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Revision: 1.90
Committed: Mon Jan 12 19:12:17 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_77
Changes since 1.89: +5 -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 (©) 2005,2006,2007,2008,2009 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_fuzzy (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 /* A little special because we do want to pass the full params along
152 * as it includes the object to throw.
153 */
154 int
155 command_throw (object *op, char *params)
156 {
157 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
158 return do_skill (op, op, skop, op->facing, params);
159 else
160 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
161
162 return 0;
163 }
164
165 int
166 command_apply (object *op, char *params)
167 {
168 if (!params)
169 {
170 player_apply_below (op);
171 return 0;
172 }
173 else
174 {
175 apply_flag aflag = (apply_flag)0;
176
177 while (*params == ' ')
178 params++;
179
180 if (!strncmp (params, "-a ", 3))
181 {
182 aflag = AP_APPLY;
183 params += 3;
184 }
185
186 if (!strncmp (params, "-u ", 3))
187 {
188 aflag = AP_UNAPPLY;
189 params += 3;
190 }
191
192 while (*params == ' ')
193 params++;
194
195 if (object *inv = find_best_apply_object_match (op, params, aflag))
196 player_apply (op, inv, aflag, 0);
197 else
198 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
199 }
200
201 return 0;
202 }
203
204 /*
205 * Check if an item op can be put into a sack. If pl exists then tell
206 * a player the reason of failure.
207 * returns 1 if it will fit, 0 if it will not. nrof is the number of
208 * objects (op) we want to put in. We specify it separately instead of
209 * using op->nrof because often times, a player may have specified a
210 * certain number of objects to drop, so we can pass that number, and
211 * not need to use split_ob and stuff.
212 */
213 int
214 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
215 {
216 if (!QUERY_FLAG (sack, FLAG_APPLIED))
217 {
218 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
219 return 0;
220 }
221
222 if (sack == op)
223 {
224 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
225 return 0;
226 }
227
228 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
229 {
230 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
231 return 0;
232 }
233
234 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
235 {
236 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
237 return 0;
238 }
239
240 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
241 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
243 {
244 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
245 return 0;
246 }
247
248 /* All other checks pass, must be OK */
249 return 1;
250 }
251
252 /* Pick up commands follow */
253
254 /* pl = player (not always - monsters can use this now)
255 * op is the object to put tmp into,
256 * tmp is the object to pick up, nrof is the number to
257 * pick up (0 means all of them)
258 */
259 static void
260 pick_up_object (object *pl, object *op, object *tmp, int nrof)
261 {
262 object *env = tmp->env;
263 uint32 weight, effective_weight_limit;
264 int tmp_nrof = tmp->number_of ();
265
266 /* IF the player is flying & trying to take the item out of a container
267 * that is in his inventory, let him. tmp->env points to the container
268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
269 * containers not allowed as of now)
270 */
271 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
272 {
273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
276 return;
277 }
278
279 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
280 return;
281
282 if (nrof > tmp_nrof || nrof <= 0)
283 nrof = tmp_nrof;
284
285 /* Figure out how much weight this object will add to the player */
286 weight = tmp->weight * nrof;
287 if (tmp->inv)
288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
289
290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291
292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
295 return;
296 }
297
298 if (!can_split (pl, tmp, nrof))
299 return;
300
301 if (QUERY_FLAG (tmp, FLAG_UNPAID))
302 {
303 tmp->flag.reset (FLAG_UNPAID);
304 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
305 tmp->flag.set (FLAG_UNPAID);
306 }
307 else
308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309
310 op->insert (tmp);
311 }
312
313 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 void
315 pick_up (object *op, object *alt)
316 {
317 int need_fix_tmp = 0;
318 object *tmp = NULL;
319 maptile *tmp_map = NULL;
320 int count;
321
322 /* Decide which object to pick. */
323 if (alt)
324 {
325 if (!can_pick (op, alt))
326 {
327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
348 goto leave;
349
350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
360 else
361 count = tmp->nrof;
362
363 /* container is open, so use it */
364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if (op->container)
367 {
368 alt = op->container;
369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
370 goto leave;
371 }
372 else
373 { /* non container pickup */
374 for (alt = op->inv; alt; alt = alt->below)
375 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377 break; /* perfect match */
378
379 if (!alt)
380 for (alt = op->inv; alt; alt = alt->below)
381 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
382 break; /* General container comes next */
383
384 if (!alt)
385 alt = op; /* No free containers */
386 }
387
388 if (tmp->env == alt)
389 {
390 /* here it could be possible to check rent,
391 * if someone wants to implement it
392 */
393 alt = op;
394 }
395
396 #ifdef PICKUP_DEBUG
397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
398 #endif
399
400 /* startequip items are not allowed to be put into containers: */
401 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 {
403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
404 goto leave;
405 }
406
407 pick_up_object (op, alt, tmp, count);
408
409 if (tmp->destroyed () || tmp->env)
410 need_fix_tmp = 0;
411
412 if (op->type == PLAYER)
413 op->contr->count = 0;
414
415 goto leave;
416
417 leave:
418 if (need_fix_tmp)
419 fix_stopped_item (tmp, tmp_map, op);
420 }
421
422 /* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to
424 * match against the item name. Basically, always
425 * returns zero, but that should be improved.
