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Revision: 1.72
Committed: Tue May 6 16:32:34 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +3 -1 lines
Log Message:
*** empty log message ***

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 pl->failmsg ("You are levitating, you can't reach the ground! "
290 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
291 "or waiting till the levitation effect wears off.>");
292 return;
293 }
294
295 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
296 return;
297
298 if (nrof > tmp_nrof || nrof <= 0)
299 nrof = tmp_nrof;
300
301 /* Figure out how much weight this object will add to the player */
302 weight = tmp->weight * nrof;
303 if (tmp->inv)
304 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
305
306 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
307
308 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
309 {
310 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
311 return;
312 }
313
314 if (!can_split (pl, tmp, nrof))
315 return;
316
317 if (QUERY_FLAG (tmp, FLAG_UNPAID))
318 {
319 tmp->flag.reset (FLAG_UNPAID);
320 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));
321 tmp->flag.set (FLAG_UNPAID);
322 }
323 else
324 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
325
326 op->insert (tmp);
327 }
328
329 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
330 void
331 pick_up (object *op, object *alt)
332 {
333 int need_fix_tmp = 0;
334 object *tmp = NULL;
335 maptile *tmp_map = NULL;
336 int count;
337
338 /* Decide which object to pick. */
339 if (alt)
340 {
341 if (!can_pick (op, alt))
342 {
343 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
344 goto leave;
345 }
346
347 tmp = alt;
348 }
349 else
350 {
351 if (op->below == NULL || !can_pick (op, op->below))
352 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
354 goto leave;
355 }
356
357 tmp = op->below;
358 }
359
360 /* Try to catch it. */
361 tmp_map = tmp->map;
362 tmp = stop_item (tmp);
363 if (tmp == NULL)
364 goto leave;
365
366 need_fix_tmp = 1;
367 if (!can_pick (op, tmp))
368 goto leave;
369
370 if (op->type == PLAYER)
371 {
372 count = op->contr->count;
373 if (count == 0)
374 count = tmp->nrof;
375 }
376 else
377 count = tmp->nrof;
378
379 /* container is open, so use it */
380 if (tmp->flag [FLAG_STARTEQUIP])
381 alt = op;
382 else if (op->container)
383 {
384 alt = op->container;
385 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
386 goto leave;
387 }
388 else
389 { /* non container pickup */
390 for (alt = op->inv; alt; alt = alt->below)
391 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
392 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
393 break; /* perfect match */
394
395 if (!alt)
396 for (alt = op->inv; alt; alt = alt->below)
397 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
398 break; /* General container comes next */
399
400 if (!alt)
401 alt = op; /* No free containers */
402 }
403
404 if (tmp->env == alt)
405 {
406 /* here it could be possible to check rent,
407 * if someone wants to implement it
408 */
409 alt = op;
410 }
411
412 #ifdef PICKUP_DEBUG
413 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
414 #endif
415
416 /* startequip items are not allowed to be put into containers: */
417 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
418 {
419 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
420 goto leave;
421 }
422
423 pick_up_object (op, alt, tmp, count);
424
425 if (tmp->destroyed () || tmp->env)
426 need_fix_tmp = 0;
427
428 if (op->type == PLAYER)
429 op->contr->count = 0;
430
431 goto leave;
432
433 leave:
434 if (need_fix_tmp)
435 fix_stopped_item (tmp, tmp_map, op);
436 }
437
438 /* This takes (picks up) and item. op is the player
439 * who issued the command. params is a string to
440 * match against the item name. Basically, always
441 * returns zero, but that should be improved.
