/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ /* * Object (handling) commands */ #include #include #include #include #include #include /* * Object id parsing functions */ #define ADD_ITEM(NEW,COUNT)\ if(!first) {\ first = new objectlink;\ last=first;\ } else {\ last->next = new objectlink;\ last=last->next;\ }\ last->next=0;\ last->ob=(NEW);\ last->id=(COUNT); /** * Search the inventory of 'pl' for what matches best with params. * we use item_matched_string above - this gives us consistent behaviour * between many commands. Return the best match, or NULL if no match. * aflag is used with apply -u , and apply -a to * only unapply applied, or apply unapplied objects **/ static object * find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) { object *best = 0; int match_val = 0; for (object *tmp = pl->inv; tmp; tmp = tmp->below) { if (tmp->invisible) continue; int tmpmatch = item_matched_string (pl, tmp, params); if (tmpmatch > match_val) { if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) continue; if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) continue; match_val = tmpmatch; best = tmp; } } return best; } /** * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); **/ object * find_best_object_match (object *pl, const char *params) { return find_best_apply_object_match (pl, params, AP_TOGGLE); } static bool can_split (object *pl, object *&op, sint32 nrof) { if (object *tmp = op->split (nrof ? nrof : op->number_of ())) { op = tmp; return true; } else { if (op->nrof > 1) new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl); else new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name); return false; } } int command_uskill (object *pl, char *params) { if (!params) { new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill "); return 0; } return use_skill (pl, params); } int command_rskill (object *pl, char *params) { object *skill; if (!params) { new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill "); return 0; } skill = find_skill_by_name (pl, params); if (!skill) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); return 0; } pl->change_skill (0); apply_special (pl, skill, AP_APPLY); return 1; } /* These functions (command_search, command_disarm) are really just wrappers for * things like 'use_skill ...'). In fact, they should really be obsoleted * and replaced with those. */ int command_search (object *op, char *params) { return use_skill (op, skill_names[SK_FIND_TRAPS]); } int command_disarm (object *op, char *params) { return use_skill (op, skill_names[SK_DISARM_TRAPS]); } /* A little special because we do want to pass the full params along * as it includes the object to throw. */ int command_throw (object *op, char *params) { if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING])) return do_skill (op, op, skop, op->facing, params); else new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); return 0; } int command_apply (object *op, char *params) { if (!params) { player_apply_below (op); return 0; } else { apply_flag aflag = (apply_flag)0; while (*params == ' ') params++; if (!strncmp (params, "-a ", 3)) { aflag = AP_APPLY; params += 3; } if (!strncmp (params, "-u ", 3)) { aflag = AP_UNAPPLY; params += 3; } while (*params == ' ') params++; if (object *inv = find_best_apply_object_match (op, params, aflag)) player_apply (op, inv, aflag, 0); else new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); } return 0; } /* * Check if an item op can be put into a sack. If pl exists then tell * a player the reason of failure. * returns 1 if it will fit, 0 if it will not. nrof is the number of * objects (op) we want to put in. We specify it separately instead of * using op->nrof because often times, a player may have specified a * certain number of objects to drop, so we can pass that number, and * not need to use split_ob and stuff. */ int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { if (!QUERY_FLAG (sack, FLAG_APPLIED)) { new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); return 0; } if (sack == op) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); return 0; } if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); return 0; } if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); return 0; } if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) * (100 - sack->stats.Str) / 100) > sack->weight_limit) { new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); return 0; } /* All other checks pass, must be OK */ return 1; } /* Pick up commands follow */ /* pl = player (not always - monsters can use this now) * op is the object to put tmp into, * tmp is the object to pick up, nrof is the number to * pick up (0 means all of them) */ static void pick_up_object (object *pl, object *op, object *tmp, int nrof) { object *env = tmp->env; uint32 weight, effective_weight_limit; int tmp_nrof = tmp->number_of (); /* IF the