426 */
427 int
428 command_take (object *op, char *params)
429 {
430 object *tmp, *next;
431
432 if (op->container)
433 tmp = op->container->inv;
434 else
435 {
436 tmp = op->above;
437 if (tmp)
438 while (tmp->above)
439 tmp = tmp->above;
440
441 if (!tmp)
442 tmp = op->below;
443 }
444
445 if (!tmp)
446 {
447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
448 return 0;
449 }
450
451 /* Makes processing easier */
452 if (params && *params == '\0')
453 params = 0;
454
455 int cnt = MAX_ITEM_PER_DROP;
456
457 while (tmp)
458 {
459 next = tmp->below;
460
461 if (tmp->invisible)
462 {
463 tmp = next;
464 continue;
465 }
466
467 /* This following two if and else if could be merged into line
468 * but that probably will make it more difficult to read, and
469 * not make it any more efficient
470 */
471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
474 pick_up (op, tmp);
475 }
476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
479 pick_up (op, tmp);
480 break;
481 }
482
483 tmp = next;
484 }
485
486 if (cnt < 0)
487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
489 return 0;
490 }
491
492 if (!params && !tmp)
493 {
494 for (tmp = op->below; tmp; tmp = tmp->below)
495 if (!tmp->invisible)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
498 break;
499 }
500
501 if (!tmp)
502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
503 }
504
505 return 0;
506 }
507
508 /*
509 * This function was part of drop, now is own function.
510 * Player 'op' tries to put object 'tmp' into sack 'sack',
511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
513 * Note that the 'sack' in question can now be a transport,
514 * so this function isn't named very good anymore.
515 */
516 void
517 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
518 {
519 object *tmp2, *sack2;
520 char buf[MAX_BUF];
521
522 if (sack == tmp)
523 return; /* Can't put an object in itself */
524
525 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
528 return;
529 }
530
531 if (tmp->type == CONTAINER && tmp->inv)
532 {
533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
534 * we instead move the contents of that container into the active
535 * container, this is only done if the object has something in it.
536 */
537 sack2 = tmp;
538 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
539
540 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
541 {
542 tmp = tmp2->below;
543
544 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
545 put_object_in_sack (op, sack, tmp2, 0);
546 else
547 {
548 sprintf (buf, "Your %s fills up.", query_name (sack));
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 break;
551 }
552 }
553
554 return;
555 }
556
557 /* Don't worry about this for containers - our caller should have
558 * already checked this.
559 */
560 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
561 return;
562
563 if (QUERY_FLAG (tmp, FLAG_APPLIED))
564 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
565 return;
566
567 /* we want to put some portion of the item into the container */
568 if (!can_split (op, tmp, nrof))
569 return;
570
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
572 sack->insert (tmp);
573 }
574
575 /*
576 * This function was part of drop, now is own function.
577 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
578 * nrof objects is tried to dropped.
579 * This is used when dropping objects onto the floor.
