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Revision: 1.135
Committed: Sun Nov 18 00:37:11 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.134: +2 -2 lines
Log Message:
some range based for loops

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /*
27 * Object (handling) commands
28 */
29
30 #include <global.h>
31 #include <skills.h>
32 #include <sproto.h>
33 #include <living.h>
34
35 /*
36 * Object id parsing functions
37 */
38
39 #define ADD_ITEM(NEW,COUNT)\
40 if(!first) {\
41 first = new objectlink;\
42 last=first;\
43 } else {\
44 last->next = new objectlink;\
45 last=last->next;\
46 }\
47 last->next=0;\
48 last->ob=(NEW);\
49 last->id=(COUNT);
50
51 /**
52 * Search the inventory of 'pl' for what matches best with params.
53 * we use item_matched_string above - this gives us consistent behaviour
54 * between many commands. Return the best match, or NULL if no match.
55 * aflag is used with apply -u , and apply -a to
56 * only unapply applied, or apply unapplied objects
57 **/
58 static object *
59 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 {
61 object *best = 0;
62 int match_val = 0;
63
64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 {
66 if (tmp->invisible)
67 continue;
68
69 int tmpmatch = item_matched_string (pl, tmp, params);
70
71 if (tmpmatch > match_val)
72 {
73 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
74 continue;
75
76 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
77 continue;
78
79 match_val = tmpmatch;
80 best = tmp;
81 }
82 }
83
84 return best;
85 }
86
87 /**
88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
89 **/
90 object *
91 find_best_object_match (object *pl, const char *params)
92 {
93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
94 }
95
96 static bool
97 can_split (object *pl, object *&op, sint32 nrof)
98 {
99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
113 }
114
115 int
116 command_uskill (object *pl, char *params)
117 {
118 if (!params)
119 {
120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
121 return 0;
122 }
123
124 return use_skill (pl, params);
125 }
126
127 int
128 command_rskill (object *pl, char *params)
129 {
130 object *skill;
131
132 if (!params)
133 {
134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
135 return 0;
136 }
137
138 skill = find_skill_by_name_fuzzy (pl, params);
139
140 if (!skill)
141 {
142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
143 return 0;
144 }
145
146 pl->apply (skill);
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, shstr_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 throwing skill.");
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 op->apply (inv, aflag);
196 else
197 op->failmsgf ("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 (!sack->flag [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
240 && weight_t (sack->carrying
241 + sack->number_of ()
242 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
243 * (100 - sack->stats.Str) / 100)
244 > sack->weight_limit)
245 {
246 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
247 return 0;
248 }
249
250 /* All other checks pass, must be OK */
251 return 1;
252 }
253
254 /* Pick up commands follow */
255
256 /* pl = player (not always - monsters can use this now)
257 * op is the object to put tmp into,
258 * tmp is the object to pick up, nrof is the number to
259 * pick up (0 means all of them)
260 */
261 static void
262 pick_up_object (object *pl, object *op, object *tmp, int nrof)
263 {
264 weight_t weight, effective_weight_limit;
265 int tmp_nrof = tmp->number_of ();
266
267 /* IF the player is flying & trying to take the item out of a container
268 * that is in his inventory, let him. tmp->env points to the container
269 * (sack, luggage, etc), tmp->env->env then points to the player (nested
270 * containers not allowed as of now)
271 */
272 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
273 {
274 pl->failmsg ("You are levitating, you can't reach the ground! "
275 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
276 "or waiting till the levitation effect wears off.>");
277 return;
278 }
279
280 if (tmp->flag [FLAG_NO_DROP])
281 return;
282
283 if (nrof > tmp_nrof || nrof <= 0)
284 nrof = tmp_nrof;
285
286 /* Figure out how much weight this object will add to the player */
287 weight = tmp->weight * nrof;
288 if (tmp->inv)
289 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
290
