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Revision: 1.71
Committed: Thu Apr 24 11:26:41 2008 UTC (16 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_53
Changes since 1.70: +4 -1 lines
Log Message:
selling of things a shop is not interested doesn't work anymore

File Contents

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