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Revision: 1.133
Committed: Sun Jan 29 02:47:05 2017 UTC (7 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.132: +4 -4 lines
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remove eol whitespace

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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, shstr_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
239 && weight_t (sack->carrying
240 + sack->number_of ()
241 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100)
243 > sack->weight_limit)
244 {
245 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
246 return 0;
247 }
248
249 /* All other checks pass, must be OK */
250 return 1;
251 }
252
253 /* Pick up commands follow */
254
255 /* pl = player (not always - monsters can use this now)
256 * op is the object to put tmp into,
257 * tmp is the object to pick up, nrof is the number to
258 * pick up (0 means all of them)
259 */
260 static void
261 pick_up_object (object *pl, object *op, object *tmp, int nrof)
262 {
263 weight_t weight, effective_weight_limit;
264 int tmp_nrof = tmp->number_of ();
265
266 /* IF the player is flying & trying to take the item out of a container
267 * that is in his inventory, let him. tmp->env points to the container
268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
269 * containers not allowed as of now)
270 */
271 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
272 {
273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
276 return;
277 }
278
279 if (tmp->flag [FLAG_NO_DROP])
280 return;
281
282 if (nrof > tmp_nrof || nrof <= 0)
283 nrof = tmp_nrof;
284
285 /* Figure out how much weight this object will add to the player */
286 weight = tmp->weight * nrof;
287 if (tmp->inv)
288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
289
290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291
292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
295 return;
296 }
297
298 if (!can_split (pl, tmp, nrof))
299 return;
300
301 if (tmp->flag [FLAG_UNPAID])
302 {
303 tmp->flag.reset (FLAG_UNPAID);
304 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
305 tmp->flag.set (FLAG_UNPAID);
306 }
307 else
308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309
310 op->insert (tmp);
311 }
312
313 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 void
315 pick_up (object *op, object *alt)
316 {
317 int need_fix_tmp = 0;
318 object *tmp = NULL;
319 maptile *tmp_map = NULL;
320 int count;
321
322 /* Decide which object to pick. */
323 if (alt)
324 {
325 if (!can_pick (op, alt))
326 {
327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
348 goto leave;
349
350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
360 else
361 count = tmp->nrof;
362
363 /* container is open, so use it */
364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if ((alt = op->container_ ()))
367 {
368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
369 goto leave;
370 }
371 else
372 { /* non container pickup */
373 for (alt = op->inv; alt; alt = alt->below)
374 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376 break; /* perfect match */
377
378 if (!alt)
379 for (alt = op->inv; alt; alt = alt->below)
380 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
381 break; /* General container comes next */
382
383 if (!alt)
384 alt = op; /* No free containers */
385 }
386
387 if (tmp->env == alt)
388 {
389 /* here it could be possible to check rent,
390 * if someone wants to implement it
391 */
392 alt = op;
393 }
394
395 #ifdef PICKUP_DEBUG
396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397 #endif
398
399 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
401 {
402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 goto leave;
404 }
405
406 pick_up_object (op, alt, tmp, count);
407
408 if (tmp->destroyed () || tmp->env)
409 need_fix_tmp = 0;
410
411 if (op->type == PLAYER)
412 op->contr->count = 0;
413
414 goto leave;
415
416 leave:
417 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op);
419 }
420
421 /* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to
423 * match against the item name. Basically, always
424 * returns zero, but that should be improved.