291 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
292
293 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
294 {
295 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
296 return;
297 }
298
299 if (!can_split (pl, tmp, nrof))
300 return;
301
302 if (tmp->flag [FLAG_UNPAID])
303 {
304 tmp->flag.reset (FLAG_UNPAID);
305 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));
306 tmp->flag.set (FLAG_UNPAID);
307 }
308 else
309 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
310
311 op->insert (tmp);
312 }
313
314 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
315 void
316 pick_up (object *op, object *alt)
317 {
318 int need_fix_tmp = 0;
319 object *tmp = NULL;
320 maptile *tmp_map = NULL;
321 int count;
322
323 /* Decide which object to pick. */
324 if (alt)
325 {
326 if (!can_pick (op, alt))
327 {
328 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
329 goto leave;
330 }
331
332 tmp = alt;
333 }
334 else
335 {
336 if (op->below == NULL || !can_pick (op, op->below))
337 {
338 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
339 goto leave;
340 }
341
342 tmp = op->below;
343 }
344
345 /* Try to catch it. */
346 tmp_map = tmp->map;
347 tmp = stop_item (tmp);
348 if (tmp == NULL)
349 goto leave;
350
351 need_fix_tmp = 1;
352 if (!can_pick (op, tmp))
353 goto leave;
354
355 if (op->type == PLAYER)
356 {
357 count = op->contr->count;
358 if (count == 0)
359 count = tmp->nrof;
360 }
361 else
362 count = tmp->nrof;
363
364 /* container is open, so use it */
365 if (tmp->flag [FLAG_STARTEQUIP])
366 alt = op;
367 else if ((alt = op->container_ ()))
368 {
369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
370 goto leave;
371 }
372 else
373 { /* non container pickup */
374 for (alt = op->inv; alt; alt = alt->below)
375 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377 break; /* perfect match */
378
379 if (!alt)
380 for (alt = op->inv; alt; alt = alt->below)
381 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
382 break; /* General container comes next */
383
384 if (!alt)
385 alt = op; /* No free containers */
386 }
387
388 if (tmp->env == alt)
389 {
390 /* here it could be possible to check rent,
391 * if someone wants to implement it
392 */
393 alt = op;
394 }
395
396 #ifdef PICKUP_DEBUG
397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
398 #endif
399
400 /* startequip items are not allowed to be put into containers: */
401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
402 {
403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
404 goto leave;
405 }
406
407 pick_up_object (op, alt, tmp, count);
408
409 if (tmp->destroyed () || tmp->env)
410 need_fix_tmp = 0;
411
412 if (op->type == PLAYER)
413 op->contr->count = 0;
414
415 goto leave;
416
417 leave:
418 if (need_fix_tmp)
419 fix_stopped_item (tmp, tmp_map, op);
420 }
421
422 /* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to
424 * match against the item name. Basically, always
425 * returns zero, but that should be improved.
426 */
427 int
428 command_take (object *op, char *params)
429 {
430 object *tmp, *next;
431
432 if (op->container_ ())
433 tmp = op->container_ ()->inv;
434 else
435 {
436 tmp = op->above;
437 if (tmp)
438 while (tmp->above)
439 tmp = tmp->above;
440
441 if (!tmp)
442 tmp = op->below;
443 }
444
445 if (!tmp)
446 {
447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
448 return 0;
449 }
450
451 /* Makes processing easier */
452 if (params && *params == '\0')
453 params = 0;
454
455 int cnt = MAX_ITEM_PER_ACTION;
456
457 while (tmp)
458 {
459 next = tmp->below;
460
461 if (tmp->invisible)
462 {
463 tmp = next;
464 continue;
465 }
466
467 /* This following two if and else if could be merged into line
468 * but that probably will make it more difficult to read, and
469 * not make it any more efficient
470 */
471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
474 pick_up (op, tmp);
475 }
476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
479 pick_up (op, tmp);
480 break;
481 }
482
483 tmp = next;
484 }
485
486 if (cnt < 0)
487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
489 return 0;
490 }
491
492 if (!params && !tmp)
493 {
494 for (tmp = op->below; tmp; tmp = tmp->below)
495 if (!tmp->invisible)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
498 break;
499 }
500
501 if (!tmp)
502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
503 }
504
505 return 0;
506 }
507
508 /*
509 * This function was part of drop, now is own function.