442 */
443 int
444 command_take (object *op, char *params)
445 {
446 object *tmp, *next;
447
448 if (op->container)
449 tmp = op->container->inv;
450 else
451 {
452 tmp = op->above;
453 if (tmp)
454 while (tmp->above)
455 tmp = tmp->above;
456
457 if (!tmp)
458 tmp = op->below;
459 }
460
461 if (!tmp)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
464 return 0;
465 }
466
467 /* Makes processing easier */
468 if (params && *params == '\0')
469 params = 0;
470
471 int cnt = MAX_ITEM_PER_DROP;
472
473 while (tmp)
474 {
475 next = tmp->below;
476
477 if (tmp->invisible)
478 {
479 tmp = next;
480 continue;
481 }
482
483 /* This following two if and else if could be merged into line
484 * but that probably will make it more difficult to read, and
485 * not make it any more efficient
486 */
487 if (params && item_matched_string (op, tmp, params))
488 {
489 pick_up (op, tmp);
490 if (--cnt <= 0) break;
491 }
492 else if (can_pick (op, tmp) && !params)
493 {
494 pick_up (op, tmp);
495 break;
496 }
497
498 tmp = next;
499 }
500
501 if (cnt <= 0)
502 {
503 op->failmsg ("Couldn't pick up so many items at once.");
504 return 0;
505 }
506
507 if (!params && !tmp)
508 {
509 for (tmp = op->below; tmp; tmp = tmp->below)
510 if (!tmp->invisible)
511 {
512 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
513 break;
514 }
515
516 if (!tmp)
517 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
518 }
519
520 return 0;
521 }
522
523 /*
524 * This function was part of drop, now is own function.
525 * Player 'op' tries to put object 'tmp' into sack 'sack',
526 * if nrof is non zero, then nrof objects is tried to put into sack.
527 * Note that the 'sack' in question can now be a transport,
528 * so this function isn't named very good anymore.
529 */
530 void
531 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
532 {
533 object *tmp2, *sack2;
534 char buf[MAX_BUF];
535
536 if (sack == tmp)
537 return; /* Can't put an object in itself */
538
539 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
540 {
541 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
542 return;
543 }
544
545 if (tmp->type == CONTAINER && tmp->inv)
546 {
547 /* Eneq(@csd.uu.se): If the object to be dropped is a container
548 * we instead move the contents of that container into the active
549 * container, this is only done if the object has something in it.
550 */
551 sack2 = tmp;
552 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
553
554 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
555 {
556 tmp = tmp2->below;
557
558 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
559 put_object_in_sack (op, sack, tmp2, 0);
560 else
561 {
562 sprintf (buf, "Your %s fills up.", query_name (sack));
563 new_draw_info (NDI_UNIQUE, 0, op, buf);
564 break;
565 }
566 }
567
568 return;
569 }
570
571 /* Don't worry about this for containers - our caller should have
572 * already checked this.
573 */
574 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
575 return;
576
577 if (QUERY_FLAG (tmp, FLAG_APPLIED))
578 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
579 return;
580
581 /* we want to put some portion of the item into the container */
582 if (!can_split (op, tmp, nrof))
583 return;
584
585 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
586 sack->insert (tmp);
587 }
588
589 /*
590 * This function was part of drop, now is own function.
591 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
592 * nrof objects is tried to dropped.
593 * This is used when dropping objects onto the floor.
594 */
595 void
596 drop_object (object *op, object *tmp, uint32 nrof)
597 {
598 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
599 return;
600
601 if (QUERY_FLAG (tmp, FLAG_APPLIED))
602 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
603 return; /* can't unapply it */
604
605 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
606
607 /* We are only dropping some of the items. We split the current object
608 * off
609 */
610 if (!can_split (op, tmp, nrof))
611
612 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
613 return;
614
615 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
616 {
617 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
618 op->statusmsg ("The gods who lent it to you retrieves it.");
619
620 tmp->destroy ();
621 op->update_stats ();
622 return;
623 }
624
625 /* Call this before we update the various windows/players. At least
626 * that we, we know the weight is correct.
627 */
628 // 2007-11-26: moved op->update_stats away and calling it later after
629 // all items of a drop command have been processed.