player is flying & trying to take the item out of a container * that is in his inventory, let him. tmp->env points to the container * (sack, luggage, etc), tmp->env->env then points to the player (nested * containers not allowed as of now) */ if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl) { pl->failmsg ("You are levitating, you can't reach the ground! " "H"); return; } if (QUERY_FLAG (tmp, FLAG_NO_DROP)) return; if (nrof > tmp_nrof || nrof <= 0) nrof = tmp_nrof; /* Figure out how much weight this object will add to the player */ weight = tmp->weight * nrof; if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)]; if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); return; } if (!can_split (pl, tmp, nrof)) return; if (QUERY_FLAG (tmp, FLAG_UNPAID)) { tmp->flag.reset (FLAG_UNPAID); 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)); tmp->flag.set (FLAG_UNPAID); } else new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp)); op->insert (tmp); } /* modified slightly to allow monsters use this -b.t. 5-31-95 */ void pick_up (object *op, object *alt) { int need_fix_tmp = 0; object *tmp = NULL; maptile *tmp_map = NULL; int count; /* Decide which object to pick. */ if (alt) { if (!can_pick (op, alt)) { new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); goto leave; } tmp = alt; } else { if (op->below == NULL || !can_pick (op, op->below)) { new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); goto leave; } tmp = op->below; } /* Try to catch it. */ tmp_map = tmp->map; tmp = stop_item (tmp); if (tmp == NULL) goto leave; need_fix_tmp = 1; if (!can_pick (op, tmp)) goto leave; if (op->type == PLAYER) { count = op->contr->count; if (count == 0) count = tmp->nrof; } else count = tmp->nrof; /* container is open, so use it */ if (tmp->flag [FLAG_STARTEQUIP]) alt = op; else if (op->container) { alt = op->container; if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) goto leave; } else { /* non container pickup */ for (alt = op->inv; alt; alt = alt->below) if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) break; /* perfect match */ if (!alt) for (alt = op->inv; alt; alt = alt->below) if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) break; /* General container comes next */ if (!alt) alt = op; /* No free containers */ } if (tmp->env == alt) { /* here it could be possible to check rent, * if someone wants to implement it */ alt = op; } #ifdef PICKUP_DEBUG LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); #endif /* startequip items are not allowed to be put into containers: */ if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) { new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); goto leave; } pick_up_object (op, alt, tmp, count); if (tmp->destroyed () || tmp->env) need_fix_tmp = 0; if (op->type == PLAYER) op->contr->count = 0; goto leave; leave: if (need_fix_tmp) fix_stopped_item (tmp, tmp_map, op); } /* This takes (picks up) and item. op is the player * who issued the command. params is a string to * match against the item name. Basically, always * returns zero, but that should be improved. */ int command_take (object *op, char *params) { object *tmp, *next; if (op->container) tmp = op->container->inv; else { tmp = op->above; if (tmp) while (tmp->above) tmp = tmp->above; if (!tmp) tmp = op->below; } if (!tmp) { new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); return 0; } /* Makes processing easier */ if (params && *params == '\0') params = 0; int cnt = MAX_ITEM_PER_DROP; while (tmp) { next = tmp->below; if (tmp->invisible) { tmp = next; continue; } /* This following two if and else if could be merged into line * but that probably will make it more difficult to read, and * not make it any more efficient */ if (params && item_matched_string (op, tmp, params)) { if (--cnt < 0) break; pick_up (op, tmp); } else if (can_pick (op, tmp) && !params) { if (--cnt < 0) break; pick_up (op, tmp); break; } tmp = next; } if (cnt < 0) { op->failmsg ("Couldn't pick up so many items at once."); return 0; } if (!params && !tmp) { for (tmp = op->below; tmp; tmp = tmp->below) if (!tmp->invisible) { new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name); break; } if (!tmp) new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); } return 0; } /* * This function was part of drop, now is own function. * Player 'op' tries to put object 'tmp' into sack 'sack', * if nrof is non zero, then nrof objects is tried to put into sack. * Note that the 'sack' in question can now be a transport, * so this function isn't named very good anymore. */ void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) { object *tmp2, *sack2; char buf[MAX_BUF]; if (sack == tmp) return; /* Can't put an object in itself */ if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) { new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); return; } if (tmp->type == CONTAINER && tmp->inv) { /* Eneq(@csd.uu.se): If the object to be dropped is a container * we instead move the contents of that container into the active * container, this is only done if the object has something in it. */ sack2 = tmp; new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { tmp = tmp2->below; if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof))) put_object_in_sack (op, sack, tmp2, 0); else { sprintf (buf, "Your %s fills up.", query_name (sack)); new_draw_info (NDI_UNIQUE, 0, op, buf); break; } } return; } /* Don't worry about this for containers - our caller should have * already checked this. */ if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) return; if (QUERY_FLAG (tmp, FLAG_APPLIED)) if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) return; /* we want to put some portion of the item into the container */ if (!can_split (op, tmp, nrof)) return; new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); sack->insert (tmp); } /* * This function was part of drop, now is own function. * Player 'op' tries to drop object 'tmp', if tmp is non zero, then * nrof objects is tried to dropped. * This is used when dropping objects onto the floor. */ void drop_object (object *op, object *tmp, uint32 nrof) { if (QUERY_FLAG (tmp, FLAG_NO_DROP)) return; if (QUERY_FLAG (tmp, FLAG_APPLIED)) if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) return; /* can't unapply it */ //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D /* We are only dropping some of the items. We split the current object * off */ if (!can_split (op, tmp, nrof)) if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op))) return; if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) { op->statusmsg (format ("You drop the %s.", query_name (tmp))); op->statusmsg ("The gods who lent it to you retrieves it."); tmp->destroy (); op->update_stats (); return; } /* Call this before we update the various windows/players. At least * that we, we know the weight is correct. */ // 2007-11-26: moved op->update_stats away and calling it later after // all items of a drop command have been processed. for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above) if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op))) return; if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY) { if (!sell_item (tmp, op)) return; // if we can't sell it we don't drop it } tmp->x = op->x; tmp->y = op->y; insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); } void drop (object *op, object *tmp) { /* Hopeful fix for disappearing objects when dropping from a container - * somehow, players get an invisible object in the container, and the * old logic would skip over invisible objects - works fine for the * playes inventory, but drop inventory wants to use the next value. */ if (tmp->invisible) { /* if the following is the case, it must be in an container. */ if (tmp->env && tmp->env->type != PLAYER) { /* Just toss the object - probably shouldn't be hanging * around anyways */ tmp->remove (); tmp->destroy (); return; } else { while (tmp && tmp->invisible) tmp = tmp->below; } } if (tmp == NULL) { new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); return; } if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); return; } if (QUERY_FLAG (tmp, FLAG_NO_DROP)) { #if 0 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); #endif return; } if (op->type == PLAYER && op->contr->last_used == tmp) op->contr->last_used = tmp->below ? tmp->below : tmp->above ? tmp->above : 0; if (op->container) { if (op->type == PLAYER) put_object_in_sack (op, op->container, tmp, op->contr->count); else put_object_in_sack (op, op->container, tmp, 0); } else { if (op->type == PLAYER) drop_object (op, tmp, op->contr->count); else drop_object (op, tmp, 0); } if (op->type == PLAYER) op->contr->count = 0; } /* Command will drop all items that have not been locked */ int command_dropall (object *op, char *params) { if (op->inv == NULL) { new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); return 0; } object *curinv = op->inv; object *nextinv; /* This is the default. Drops everything not locked or considered not something that should be dropped. */ /* Care must be taken that the next item pointer is not to money as the drop() routine will do unknown things to it when dropping in a shop. --Tero.Pelander@utu.fi */ int cnt = MAX_ITEM_PER_DROP; if (!params) { while (curinv) { nextinv = curinv->below; while (nextinv && nextinv->type == MONEY) nextinv = nextinv->below; if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && curinv->type != FOOD && curinv->type != KEY && curinv->type != SPECIAL_KEY && curinv->type != GEM && !