510 * Player 'op' tries to put object 'tmp' into sack 'sack',
511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
513 * Note that the 'sack' in question can now be a transport,
514 * so this function isn't named very good anymore.
515 */
516 void
517 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
518 {
519 object *tmp2;
520 char buf[MAX_BUF];
521
522 if (sack == tmp)
523 return; /* Can't put an object in itself */
524
525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
528 return;
529 }
530
531 if (tmp->type == CONTAINER && tmp->inv)
532 {
533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
534 * we instead move the contents of that container into the active
535 * container, this is only done if the object has something in it.
536 */
537 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
538
539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
541 tmp = tmp2->below;
542
543 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
544 put_object_in_sack (op, sack, tmp2, 0);
545 else
546 {
547 sprintf (buf, "Your %s fills up.", query_name (sack));
548 new_draw_info (NDI_UNIQUE, 0, op, buf);
549 break;
550 }
551 }
552
553 return;
554 }
555
556 /* Don't worry about this for containers - our caller should have
557 * already checked this.
558 */
559 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
560 return;
561
562 if (tmp->flag [FLAG_APPLIED])
563 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
564 return;
565
566 /* we want to put some portion of the item into the container */
567 if (!can_split (op, tmp, nrof))
568 return;
569
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
571 sack->insert (tmp);
572 }
573
574 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
575 * already split off object, and feeds it to the event handlers and does
576 * other magic with it.
577 *
578 * <droppper> is the object that dropped this object and <obj> is the
579 * object that was dropped.
580 *
581 * Make sure to check what happened with <obj> after this function returns!
582 * Otherwise you may leak this object.
583 */
584 void
585 drop_object (object *dropper, object *obj)
586 {
587 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
588 return;
589
590 if (obj->destroyed () || obj->is_inserted ())
591 return;
592
593 if (obj->flag [FLAG_STARTEQUIP])
594 {
595 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
596 dropper->statusmsg ("The god who lent it to you retrieves it.");
597
598 obj->destroy ();
599 dropper->update_stats ();
600 return;
601 }
602
603 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
604 floor;
605 floor = floor->above)
606 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
607 return;
608
609 if (obj->destroyed () || obj->is_inserted ())
610 return;
611
612 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
613 if (!sell_item (obj, dropper))
614 return;
615
616 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
617 return;
618
619 /* If nothing special happened with this object, the default action is to
620 * insert it below the dropper:
621 */
622
623 obj->x = dropper->x;
624 obj->y = dropper->y;
625
626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
627 }
628
629 /*
630 * This function was part of drop, now is own function.
631 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
632 * nrof objects are tried to drop.
633 * This is used when dropping objects onto the floor.
634 */
635 void
636 drop_object (object *op, object *tmp, uint32 nrof)
637 {
638 if (tmp->flag [FLAG_NO_DROP])
639 return;
640
641 if (tmp->flag [FLAG_APPLIED])
642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
643 return; /* can't unapply it */
644
645 /* We are only dropping some of the items. We split the current object
646 * off
647 */
648 if (!can_split (op, tmp, nrof))
649 return;
650
651 drop_object (op, tmp);
652
653 if (!tmp->destroyed () && !tmp->is_inserted ())
654 {
655 // if nothing happened with the object we give it back
656 op->insert (tmp);
657 }
658 }
659
660 void
661 drop (object *op, object *tmp)
662 {
663 /* Hopeful fix for disappearing objects when dropping from a container -
664 * somehow, players get an invisible object in the container, and the
665 * old logic would skip over invisible objects - works fine for the
666 * playes inventory, but drop inventory wants to use the next value.