425 */
426 int
427 command_take (object *op, char *params)
428 {
429 object *tmp, *next;
430
431 if (op->container_ ())
432 tmp = op->container_ ()->inv;
433 else
434 {
435 tmp = op->above;
436 if (tmp)
437 while (tmp->above)
438 tmp = tmp->above;
439
440 if (!tmp)
441 tmp = op->below;
442 }
443
444 if (!tmp)
445 {
446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
447 return 0;
448 }
449
450 /* Makes processing easier */
451 if (params && *params == '\0')
452 params = 0;
453
454 int cnt = MAX_ITEM_PER_ACTION;
455
456 while (tmp)
457 {
458 next = tmp->below;
459
460 if (tmp->invisible)
461 {
462 tmp = next;
463 continue;
464 }
465
466 /* This following two if and else if could be merged into line
467 * but that probably will make it more difficult to read, and
468 * not make it any more efficient
469 */
470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
473 pick_up (op, tmp);
474 }
475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
478 pick_up (op, tmp);
479 break;
480 }
481
482 tmp = next;
483 }
484
485 if (cnt < 0)
486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
488 return 0;
489 }
490
491 if (!params && !tmp)
492 {
493 for (tmp = op->below; tmp; tmp = tmp->below)
494 if (!tmp->invisible)
495 {
496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 break;
498 }
499
500 if (!tmp)
501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 }
503
504 return 0;
505 }
506
507 /*
508 * This function was part of drop, now is own function.
509 * Player 'op' tries to put object 'tmp' into sack 'sack',
510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
512 * Note that the 'sack' in question can now be a transport,
513 * so this function isn't named very good anymore.
514 */
515 void
516 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
517 {
518 object *tmp2;
519 char buf[MAX_BUF];
520
521 if (sack == tmp)
522 return; /* Can't put an object in itself */
523
524 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
527 return;
528 }
529
530 if (tmp->type == CONTAINER && tmp->inv)
531 {
532 /* Eneq(@csd.uu.se): If the object to be dropped is a container
533 * we instead move the contents of that container into the active
534 * container, this is only done if the object has something in it.
535 */
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 (tmp->flag [FLAG_APPLIED])
562 if (!op->apply (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 (obj->flag [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 (dropper->is_in_shop () && !obj->flag [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 (tmp->flag [FLAG_NO_DROP])
638 return;
639
640 if (tmp->flag [FLAG_APPLIED])
641 if (!op->apply (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 (tmp->flag [FLAG_INV_LOCKED])
690 {
691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
692 return;
693 }
694
695 if (tmp->flag [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 (!curinv->flag [FLAG_INV_LOCKED]
763 && !curinv->invisible
764 && curinv->type != MONEY
765 && curinv->type != FOOD
766 && curinv->type != KEY
767 && curinv->type != SPECIAL_KEY
768 && curinv->type != GEM
769 && curinv->type != CONTAINER)
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 (!curinv->flag [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 (!curinv->flag [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 (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [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
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 RANGED:
1030 case BOW:
1031 case ARROW:
1032 case CLOAK:
1033 case FOOD:
1034 case DRINK:
1035 case FLESH:
1036 case SKILL_TOOL:
1037 case LAMP:
1038 case POWER_CRYSTAL:
1039 {
1040 const char *cp = ::describe_item (this, who);
1041
1042 if (*cp)
1043 {
1044 buf.append (" ");
1045 buf.append (cp);
1046 }
1047 }
1048 }
1049
1050 return buf;
1051 }
1052
1053 /* op is the player
1054 * tmp is the monster being examined.