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv)) { drop (op, curinv); if (--cnt <= 0) break; } curinv = nextinv; } } else if (strcmp (params, "weapons") == 0) { while (curinv) { nextinv = curinv->below; while (nextinv && nextinv->type == MONEY) nextinv = nextinv->below; if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) { drop (op, curinv); if (--cnt <= 0) break; } curinv = nextinv; } } else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) { while (curinv) { nextinv = curinv->below; while (nextinv && nextinv->type == MONEY) nextinv = nextinv->below; if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) { drop (op, curinv); if (--cnt <= 0) break; } curinv = nextinv; } } else if (strcmp (params, "misc") == 0) { while (curinv) { nextinv = curinv->below; while (nextinv && nextinv->type == MONEY) nextinv = nextinv->below; if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) { switch (curinv->type) { case HORN: case BOOK: case SPELLBOOK: case GIRDLE: case AMULET: case RING: case CLOAK: case BOOTS: case GLOVES: case BRACERS: case SCROLL: case ARMOUR_IMPROVER: case WEAPON_IMPROVER: case WAND: case ROD: case POTION: drop (op, curinv); curinv = nextinv; break; default: curinv = nextinv; break; } if (--cnt <= 0) break; } curinv = nextinv; } } if (cnt <= 0) op->failmsg ("Only dropped some items, can't drop that many items at once."); /* draw_look(op);*/ return 0; } /* Object op wants to drop object(s) params. params can be a * comma seperated list. */ int command_drop (object *op, char *params) { object *tmp, *next; int did_one = 0; if (!params) { new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); return 0; } else { int cnt = MAX_ITEM_PER_DROP; for (tmp = op->inv; tmp; tmp = next) { next = tmp->below; if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) continue; if (item_matched_string (op, tmp, params)) { drop (op, tmp); if (--cnt <= 0) break; did_one = 1; } } if (!did_one) new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); if (cnt <= 0) op->failmsg ("Only dropped some items, can't drop that many items at once."); } return 0; } int command_examine (object *op, char *params) { if (!params) { object *tmp = op->below; while (tmp && !tmp->client_visible ()) tmp = tmp->below; if (tmp) examine (op, tmp); } else { object *tmp = find_best_object_match (op, params); if (tmp) examine (op, tmp); else op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params)); } return 0; } /* op should be a player. * we return the object the player has marked with the 'mark' command * below. If no match is found (or object has changed), we return * NULL. We leave it up to the calling function to print messages if * nothing is found. */ object * find_marked_object (object *op) { object *tmp; if (!op || !op->contr) return NULL; if (!op->contr->mark) { /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ return 0; } /* This may seem like overkill, but we need to make sure that they * player hasn't dropped the item. We use count on the off chance that * an item got reincarnated at some point. */ for (tmp = op->inv; tmp; tmp = tmp->below) { if (tmp->invisible) continue; if (tmp == op->contr->mark) { if (!tmp->destroyed ()) return tmp; else { op->contr->mark = 0; /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ return 0; } } } return 0; } std::string object::describe_monster (object *who) { dynbuf_text buf (512, 512); object *mon = head ? head : this; if (QUERY_FLAG (mon, FLAG_UNDEAD)) buf << " - It is an undead force.\n"; if (mon->level > who->level) buf << " - It is likely more powerful than you.\n"; else if (mon->level < who->level) buf << " - It is likely less powerful than you.\n"; else buf << " - It is probably as powerful as you.\n"; if (mon->attacktype & AT_ACID) buf << " - You seem to smell an acrid odor.\n"; /* Anyone know why this used to use the clone value instead of the * maxhp field? This seems that it should give more accurate results. */ switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) { /* From 1-4 */ case 1: buf << " - It is in a bad shape.\n"; break; case 2: buf << " - It is hurt.\n"; break; case 3: buf << " - It is somewhat hurt.\n"; break; case 4: buf << " - It is in excellent shape.\n"; break; } if (present_in_ob (POISONING, mon)) buf << " - It looks very ill.\n"; return buf; } /* tmp is the object being described, pl is who is examing it. */ const char * long_desc (object *tmp, object *pl) { static std::string s; return (s = tmp->long_desc (pl)).c_str (); } std::string object::long_desc (object *who) { std::string buf (query_name (this)); switch (type) { case RING: case SKILL: case WEAPON: case ARMOUR: case BRACERS: case HELMET: case SHIELD: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BOW: case ARROW: case CLOAK: case FOOD: case DRINK: case FLESH: case SKILL_TOOL: case POWER_CRYSTAL: { const char *cp = ::describe_item (this, who); if (*cp) { buf.append (" "); buf.append (cp); } } } return buf; } /* op is the player * tmp is the monster being examined. */ void examine_monster (object *op, object *tmp) { new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); } std::string object::describe (object *who) { dynbuf_text buf (1024, 1024); buf.printf ("That is: %s.