667 */
668 if (tmp->invisible)
669 {
670 /* if the following is the case, it must be in an container. */
671 if (tmp->env && tmp->env->type != PLAYER)
672 {
673 /* Just toss the object - probably shouldn't be hanging
674 * around anyways
675 */
676 tmp->destroy ();
677 return;
678 }
679 else
680 while (tmp && tmp->invisible)
681 tmp = tmp->below;
682 }
683
684 if (!tmp)
685 {
686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
687 return;
688 }
689
690 if (tmp->flag [FLAG_INV_LOCKED])
691 {
692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
693 return;
694 }
695
696 if (tmp->flag [FLAG_NO_DROP])
697 {
698 #if 0
699 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
700 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
701 #endif
702 return;
703 }
704
705 if (op->type == PLAYER && op->contr->last_used == tmp)
706 op->contr->last_used = tmp->below ? tmp->below
707 : tmp->above ? tmp->above
708 : (object *)0;
709
710 if (op->container_ ())
711 {
712 if (op->type == PLAYER)
713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
714 else
715 put_object_in_sack (op, op->container_ (), tmp, 0);
716 }
717 else
718 {
719 if (op->type == PLAYER)
720 drop_object (op, tmp, op->contr->count);
721 else
722 drop_object (op, tmp, 0);
723 }
724
725 if (op->type == PLAYER)
726 op->contr->count = 0;
727 }
728
729 /* Command will drop all items that have not been locked */
730 int
731 command_dropall (object *op, char *params)
732 {
733
734 if (op->inv == NULL)
735 {
736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
737 return 0;
738 }
739
740 object *curinv = op->inv;
741 object *nextinv;
742
743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
748 Care must be taken that the next item pointer is not to money as
749 the drop() routine will do unknown things to it when dropping
750 in a shop. --Tero.Pelander@utu.fi
751 */
752 int cnt = MAX_ITEM_PER_ACTION;
753
754 if (!params)
755 {
756 while (curinv)
757 {
758 nextinv = curinv->below;
759
760 while (nextinv && nextinv->type == MONEY)
761 nextinv = nextinv->below;
762
763 if (!curinv->flag [FLAG_INV_LOCKED]
764 && !curinv->invisible
765 && curinv->type != MONEY
766 && curinv->type != FOOD
767 && curinv->type != KEY
768 && curinv->type != SPECIAL_KEY
769 && curinv->type != GEM
770 && curinv->type != CONTAINER)
771 {
772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
777 }
778 }
779 else if (strcmp (params, "weapons") == 0)
780 {
781 while (curinv)
782 {
783 nextinv = curinv->below;
784
785 while (nextinv && nextinv->type == MONEY)
786 nextinv = nextinv->below;
787
788 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793
794 curinv = nextinv;
795 }
796 }
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv)
800 {
801 nextinv = curinv->below;
802
803 while (nextinv && nextinv->type == MONEY)
804 nextinv = nextinv->below;
805
806 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807 {
808 drop (op, curinv);
809 if (--cnt <= 0) break;
810 }
811
812 curinv = nextinv;
813 }
814 }
815 else if (strcmp (params, "misc") == 0)
816 {
817 while (curinv)
818 {
819 nextinv = curinv->below;
820
821 while (nextinv && nextinv->type == MONEY)
822 nextinv = nextinv->below;
823
824 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
825 {
826 switch (curinv->type)
827 {
828 case HORN:
829 case BOOK:
830 case SPELLBOOK:
831 case GIRDLE:
832 case AMULET:
833 case RING:
834 case CLOAK:
835 case BOOTS:
836 case GLOVES:
837 case BRACERS:
838 case SCROLL:
839 case ARMOUR_IMPROVER:
840 case WEAPON_IMPROVER:
841 case WAND:
842 case ROD:
843 case POTION:
844 drop (op, curinv);
845 curinv = nextinv;
846 break;
847 default:
848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
855 curinv = nextinv;
856 }
857 }
858
859 if (cnt <= 0)
860 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861
862 /* draw_look(op);*/
863 return 0;
864 }
865
866
867 /* This function tries to drop all objects in the <objs> vector.
868 * <dropper> is the object that wants to drop them.
869 * <cnt> can be a 0 pointer or a pointer to the maximum number of
870 * drop operations to perform.
871 *
872 * Returns true if at least one item was dropped.