630
631 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
632 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
633 return;
634
635 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
636 {
637 if (!sell_item (tmp, op))
638 return; // if we can't sell it we don't drop it
639 }
640
641 tmp->x = op->x;
642 tmp->y = op->y;
643
644 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
645 }
646
647 void
648 drop (object *op, object *tmp)
649 {
650 /* Hopeful fix for disappearing objects when dropping from a container -
651 * somehow, players get an invisible object in the container, and the
652 * old logic would skip over invisible objects - works fine for the
653 * playes inventory, but drop inventory wants to use the next value.
654 */
655 if (tmp->invisible)
656 {
657 /* if the following is the case, it must be in an container. */
658 if (tmp->env && tmp->env->type != PLAYER)
659 {
660 /* Just toss the object - probably shouldn't be hanging
661 * around anyways
662 */
663 tmp->remove ();
664 tmp->destroy ();
665 return;
666 }
667 else
668 {
669 while (tmp && tmp->invisible)
670 tmp = tmp->below;
671 }
672 }
673
674 if (tmp == NULL)
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
677 return;
678 }
679
680 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
681 {
682 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
683 return;
684 }
685
686 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
687 {
688 #if 0
689 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
690 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
691 #endif
692 return;
693 }
694
695 if (op->type == PLAYER && op->contr->last_used == tmp)
696 op->contr->last_used = tmp->below ? tmp->below
697 : tmp->above ? tmp->above
698 : 0;
699
700 if (op->container)
701 {
702 if (op->type == PLAYER)
703 put_object_in_sack (op, op->container, tmp, op->contr->count);
704 else
705 put_object_in_sack (op, op->container, tmp, 0);
706 }
707 else
708 {
709 if (op->type == PLAYER)
710 drop_object (op, tmp, op->contr->count);
711 else
712 drop_object (op, tmp, 0);
713 }
714
715 if (op->type == PLAYER)
716 op->contr->count = 0;
717 }
718
719 /* Command will drop all items that have not been locked */
720 int
721 command_dropall (object *op, char *params)
722 {
723
724 if (op->inv == NULL)
725 {
726 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
727 return 0;
728 }
729
730 object *curinv = op->inv;
731 object *nextinv;
732
733 /*
734 This is the default. Drops everything not locked or considered
735 not something that should be dropped.
736 */
737 /*
738 Care must be taken that the next item pointer is not to money as
739 the drop() routine will do unknown things to it when dropping
740 in a shop. --Tero.Pelander@utu.fi
741 */
742
743 int cnt = MAX_ITEM_PER_DROP;
744
745 if (!params)
746 {
747 while (curinv)
748 {
749 nextinv = curinv->below;
750
751 while (nextinv && nextinv->type == MONEY)
752 nextinv = nextinv->below;
753
754 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
755 curinv->type != FOOD && curinv->type != KEY &&
756 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
757 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
758 {
759 drop (op, curinv);
760 if (--cnt <= 0) break;
761 }
762
763 curinv = nextinv;
764 }
765 }
766 else if (strcmp (params, "weapons") == 0)
767 {
768 while (curinv)
769 {
770 nextinv = curinv->below;
771
772 while (nextinv && nextinv->type == MONEY)
773 nextinv = nextinv->below;
774
775 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
776 {
777 drop (op, curinv);
778 if (--cnt <= 0) break;
779 }
780
781 curinv = nextinv;
782 }
783 }
784 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
785 {
786 while (curinv)
787 {
788 nextinv = curinv->below;
789
790 while (nextinv && nextinv->type == MONEY)
791 nextinv = nextinv->below;
792
793 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
794 {
795 drop (op, curinv);
796 if (--cnt <= 0) break;
797 }
798
799 curinv = nextinv;
800 }
801 }
802 else if (strcmp (params, "misc") == 0)
803 {
804 while (curinv)
805 {
806 nextinv = curinv->below;
807
808 while (nextinv && nextinv->type == MONEY)
809 nextinv = nextinv->below;
810
811 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
812 {
813 switch (curinv->type)
814 {
815 case HORN:
816 case BOOK:
817 case SPELLBOOK:
818 case GIRDLE:
819 case AMULET:
820 case RING:
821 case CLOAK:
822 case BOOTS:
823 case GLOVES:
824 case BRACERS:
825 case SCROLL:
826 case ARMOUR_IMPROVER:
827 case WEAPON_IMPROVER:
828 case WAND:
829 case ROD:
830 case POTION:
831 drop (op, curinv);
832 curinv = nextinv;
833 break;
834 default:
835 curinv = nextinv;
836 break;
837 }
838
839 if (--cnt <= 0) break;
840 }
841
842 curinv = nextinv;
843 }
844 }
845
846 if (cnt <= 0)
847 op->failmsg ("Only dropped some items, can't drop that many items at once.");
848
849 /* draw_look(op);*/
850 return 0;
851 }
852
853 /* Object op wants to drop object(s) params. params can be a
854 * comma seperated list.