1055 */
1056 void
1057 examine_monster (object *op, object *tmp)
1058 {
1059 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1060 }
1061
1062 static void
1063 display_new_pickup (object *op)
1064 {
1065 int i = op->contr->mode;
1066
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1070
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1076
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1079
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1083
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1088
1089 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1092 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1093
1094 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1098
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1100
1101 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1103
1104 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1105 }
1106
1107 int
1108 command_pickup (object *op, char *params)
1109 {
1110 uint32 i;
1111 static const char *names[] = {
1112 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1113 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1114 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1115 "jewels", "flesh", NULL
1116 };
1117 static uint32 modes[] = {
1118 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1119 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1120 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1121 PU_JEWELS, PU_FLESH, 0
1122 };
1123
1124 if (!params)
1125 {
1126 /* if the new mode is used, just print the settings */
1127 display_new_pickup (op);
1128 return 0;
1129 }
1130
1131 while (*params == ' ' && *params)
1132 params++;
1133
1134 if (*params == '+' || *params == '-')
1135 {
1136 int mode;
1137
1138 for (mode = 0; names[mode]; mode++)
1139 {
1140 if (!strcmp (names[mode], params + 1))
1141 {
1142 i = op->contr->mode;
1143
1144 if (*params == '+')
1145 i = i | modes[mode];
1146 else
1147 i = i & ~modes[mode];
1148
1149 op->contr->mode = i;
1150 display_new_pickup (op);
1151 return 1;
1152 }
1153 }
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1155 return 1;
1156 }
1157
1158 if (sscanf (params, "%u", &i) != 1)
1159 {
1160 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1161 return 1;
1162 }
1163
1164 if (i <= PU_RATIO)
1165 i |= op->contr->mode & ~PU_RATIO;
1166
1167 op->contr->mode = i;
1168
1169 return 1;
1170 }
1171
1172 int
1173 command_search_items (object *op, char *params)
1174 {
1175 if (params == NULL)
1176 {
1177 if (op->contr->search_str[0] == '\0')
1178 {
1179 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1180 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1181 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1182 return 1;
1183 }
1184
1185 op->contr->search_str[0] = '\0';
1186 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1187 op->contr->queue_stats_update ();
1188 return 1;
1189 }
1190
1191 if (strlen (params) >= sizeof (op->contr->search_str))
1192 {
1193 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1194 return 1;
1195 }
1196
1197 strcpy (op->contr->search_str, params);
1198 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1199 op->contr->queue_stats_update ();
1200
1201 return 1;
1202 }
1203
1204 int
1205 command_unlock (object *op, char *params)
1206 {
1207 /* if the unlock command typed with nothing, unlock everything,
1208 * this might be bad
1209 */
1210 if (params == NULL)
1211 {
1212 for (object *item = op->inv; item; item = item->below)
1213 {
1214 item->clr_flag (FLAG_INV_LOCKED);
1215 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1216 esrv_update_item (UPD_FLAGS, op, item);
1217 }
1218 return 0;
1219 }
1220
1221 /* if the unlock command is used with a param,
1222 * unlock what matches. i.e. unlock material, should unlock all the materials
1223 */
1224 for (object *item = op->inv; item; item = item->below)
1225 if (item->name.contains (params))
1226 {
1227 item->clr_flag (FLAG_INV_LOCKED);
1228 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1229 esrv_update_item (UPD_FLAGS, op, item);
1230 }
1231
1232 return 0;
1233 }
1234
1235 int
1236 command_lock (object *op, char *params)
1237 {
1238 /* if the lock command is typed by itself, lock everything
1239 */
1240 if (params == NULL)
1241 {
1242 for (object *item = op->inv; item; item = item->below)
1243 {
1244 item->set_flag (FLAG_INV_LOCKED);
1245 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1246 esrv_update_item (UPD_FLAGS, op, item);
1247 }
1248 return 0;
1249 }
1250
1251 /* if the lock command is used with a param, lock what matches.
1252 * i.e. lock material, should lock all the materials
1253 */
1254 for (object *item = op->inv; item; item = item->below)
1255 if (item->name.contains (params))
1256 {
1257 item->set_flag (FLAG_INV_LOCKED);
1258 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1259 esrv_update_item (UPD_FLAGS, op, item);
1260 }
1261
1262 return 0;
1263 }
1264
1265 /* op should be a player, params is any params.
1266 * If no params given, we print out the currently marked object.
1267 * otherwise, try to find a matching object - try best match first.
1268 */
1269 int
1270 command_mark (object *op, char *params)
1271 {
1272 if (!params)
1273 {
1274 if (object *mark = op->mark ())
1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
1276 else
1277 op->failmsg ("You have no marked object.");
1278 }
1279 else
1280 {
1281 if (object *mark = find_best_object_match (op, params))
1282 {
1283 op->contr->mark = mark;
1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
1285 }
1286 else
1287 op->failmsgf ("Could not find an object that matches %s", params);
1288 }
1289
1290 return 0; /*shouldnt get here */
1291 }
1292