873 */
874 static bool
875 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876 {
877 vector<object *>::iterator i;
878
879 bool did_one = false;
880
881 for (auto &&op : objs)
882 {
883 drop (dropper, op);
884 if (cnt && --*cnt <= 0) break;
885 did_one = true;
886 }
887
888 return did_one;
889 }
890
891 /* Object op wants to drop object(s) params. params can be a
892 * comma seperated list.
893 */
894 int
895 command_drop (object *op, char *params)
896 {
897 object *tmp, *next;
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 (tmp->flag [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 std::string
957 object::describe_monster (object *who)
958 {
959 dynbuf_text buf (512, 512);
960
961 object *mon = head ? head : this;
962
963 if (mon->flag [FLAG_UNDEAD])
964 buf << "It is an undead force.\r";
965
966 if (mon->level > who->level)
967 buf << "It is likely more powerful than you.\r";
968 else if (mon->level < who->level)
969 buf << "It is likely less powerful than you.\r";
970 else
971 buf << "It is probably as powerful as you.\r";
972
973 if (mon->attacktype & AT_ACID)
974 buf << "You seem to smell an acrid odor.\r";
975
976 /* Anyone know why this used to use the clone value instead of the
977 * maxhp field? This seems that it should give more accurate results.
978 */
979 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
980 { /* From 1-4 */
981 case 1:
982 buf << "It is in a bad shape.\r";
983 break;
984 case 2:
985 buf << "It is hurt.\r";
986 break;
987 case 3:
988 buf << "It is somewhat hurt.\r";
989 break;
990 case 4:
991 buf << "It is in excellent shape.\r";
992 break;
993 }
994
995 if (present_in_ob (POISONING, mon))
996 buf << "It looks very ill.\r";
997
998 buf << '\n';
999
1000 return buf;
1001 }
1002
1003 /* tmp is the object being described, pl is who is examing it. */
1004 const char *
1005 long_desc (object *tmp, object *pl)
1006 {
1007 static std::string s;
1008
1009 return (s = tmp->long_desc (pl)).c_str ();
1010 }
1011
1012 std::string
1013 object::long_desc (object *who)
1014 {
1015 std::string buf (query_name ());
1016
1017 switch (type)
1018 {
1019 case RING:
1020 case SKILL:
1021 case WEAPON:
1022 case ARMOUR:
1023 case BRACERS:
1024 case HELMET:
1025 case SHIELD:
1026 case BOOTS:
1027 case GLOVES:
1028 case AMULET:
1029 case GIRDLE:
1030 case RANGED:
1031 case BOW:
1032 case ARROW:
1033 case CLOAK:
1034 case FOOD:
1035 case DRINK:
1036 case FLESH:
1037 case SKILL_TOOL:
1038 case LAMP:
1039 case POWER_CRYSTAL:
1040 {
1041 const char *cp = ::describe_item (this, who);
1042
1043 if (*cp)
1044 {
1045 buf.append (" ");
1046 buf.append (cp);
1047 }
1048 }
1049 }
1050
1051 return buf;
1052 }
1053
1054 /* op is the player
1055 * tmp is the monster being examined.