855 */
856 int
857 command_drop (object *op, char *params)
858 {
859 object *tmp, *next;
860 int did_one = 0;
861
862 if (!params)
863 {
864 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
865 return 0;
866 }
867 else
868 {
869 int cnt = MAX_ITEM_PER_DROP;
870
871 for (tmp = op->inv; tmp; tmp = next)
872 {
873 next = tmp->below;
874 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
875 continue;
876
877 if (item_matched_string (op, tmp, params))
878 {
879 drop (op, tmp);
880 if (--cnt <= 0) break;
881 did_one = 1;
882 }
883 }
884
885 if (!did_one)
886 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
887
888 if (cnt <= 0)
889 op->failmsg ("Only dropped some items, can't drop that many items at once.");
890 }
891
892 return 0;
893 }
894
895 int
896 command_examine (object *op, char *params)
897 {
898 if (!params)
899 {
900 object *tmp = op->below;
901
902 while (tmp && !tmp->client_visible ())
903 tmp = tmp->below;
904
905 if (tmp)
906 examine (op, tmp);
907 }
908 else
909 {
910 object *tmp = find_best_object_match (op, params);
911
912 if (tmp)
913 examine (op, tmp);
914 else
915 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
916 }
917
918 return 0;
919 }
920
921 /* op should be a player.
922 * we return the object the player has marked with the 'mark' command
923 * below. If no match is found (or object has changed), we return
924 * NULL. We leave it up to the calling function to print messages if
925 * nothing is found.
926 */
927 object *
928 find_marked_object (object *op)
929 {
930 object *tmp;
931
932 if (!op || !op->contr)
933 return NULL;
934
935 if (!op->contr->mark)
936 {
937 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
938 return 0;
939 }
940
941 /* This may seem like overkill, but we need to make sure that they
942 * player hasn't dropped the item. We use count on the off chance that
943 * an item got reincarnated at some point.
944 */
945 for (tmp = op->inv; tmp; tmp = tmp->below)
946 {
947 if (tmp->invisible)
948 continue;
949
950 if (tmp == op->contr->mark)
951 {
952 if (!tmp->destroyed ())
953 return tmp;
954 else
955 {
956 op->contr->mark = 0;
957 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
958 return 0;
959 }
960 }
961 }
962
963 return 0;
964 }
965
966 std::string
967 object::describe_monster (object *who)
968 {
969 dynbuf_text buf (512, 512);
970
971 object *mon = head ? head : this;
972
973 if (QUERY_FLAG (mon, FLAG_UNDEAD))
974 buf << "It is an undead force.\n";
975
976 if (mon->level > who->level)
977 buf << "It is likely more powerful than you.\n";
978 else if (mon->level < who->level)
979 buf << "It is likely less powerful than you.\n";
980 else
981 buf << "It is probably as powerful as you.\n";
982
983 if (mon->attacktype & AT_ACID)
984 buf << "You seem to smell an acrid odor.\n";
985
986 /* Anyone know why this used to use the clone value instead of the
987 * maxhp field? This seems that it should give more accurate results.