580 */
581 void
582 drop_object (object *op, object *tmp, uint32 nrof)
583 {
584 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
585 return;
586
587 if (QUERY_FLAG (tmp, FLAG_APPLIED))
588 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
589 return; /* can't unapply it */
590
591 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
592
593 /* We are only dropping some of the items. We split the current object
594 * off
595 */
596 if (!can_split (op, tmp, nrof))
597 return;
598
599 drop_object (op, tmp);
600
601 if (!tmp->destroyed () && !tmp->is_inserted ())
602 {
603 // if nothing happened with the object we give it back
604 op->insert (tmp);
605 }
606 }
607
608 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
609 * already split off object, and feeds it to the event handlers and does
610 * other magic with it.
611 *
612 * <droppper> is the object that dropped this object and <obj> is the
613 * object that was dropped.
614 *
615 * Make sure to check what happened with <obj> after this function returns!
616 * Otherwise you may leak this object.
617 */
618
619 void
620 drop_object (object *dropper, object *obj)
621 {
622 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
623 return;
624
625 if (obj->destroyed () || obj->is_inserted ())
626 return;
627
628 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
629 {
630 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
631 dropper->statusmsg ("The god who lent it to you retrieves it.");
632
633 obj->destroy ();
634 dropper->update_stats ();
635 return;
636 }
637
638 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
639 floor;
640 floor = floor->above)
641 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
642 return;
643
644 if (obj->destroyed () || obj->is_inserted ())
645 return;
646
647 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
648 if (!sell_item (obj, dropper))
649 return;
650
651 /* If nothing special happened with this object, the default action is to
652 * insert it below the dropper:
653 */
654
655 obj->x = dropper->x;
656 obj->y = dropper->y;
657
658 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
659 }
660
661 void
662 drop (object *op, object *tmp)
663 {
664 /* Hopeful fix for disappearing objects when dropping from a container -
665 * somehow, players get an invisible object in the container, and the
666 * old logic would skip over invisible objects - works fine for the
667 * playes inventory, but drop inventory wants to use the next value.
668 */
669 if (tmp->invisible)
670 {
671 /* if the following is the case, it must be in an container. */
672 if (tmp->env && tmp->env->type != PLAYER)
673 {
674 /* Just toss the object - probably shouldn't be hanging
675 * around anyways
676 */
677 tmp->destroy ();
678 return;
679 }
680 else
681 {
682 while (tmp && tmp->invisible)
683 tmp = tmp->below;
684 }
685 }
686
687 if (tmp == NULL)
688 {
689 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
690 return;
691 }
692
693 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
694 {
695 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
696 return;
697 }
698
699 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
700 {
701 #if 0
702 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
703 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
704 #endif
705 return;
706 }
707
708 if (op->type == PLAYER && op->contr->last_used == tmp)
709 op->contr->last_used = tmp->below ? tmp->below
710 : tmp->above ? tmp->above
711 : 0;
712
713 if (op->container)
714 {
715 if (op->type == PLAYER)
716 put_object_in_sack (op, op->container, tmp, op->contr->count);
717 else
718 put_object_in_sack (op, op->container, tmp, 0);
719 }
720 else
721 {
722 if (op->type == PLAYER)
723 drop_object (op, tmp, op->contr->count);
724 else
725 drop_object (op, tmp, 0);
726 }
727
728 if (op->type == PLAYER)
729 op->contr->count = 0;
730 }
731
732 /* Command will drop all items that have not been locked */
733 int
734 command_dropall (object *op, char *params)
735 {
736
737 if (op->inv == NULL)
738 {
739 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
740 return 0;
741 }
742
743 object *curinv = op->inv;
744 object *nextinv;
745
746 /*
747 This is the default. Drops everything not locked or considered
748 not something that should be dropped.