1056 */
1057 void
1058 examine_monster (object *op, object *tmp)
1059 {
1060 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1061 }
1062
1063 static void
1064 display_new_pickup (object *op)
1065 {
1066 int i = op->contr->mode;
1067
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1070 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1071
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1077
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1080
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1083 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1084
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1088 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1089
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1092 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1094
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1098 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1099
1100 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1101
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1103 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1104
1105 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1106 }
1107
1108 int
1109 command_pickup (object *op, char *params)
1110 {
1111 uint32 i;
1112 static const char *names[] = {
1113 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1114 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1115 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1116 "jewels", "flesh", NULL
1117 };
1118 static uint32 modes[] = {
1119 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1120 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1121 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1122 PU_JEWELS, PU_FLESH, 0
1123 };
1124
1125 if (!params)
1126 {
1127 /* if the new mode is used, just print the settings */
1128 display_new_pickup (op);
1129 return 0;
1130 }
1131
1132 while (*params == ' ' && *params)
1133 params++;
1134
1135 if (*params == '+' || *params == '-')
1136 {
1137 int mode;
1138
1139 for (mode = 0; names[mode]; mode++)
1140 {
1141 if (!strcmp (names[mode], params + 1))
1142 {
1143 i = op->contr->mode;
1144
1145 if (*params == '+')
1146 i = i | modes[mode];
1147 else
1148 i = i & ~modes[mode];
1149
1150 op->contr->mode = i;
1151 display_new_pickup (op);
1152 return 1;
1153 }
1154 }
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1156 return 1;
1157 }
1158
1159 if (sscanf (params, "%u", &i) != 1)
1160 {
1161 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1162 return 1;
1163 }
1164
1165 if (i <= PU_RATIO)
1166 i |= op->contr->mode & ~PU_RATIO;
1167
1168 op->contr->mode = i;
1169
1170 return 1;
1171 }
1172
1173 int
1174 command_search_items (object *op, char *params)
1175 {
1176 if (params == NULL)
1177 {
1178 if (op->contr->search_str[0] == '\0')
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1181 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1182 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1183 return 1;
1184 }
1185
1186 op->contr->search_str[0] = '\0';
1187 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1188 op->contr->queue_stats_update ();
1189 return 1;
1190 }
1191
1192 if (strlen (params) >= sizeof (op->contr->search_str))
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1195 return 1;
1196 }
1197
1198 strcpy (op->contr->search_str, params);
1199 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1200 op->contr->queue_stats_update ();
1201
1202 return 1;
1203 }
1204
1205 int
1206 command_unlock (object *op, char *params)
1207 {
1208 /* if the unlock command typed with nothing, unlock everything,
1209 * this might be bad
1210 */
1211 if (params == NULL)
1212 {
1213 for (object *item = op->inv; item; item = item->below)
1214 {
1215 item->clr_flag (FLAG_INV_LOCKED);
1216 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1217 esrv_update_item (UPD_FLAGS, op, item);
1218 }
1219 return 0;
1220 }
1221
1222 /* if the unlock command is used with a param,
1223 * unlock what matches. i.e. unlock material, should unlock all the materials
1224 */
1225 for (object *item = op->inv; item; item = item->below)
1226 if (item->name.contains (params))
1227 {
1228 item->clr_flag (FLAG_INV_LOCKED);
1229 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1230 esrv_update_item (UPD_FLAGS, op, item);
1231 }
1232
1233 return 0;
1234 }
1235
1236 int
1237 command_lock (object *op, char *params)
1238 {
1239 /* if the lock command is typed by itself, lock everything
1240 */
1241 if (params == NULL)
1242 {
1243 for (object *item = op->inv; item; item = item->below)
1244 {
1245 item->set_flag (FLAG_INV_LOCKED);
1246 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1247 esrv_update_item (UPD_FLAGS, op, item);
1248 }
1249 return 0;
1250 }
1251
1252 /* if the lock command is used with a param, lock what matches.
1253 * i.e. lock material, should lock all the materials
1254 */
1255 for (object *item = op->inv; item; item = item->below)
1256 if (item->name.contains (params))
1257 {
1258 item->set_flag (FLAG_INV_LOCKED);
1259 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1260 esrv_update_item (UPD_FLAGS, op, item);
1261 }
1262
1263 return 0;
1264 }
1265
1266 /* op should be a player, params is any params.
1267 * If no params given, we print out the currently marked object.
1268 * otherwise, try to find a matching object - try best match first.
1269 */
1270 int
1271 command_mark (object *op, char *params)
1272 {
1273 if (!params)
1274 {
1275 if (object *mark = op->mark ())
1276 op->statusmsg (format ("%s is marked.", query_name (mark)));
1277 else
1278 op->failmsg ("You have no marked object.");
1279 }
1280 else
1281 {
1282 if (object *mark = find_best_object_match (op, params))
1283 {
1284 op->contr->mark = mark;
1285 op->statusmsg (format ("Marked item %s", query_name (mark)));
1286 }
1287 else
1288 op->failmsgf ("Could not find an object that matches %s", params);
1289 }
1290
1291 return 0; /*shouldnt get here */
1292 }
1293