988 */
989 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
990 { /* From 1-4 */
991 case 1:
992 buf << "It is in a bad shape.\n";
993 break;
994 case 2:
995 buf << "It is hurt.\n";
996 break;
997 case 3:
998 buf << "It is somewhat hurt.\n";
999 break;
1000 case 4:
1001 buf << "It is in excellent shape.\n";
1002 break;
1003 }
1004
1005 if (present_in_ob (POISONING, mon))
1006 buf << "It looks very ill.\n";
1007
1008 return buf;
1009 }
1010
1011 /* tmp is the object being described, pl is who is examing it. */
1012 const char *
1013 long_desc (object *tmp, object *pl)
1014 {
1015 static std::string s;
1016
1017 return (s = tmp->long_desc (pl)).c_str ();
1018 }
1019
1020 std::string
1021 object::long_desc (object *who)
1022 {
1023 std::string buf (query_name (this));
1024
1025 switch (type)
1026 {
1027 case RING:
1028 case SKILL:
1029 case WEAPON:
1030 case ARMOUR:
1031 case BRACERS:
1032 case HELMET:
1033 case SHIELD:
1034 case BOOTS:
1035 case GLOVES:
1036 case AMULET:
1037 case GIRDLE:
1038 case BOW:
1039 case ARROW:
1040 case CLOAK:
1041 case FOOD:
1042 case DRINK:
1043 case FLESH:
1044 case SKILL_TOOL:
1045 case POWER_CRYSTAL:
1046 {
1047 const char *cp = ::describe_item (this, who);
1048
1049 if (*cp)
1050 {
1051 buf.append (" ");
1052 buf.append (cp);
1053 }
1054 }
1055 }
1056
1057 return buf;
1058 }
1059
1060 /* op is the player
1061 * tmp is the monster being examined.
1062 */
1063 void
1064 examine_monster (object *op, object *tmp)
1065 {
1066 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1067 }
1068
1069 std::string
1070 object::describe (object *who)
1071 {
1072 dynbuf_text buf (1024, 1024);
1073
1074 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1075
1076 if (custom_name)
1077 buf.printf ("You call it %s\n", &custom_name);
1078
1079 switch (type)
1080 {
1081 case SPELLBOOK:
1082 if (flag [FLAG_IDENTIFIED] && inv)
1083 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1084 break;
1085
1086 case BOOK:
1087 if (msg)
1088 buf << "Something is written in it.\n";
1089 break;
1090
1091 case CONTAINER:
1092 if (race != NULL)
1093 {
1094 if (weight_limit && stats.Str < 100)
1095 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1096 &race, weight_limit / (10.0 * (100 - stats.Str)));
1097 else
1098 buf.printf ("It can hold only %s.\n", &race);
1099 }
1100 else if (weight_limit && stats.Str < 100)
1101 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1102 break;
1103
1104 case WAND:
1105 if (flag [FLAG_IDENTIFIED])
1106 buf.printf ("It has %d charges left.\n", stats.food);
1107 break;
1108 }
1109
1110 if (materialname && !msg)
1111 buf.printf ("It is made of: %s.\n", &materialname);
1112
1113 if (who)
1114 /* Where to wear this item */
1115 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1116 if (slot[i].info)
1117 {
1118 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1119
1120 if (slot[i].info < -1 && who->slot[i].info)
1121 buf.printf ("(%d)", -slot[i].info);
1122
1123 buf << ".\n";
1124 }
1125
1126 if (weight)
1127 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1128
1129 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1130 {
1131 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1132
1133 if (is_in_shop (who))
1134 {
1135 if (flag [FLAG_UNPAID])
1136 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1137 else
1138 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1139 }
1140 }
1141
1142 if (flag [FLAG_MONSTER])
1143 buf << describe_monster (who);
1144
1145 /* Is this item buildable? */
1146 if (flag [FLAG_IS_BUILDABLE])
1147 buf << "This is a buildable item.\n";
1148
1149 /* Does the object have a message? Don't show message for all object
1150 * types - especially if the first entry is a match
1151 */
1152 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1153 {
1154 /* This is just a hack so when identifying the items, we print
1155 * out the extra message
1156 */
1157 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1158 buf << "The object has a story:\n";
1159
1160 buf << msg << '\n';
1161 }
1162
1163 buf << '\n';
1164
1165 return std::string (buf.linearise (), buf.size ());
1166 }
1167
1168 static void
1169 display_new_pickup (object *op)
1170 {
1171 int i = op->contr->mode;
1172
1173 if (!(i & PU_NEWMODE))
1174 return;