749 */
750 /*
751 Care must be taken that the next item pointer is not to money as
752 the drop() routine will do unknown things to it when dropping
753 in a shop. --Tero.Pelander@utu.fi
754 */
755
756 int cnt = MAX_ITEM_PER_DROP;
757
758 if (!params)
759 {
760 while (curinv)
761 {
762 nextinv = curinv->below;
763
764 while (nextinv && nextinv->type == MONEY)
765 nextinv = nextinv->below;
766
767 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
768 curinv->type != FOOD && curinv->type != KEY &&
769 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
770 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
771 {
772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
777 }
778 }
779 else if (strcmp (params, "weapons") == 0)
780 {
781 while (curinv)
782 {
783 nextinv = curinv->below;
784
785 while (nextinv && nextinv->type == MONEY)
786 nextinv = nextinv->below;
787
788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793
794 curinv = nextinv;
795 }
796 }
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv)
800 {
801 nextinv = curinv->below;
802
803 while (nextinv && nextinv->type == MONEY)
804 nextinv = nextinv->below;
805
806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807 {
808 drop (op, curinv);
809 if (--cnt <= 0) break;
810 }
811
812 curinv = nextinv;
813 }
814 }
815 else if (strcmp (params, "misc") == 0)
816 {
817 while (curinv)
818 {
819 nextinv = curinv->below;
820
821 while (nextinv && nextinv->type == MONEY)
822 nextinv = nextinv->below;
823
824 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
825 {
826 switch (curinv->type)
827 {
828 case HORN:
829 case BOOK:
830 case SPELLBOOK:
831 case GIRDLE:
832 case AMULET:
833 case RING:
834 case CLOAK:
835 case BOOTS:
836 case GLOVES:
837 case BRACERS:
838 case SCROLL:
839 case ARMOUR_IMPROVER:
840 case WEAPON_IMPROVER:
841 case WAND:
842 case ROD:
843 case POTION:
844 drop (op, curinv);
845 curinv = nextinv;
846 break;
847 default:
848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
855 curinv = nextinv;
856 }
857 }
858
859 if (cnt <= 0)
860 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861
862 /* draw_look(op);*/
863 return 0;
864 }
865
866
867 /* This function tries to drop all objects in the <objs> vector.
868 * <dropper> is the object that wants to drop them.
869 * <cnt> can be a 0 pointer or a pointer to the maximum number of
870 * drop operations to perform.
871 *
872 * Returns true if at least one item was dropped.
873 */
874 bool
875 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876 {
877 vector<object *>::iterator i;
878
879 bool did_one = false;
880
881 for (i = objs.begin (); i != objs.end (); i++)
882 {
883 drop (dropper, *i);
884 if (cnt && --*cnt <= 0) break;
885 did_one = true;
886 }
887
888 return did_one;
889 }
890
891 /* Object op wants to drop object(s) params. params can be a
892 * comma seperated list.
893 */
894 int
895 command_drop (object *op, char *params)
896 {
897 object *tmp, *next;
898 int did_one = 0;
899
900 if (!params)
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
903 return 0;
904 }
905 else
906 {
907 vector<object *> matched_objs;
908
909 for (tmp = op->inv; tmp; tmp = next)
910 {
911 next = tmp->below;
912 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
913 continue;
914
915 if (item_matched_string (op, tmp, params))
916 matched_objs.push_back (tmp);
917 }
918
919 int cnt = MAX_ITEM_PER_DROP;
920
921 if (!drop_vector (op, matched_objs, &cnt))
922 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
923
924 if (cnt <= 0)
925 op->failmsg ("Only dropped some items, can't drop that many items at once.");
926 }
927
928 return 0;
929 }
930
931 int
932 command_examine (object *op, char *params)
933 {
934 if (!params)
935 {
936 object *tmp = op->below;
937
938 while (tmp && !tmp->client_visible ())
939 tmp = tmp->below;
940
941 if (tmp)
942 examine (op, tmp);
943 }
944 else
945 {
946 object *tmp = find_best_object_match (op, params);
947
948 if (tmp)
949 examine (op, tmp);
950 else
951 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
952 }
953
954 return 0;
955 }
956
957 /* op should be a player.
958 * we return the object the player has marked with the 'mark' command
959 * below. If no match is found (or object has changed), we return
960 * NULL. We leave it up to the calling function to print messages if
961 * nothing is found.
962 */
963 object *
964 find_marked_object (object *op)
965 {
966 object *tmp;
967
968 if (!op || !op->contr)
969 return NULL;
970
971 if (!op->contr->mark)
972 {
973 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
974 return 0;
975 }
976
977 /* This may seem like overkill, but we need to make sure that they
978 * player hasn't dropped the item. We use count on the off chance that
979 * an item got reincarnated at some point.