\n\n", long_desc (who).c_str ()); if (custom_name) buf.printf ("You call it %s.\n\n", &custom_name); switch (type) { case SPELLBOOK: if (flag [FLAG_IDENTIFIED] && inv) buf.printf ("%s is a %s %s spell.\n", &inv->name, get_levelnumber (inv->level), &inv->skill); break; case BOOK: if (msg) buf << "Something is written in it.\n"; break; case CONTAINER: if (race != NULL) { if (weight_limit && stats.Str < 100) buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n", &race, weight_limit / (10.0 * (100 - stats.Str))); else buf.printf ("It can hold only %s.\n", &race); } else if (weight_limit && stats.Str < 100) buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str))); break; case WAND: if (flag [FLAG_IDENTIFIED]) buf.printf ("It has %d charges left.\n", stats.food); break; } if (materialname && !msg) buf.printf ("It is made of: %s.\n", &materialname); if (who) /* Where to wear this item */ for (int i = 0; i < NUM_BODY_LOCATIONS; i++) if (slot[i].info) { buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); if (slot[i].info < -1 && who->slot[i].info) buf.printf ("(%d)", -slot[i].info); buf << ".\n"; } if (weight) buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0); if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) { buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); if (is_in_shop (who)) { if (flag [FLAG_UNPAID]) buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); else buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); } } if (flag [FLAG_MONSTER]) buf << describe_monster (who); /* Is this item buildable? */ if (flag [FLAG_IS_BUILDABLE]) buf << "This is a buildable item.\n"; /* Does the object have a message? Don't show message for all object * types - especially if the first entry is a match */ if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) { /* This is just a hack so when identifying the items, we print * out the extra message */ if (need_identify (this) && flag [FLAG_IDENTIFIED]) buf << "The object has a story:\n\n"; buf << msg << '\n'; } buf << '\n'; return std::string (buf.linearise (), buf.size ()); } static void display_new_pickup (object *op) { int i = op->contr->mode; if (!(i & PU_NEWMODE)) return; new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0); new_draw_info_format (NDI_UNIQUE, 0, op, ""); } int command_pickup (object *op, char *params) { uint32 i; static const char *names[] = { "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", "flesh", NULL }; static uint32 modes[] = { PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, PU_FLESH, 0 }; if (!params) { /* if the new mode is used, just print the settings */ if (op->contr->mode & PU_NEWMODE) { display_new_pickup (op); return 1; } if (1) LOG (llevDebug, "command_pickup: !params\n"); set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1); return 0; } while (*params == ' ' && *params) params++; if (*params == '+' || *params == '-') { int mode; for (mode = 0; names[mode]; mode++) { if (!strcmp (names[mode], params + 1)) { i = op->contr->mode; if (!(i & PU_NEWMODE)) i = PU_NEWMODE; if (*params == '+') i = i | modes[mode]; else i = i & ~modes[mode]; op->contr->mode = i; display_new_pickup (op); return 1; } } new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); return 1; } if (sscanf (params, "%u", &i) != 1) { if (1) LOG (llevDebug, "command_pickup: params==NULL\n"); new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or ."); return 1; } set_pickup_mode (op, i); return 1; } void set_pickup_mode (object *op, int i) { switch (op->contr->mode = i) { case 0: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up."); break; case 1: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item."); break; case 2: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop."); break; case 3: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up."); break; case 4: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items."); break; case 5: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop."); break; case 6: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items."); break; case 7: new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems"); break; } } int command_search_items (object *op, char *params) { char buf[MAX_BUF]; if (settings.search_items == FALSE) return 1; if (params == NULL) { if (op->contr->search_str[0] == '\0') { new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); return 1; } op->contr->search_str[0] = '\0'; new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); op->update_stats (); return 1; } if ((int) strlen (params) >= MAX_BUF) { new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); return 1; } strcpy (op->contr->search_str, params); sprintf (buf, "Searching for '%s'.", op->contr->search_str); new_draw_info (NDI_UNIQUE, 0, op, buf); op->update_stats (); return 1; }