147
1148 op->contr->mode = i;
1149 display_new_pickup (op);
1150 return 1;
1151 }
1152 }
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1154 return 1;
1155 }
1156
1157 if (sscanf (params, "%u", &i) != 1)
1158 {
1159 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1160 return 1;
1161 }
1162
1163 if (i <= PU_RATIO)
1164 i |= op->contr->mode & ~PU_RATIO;
1165
1166 op->contr->mode = i;
1167
1168 return 1;
1169 }
1170
1171 int
1172 command_search_items (object *op, char *params)
1173 {
1174 if (params == NULL)
1175 {
1176 if (op->contr->search_str[0] == '\0')
1177 {
1178 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1179 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1180 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1181 return 1;
1182 }
1183
1184 op->contr->search_str[0] = '\0';
1185 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1186 op->contr->queue_stats_update ();
1187 return 1;
1188 }
1189
1190 if (strlen (params) >= sizeof (op->contr->search_str))
1191 {
1192 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1193 return 1;
1194 }
1195
1196 strcpy (op->contr->search_str, params);
1197 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1198 op->contr->queue_stats_update ();
1199
1200 return 1;
1201 }
1202
1203 int
1204 command_unlock (object *op, char *params)
1205 {
1206 /* if the unlock command typed with nothing, unlock everything,
1207 * this might be bad
1208 */
1209 if (params == NULL)
1210 {
1211 for (object *item = op->inv; item; item = item->below)
1212 {
1213 item->clr_flag (FLAG_INV_LOCKED);
1214 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1215 esrv_update_item (UPD_FLAGS, op, item);
1216 }
1217 return 0;
1218 }
1219
1220 /* if the unlock command is used with a param,
1221 * unlock what matches. i.e. unlock material, should unlock all the materials
1222 */
1223 for (object *item = op->inv; item; item = item->below)
1224 if (item->name.contains (params))
1225 {
1226 item->clr_flag (FLAG_INV_LOCKED);
1227 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1228 esrv_update_item (UPD_FLAGS, op, item);
1229 }
1230
1231 return 0;
1232 }
1233
1234 int
1235 command_lock (object *op, char *params)
1236 {
1237 /* if the lock command is typed by itself, lock everything
1238 */
1239 if (params == NULL)
1240 {
1241 for (object *item = op->inv; item; item = item->below)
1242 {
1243 item->set_flag (FLAG_INV_LOCKED);
1244 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1245 esrv_update_item (UPD_FLAGS, op, item);
1246 }
1247 return 0;
1248 }
1249
1250 /* if the lock command is used with a param, lock what matches.
1251 * i.e. lock material, should lock all the materials
1252 */
1253 for (object *item = op->inv; item; item = item->below)
1254 if (item->name.contains (params))
1255 {
1256 item->set_flag (FLAG_INV_LOCKED);
1257 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1258 esrv_update_item (UPD_FLAGS, op, item);
1259 }
1260
1261 return 0;
1262 }
1263
1264 /* op should be a player, params is any params.
1265 * If no params given, we print out the currently marked object.
1266 * otherwise, try to find a matching object - try best match first.
1267 */
1268 int
1269 command_mark (object *op, char *params)
1270 {
1271 if (!params)
1272 {
1273 if (object *mark = op->mark ())
1274 op->statusmsg (format ("%s is marked.", query_name (mark)));
1275 else
1276 op->failmsg ("You have no marked object.");
1277 }
1278 else
1279 {
1280 if (object *mark = find_best_object_match (op, params))
1281 {
1282 op->contr->mark = mark;
1283 op->statusmsg (format ("Marked item %s", query_name (mark)));
1284 }
1285 else
1286 op->failmsgf ("Could not find an object that matches %s", params);
1287 }
1288
1289 return 0; /*shouldnt get here */
1290 }
1291