980 */
981 for (tmp = op->inv; tmp; tmp = tmp->below)
982 {
983 if (tmp->invisible)
984 continue;
985
986 if (tmp == op->contr->mark)
987 {
988 if (!tmp->destroyed ())
989 return tmp;
990 else
991 {
992 op->contr->mark = 0;
993 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
994 return 0;
995 }
996 }
997 }
998
999 return 0;
1000 }
1001
1002 std::string
1003 object::describe_monster (object *who)
1004 {
1005 dynbuf_text buf (512, 512);
1006
1007 object *mon = head ? head : this;
1008
1009 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1010 buf << "It is an undead force.\r";
1011
1012 if (mon->level > who->level)
1013 buf << "It is likely more powerful than you.\r";
1014 else if (mon->level < who->level)
1015 buf << "It is likely less powerful than you.\r";
1016 else
1017 buf << "It is probably as powerful as you.\r";
1018
1019 if (mon->attacktype & AT_ACID)
1020 buf << "You seem to smell an acrid odor.\r";
1021
1022 /* Anyone know why this used to use the clone value instead of the
1023 * maxhp field? This seems that it should give more accurate results.
1024 */
1025 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1026 { /* From 1-4 */
1027 case 1:
1028 buf << "It is in a bad shape.\r";
1029 break;
1030 case 2:
1031 buf << "It is hurt.\r";
1032 break;
1033 case 3:
1034 buf << "It is somewhat hurt.\r";
1035 break;
1036 case 4:
1037 buf << "It is in excellent shape.\r";
1038 break;
1039 }
1040
1041 if (present_in_ob (POISONING, mon))
1042 buf << "It looks very ill.\r";
1043
1044 buf << '\n';
1045
1046 return buf;
1047 }
1048
1049 /* tmp is the object being described, pl is who is examing it. */
1050 const char *
1051 long_desc (object *tmp, object *pl)
1052 {
1053 static std::string s;
1054
1055 return (s = tmp->long_desc (pl)).c_str ();
1056 }
1057
1058 std::string
1059 object::long_desc (object *who)
1060 {
1061 std::string buf (query_name ());
1062
1063 switch (type)
1064 {
1065 case RING:
1066 case SKILL:
1067 case WEAPON:
1068 case ARMOUR:
1069 case BRACERS:
1070 case HELMET:
1071 case SHIELD:
1072 case BOOTS:
1073 case GLOVES:
1074 case AMULET:
1075 case GIRDLE:
1076 case BOW:
1077 case ARROW:
1078 case CLOAK:
1079 case FOOD:
1080 case DRINK:
1081 case FLESH:
1082 case SKILL_TOOL:
1083 case LAMP:
1084 case POWER_CRYSTAL:
1085 {
1086 const char *cp = ::describe_item (this, who);
1087
1088 if (*cp)
1089 {
1090 buf.append (" ");
1091 buf.append (cp);
1092 }
1093 }
1094 }
1095
1096 return buf;
1097 }
1098
1099 /* op is the player
1100 * tmp is the monster being examined.