1175
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1179 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1180
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1182
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1186
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1189
1190 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1192 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1193
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1195 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1203
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1205 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1208
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1210
1211 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1213
1214 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1215 }
1216
1217 int
1218 command_pickup (object *op, char *params)
1219 {
1220 uint32 i;
1221 static const char *names[] = {
1222 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1223 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1224 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1225 "jewels", "flesh", NULL
1226 };
1227 static uint32 modes[] = {
1228 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1229 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1230 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1231 PU_JEWELS, PU_FLESH, 0
1232 };
1233
1234 if (!params)
1235 {
1236 /* if the new mode is used, just print the settings */
1237 if (op->contr->mode & PU_NEWMODE)
1238 {
1239 display_new_pickup (op);
1240 return 1;
1241 }
1242 if (1)
1243 LOG (llevDebug, "command_pickup: !params\n");
1244 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1245 return 0;
1246 }
1247
1248 while (*params == ' ' && *params)
1249 params++;
1250
1251 if (*params == '+' || *params == '-')
1252 {
1253 int mode;
1254
1255 for (mode = 0; names[mode]; mode++)
1256 {
1257 if (!strcmp (names[mode], params + 1))
1258 {
1259 i = op->contr->mode;
1260 if (!(i & PU_NEWMODE))
1261 i = PU_NEWMODE;
1262 if (*params == '+')
1263 i = i | modes[mode];
1264 else
1265 i = i & ~modes[mode];
1266 op->contr->mode = i;
1267 display_new_pickup (op);
1268 return 1;
1269 }
1270 }
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1272 return 1;
1273 }
1274
1275 if (sscanf (params, "%u", &i) != 1)
1276 {
1277 if (1)
1278 LOG (llevDebug, "command_pickup: params==NULL\n");
1279 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1280 return 1;
1281 }
1282 set_pickup_mode (op, i);
1283
1284 return 1;
1285 }
1286
1287 void
1288 set_pickup_mode (object *op, int i)
1289 {
1290 switch (op->contr->mode = i)
1291 {
1292 case 0:
1293 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1294 break;
1295 case 1:
1296 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1297 break;
1298 case 2:
1299 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1300 break;
1301 case 3:
1302 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1303 break;
1304 case 4:
1305 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1306 break;
1307 case 5:
1308 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1309 break;
1310 case 6:
1311 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1312 break;
1313 case 7:
1314 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1315 break;
1316 }
1317 }
1318
1319 int
1320 command_search_items (object *op, char *params)
1321 {
1322 char buf[MAX_BUF];
1323
1324 if (settings.search_items == FALSE)
1325 return 1;
1326
1327 if (params == NULL)
1328 {
1329 if (op->contr->search_str[0] == '\0')
1330 {
1331 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1332 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1333 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1334 return 1;
1335 }
1336
1337 op->contr->search_str[0] = '\0';
1338 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1339 op->update_stats ();
1340 return 1;
1341 }
1342
1343 if ((int) strlen (params) >= MAX_BUF)
1344 {
1345 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1346 return 1;
1347 }
1348
1349 strcpy (op->contr->search_str, params);
1350 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1351 new_draw_info (NDI_UNIQUE, 0, op, buf);
1352 op->update_stats ();
1353 return 1;
1354 }
1355