1101 */
1102 void
1103 examine_monster (object *op, object *tmp)
1104 {
1105 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106 }
1107
1108 std::string
1109 object::describe (object *who)
1110 {
1111 dynbuf_text buf (1024, 1024);
1112
1113 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1114
1115 if (custom_name)
1116 buf.printf ("You call it %s.\r", &custom_name);
1117
1118 switch (type)
1119 {
1120 case SPELLBOOK:
1121 if (flag [FLAG_IDENTIFIED] && inv)
1122 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1123 break;
1124
1125 case BOOK:
1126 if (msg)
1127 buf << "Something is written in it.\r";
1128 break;
1129
1130 case CONTAINER:
1131 if (race)
1132 {
1133 if (weight_limit && stats.Str < 100)
1134 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1135 &race, weight_limit / (10.0 * (100 - stats.Str)));
1136 else
1137 buf.printf ("It can hold only %s.\r", &race);
1138 }
1139 else if (weight_limit && stats.Str < 100)
1140 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1141 break;
1142
1143 case WAND:
1144 if (flag [FLAG_IDENTIFIED])
1145 buf.printf ("It has %d charges left.\r", stats.food);
1146 break;
1147 }
1148
1149 if (materialname && !msg)
1150 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1151 << materialname
1152 << '\r';
1153
1154 if (who)
1155 /* Where to wear this item */
1156 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1157 if (slot[i].info)
1158 {
1159 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1160
1161 if (slot[i].info < -1 && who->slot[i].info)
1162 buf.printf ("(%d)", -slot[i].info);
1163
1164 buf << ".\r";
1165 }
1166
1167 if (weight)
1168 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1169
1170 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1171 {
1172 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1173
1174 if (is_in_shop (who))
1175 {
1176 if (flag [FLAG_UNPAID])
1177 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1178 else
1179 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1180 }
1181 }
1182
1183 if (flag [FLAG_MONSTER])
1184 buf << describe_monster (who);
1185
1186 /* Is this item buildable? */
1187 if (flag [FLAG_IS_BUILDABLE])
1188 buf << "This is a buildable item.\r";
1189
1190 /* Does the object have a message? Don't show message for all object
1191 * types - especially if the first entry is a match
1192 */
1193 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1194 {
1195 buf << '\r';
1196
1197 /* This is just a hack so when identifying the items, we print
1198 * out the extra message
1199 */
1200 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1201 buf << "The object has a story:\r";
1202
1203 buf << msg << '\n';
1204 }
1205
1206 buf << '\n';
1207
1208 return std::string (buf.linearise (), buf.size ());
1209 }
1210
1211 static void
1212 display_new_pickup (object *op)
1213 {
1214 int i = op->contr->mode;
1215
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1219
1220 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1221
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1225
1226 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1227 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1228
1229 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1230 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1231 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1232
1233 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1234 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1236 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1237
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1239 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1240 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1242
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1247
1248 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1249
1250 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1252
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1254 }
1255
1256 int
1257 command_pickup (object *op, char *params)
1258 {
1259 uint32 i;
1260 static const char *names[] = {
1261 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1262 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1263 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1264 "jewels", "flesh", NULL
1265 };
1266 static uint32 modes[] = {
1267 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1268 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1269 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1270 PU_JEWELS, PU_FLESH, 0
1271 };
1272
1273 if (!params)
1274 {
1275 /* if the new mode is used, just print the settings */
1276 display_new_pickup (op);
1277 return 0;
1278 }
1279
1280 while (*params == ' ' && *params)
1281 params++;
1282
1283 if (*params == '+' || *params == '-')
1284 {
1285 int mode;
1286
1287 for (mode = 0; names[mode]; mode++)
1288 {
1289 if (!strcmp (names[mode], params + 1))
1290 {
1291 i = op->contr->mode;
1292
1293 if (*params == '+')
1294 i = i | modes[mode];
1295 else
1296 i = i & ~modes[mode];
1297
1298 op->contr->mode = i;
1299 display_new_pickup (op);
1300 return 1;
1301 }
1302 }
1303 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1304 return 1;
1305 }
1306
1307 if (sscanf (params, "%u", &i) != 1)
1308 {
1309 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1310 return 1;
1311 }
1312
1313 if (i <= PU_RATIO)
1314 i |= op->contr->mode & ~PU_RATIO;
1315
1316 op->contr->mode = i;
1317
1318 return 1;
1319 }
1320
1321 int
1322 command_search_items (object *op, char *params)
1323 {
1324 char buf[MAX_BUF];
1325
1326 if (params == NULL)
1327 {
1328 if (op->contr->search_str[0] == '\0')
1329 {
1330 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1331 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1332 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1333 return 1;
1334 }
1335
1336 op->contr->search_str[0] = '\0';
1337 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1338 op->update_stats ();
1339 return 1;
1340 }
1341
1342 if (strlen (params) >= MAX_BUF)
1343 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1345 return 1;
1346 }
1347
1348 strcpy (op->contr->search_str, params);
1349 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1350 new_draw_info (NDI_UNIQUE, 0, op, buf);
1351 op->update_stats ();
1352
1353 return 1;
1354 }
1355