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Revision: 1.94
Committed: Wed Sep 16 23:22:50 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +12 -0 lines
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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 /* We are only dropping some of the items. We split the current object
592 * off
593 */
594 if (!can_split (op, tmp, nrof))
595 return;
596
597 drop_object (op, tmp);
598
599 if (!tmp->destroyed () && !tmp->is_inserted ())
600 {
601 // if nothing happened with the object we give it back
602 op->insert (tmp);
603 }
604 }
605
606 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
607 * already split off object, and feeds it to the event handlers and does
608 * other magic with it.
609 *
610 * <droppper> is the object that dropped this object and <obj> is the
611 * object that was dropped.
612 *
613 * Make sure to check what happened with <obj> after this function returns!
614 * Otherwise you may leak this object.
615 */
616 void
617 drop_object (object *dropper, object *obj)
618 {
619 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
620 return;
621
622 if (obj->destroyed () || obj->is_inserted ())
623 return;
624
625 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
626 {
627 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
628 dropper->statusmsg ("The god who lent it to you retrieves it.");
629
630 obj->destroy ();
631 dropper->update_stats ();
632 return;
633 }
634
635 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
636 floor;
637 floor = floor->above)
638 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
639 return;
640
641 if (obj->destroyed () || obj->is_inserted ())
642 return;
643
644 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
645 if (!sell_item (obj, dropper))
646 return;
647
648 /* If nothing special happened with this object, the default action is to
649 * insert it below the dropper:
650 */
651
652 obj->x = dropper->x;
653 obj->y = dropper->y;
654
655 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
656 }
657
658 void
659 drop (object *op, object *tmp)
660 {
661 /* Hopeful fix for disappearing objects when dropping from a container -
662 * somehow, players get an invisible object in the container, and the
663 * old logic would skip over invisible objects - works fine for the
664 * playes inventory, but drop inventory wants to use the next value.
665 */
666 if (tmp->invisible)
667 {
668 /* if the following is the case, it must be in an container. */
669 if (tmp->env && tmp->env->type != PLAYER)
670 {
671 /* Just toss the object - probably shouldn't be hanging
672 * around anyways
673 */
674 tmp->destroy ();
675 return;
676 }
677 else
678 {
679 while (tmp && tmp->invisible)
680 tmp = tmp->below;
681 }
682 }
683
684 if (tmp == NULL)
685 {
686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
687 return;
688 }
689
690 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
691 {
692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
693 return;
694 }
695
696 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
697 {
698 #if 0
699 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
700 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
701 #endif
702 return;
703 }
704
705 if (op->type == PLAYER && op->contr->last_used == tmp)
706 op->contr->last_used = tmp->below ? tmp->below
707 : tmp->above ? tmp->above
708 : (object *)0;
709
710 if (op->container)
711 {
712 if (op->type == PLAYER)
713 put_object_in_sack (op, op->container, tmp, op->contr->count);
714 else
715 put_object_in_sack (op, op->container, tmp, 0);
716 }
717 else
718 {
719 if (op->type == PLAYER)
720 drop_object (op, tmp, op->contr->count);
721 else
722 drop_object (op, tmp, 0);
723 }
724
725 if (op->type == PLAYER)
726 op->contr->count = 0;
727 }
728
729 /* Command will drop all items that have not been locked */
730 int
731 command_dropall (object *op, char *params)
732 {
733
734 if (op->inv == NULL)
735 {
736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
737 return 0;
738 }
739
740 object *curinv = op->inv;
741 object *nextinv;
742
743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
748 Care must be taken that the next item pointer is not to money as
749 the drop() routine will do unknown things to it when dropping
750 in a shop. --Tero.Pelander@utu.fi
751 */
752
753 int cnt = MAX_ITEM_PER_DROP;
754
755 if (!params)
756 {
757 while (curinv)
758 {
759 nextinv = curinv->below;
760
761 while (nextinv && nextinv->type == MONEY)
762 nextinv = nextinv->below;
763
764 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
765 curinv->type != FOOD && curinv->type != KEY &&
766 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
767 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
768 {
769 drop (op, curinv);
770 if (--cnt <= 0) break;
771 }
772
773 curinv = nextinv;
774 }
775 }
776 else if (strcmp (params, "weapons") == 0)
777 {
778 while (curinv)
779 {
780 nextinv = curinv->below;
781
782 while (nextinv && nextinv->type == MONEY)
783 nextinv = nextinv->below;
784
785 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
786 {
787 drop (op, curinv);
788 if (--cnt <= 0) break;
789 }
790
791 curinv = nextinv;
792 }
793 }
794 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
795 {
796 while (curinv)
797 {
798 nextinv = curinv->below;
799
800 while (nextinv && nextinv->type == MONEY)
801 nextinv = nextinv->below;
802
803 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
804 {
805 drop (op, curinv);
806 if (--cnt <= 0) break;
807 }
808
809 curinv = nextinv;
810 }
811 }
812 else if (strcmp (params, "misc") == 0)
813 {
814 while (curinv)
815 {
816 nextinv = curinv->below;
817
818 while (nextinv && nextinv->type == MONEY)
819 nextinv = nextinv->below;
820
821 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
822 {
823 switch (curinv->type)
824 {
825 case HORN:
826 case BOOK:
827 case SPELLBOOK:
828 case GIRDLE:
829 case AMULET:
830 case RING:
831 case CLOAK:
832 case BOOTS:
833 case GLOVES:
834 case BRACERS:
835 case SCROLL:
836 case ARMOUR_IMPROVER:
837 case WEAPON_IMPROVER:
838 case WAND:
839 case ROD:
840 case POTION:
841 drop (op, curinv);
842 curinv = nextinv;
843 break;
844 default:
845 curinv = nextinv;
846 break;
847 }
848
849 if (--cnt <= 0) break;
850 }
851
852 curinv = nextinv;
853 }
854 }
855
856 if (cnt <= 0)
857 op->failmsg ("Only dropped some items, can't drop that many items at once.");
858
859 /* draw_look(op);*/
860 return 0;
861 }
862
863
864 /* This function tries to drop all objects in the <objs> vector.
865 * <dropper> is the object that wants to drop them.
866 * <cnt> can be a 0 pointer or a pointer to the maximum number of
867 * drop operations to perform.
868 *
869 * Returns true if at least one item was dropped.
870 */
871 bool
872 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
873 {
874 vector<object *>::iterator i;
875
876 bool did_one = false;
877
878 for (i = objs.begin (); i != objs.end (); i++)
879 {
880 drop (dropper, *i);
881 if (cnt && --*cnt <= 0) break;
882 did_one = true;
883 }
884
885 return did_one;
886 }
887
888 /* Object op wants to drop object(s) params. params can be a
889 * comma seperated list.
890 */
891 int
892 command_drop (object *op, char *params)
893 {
894 object *tmp, *next;
895 int did_one = 0;
896
897 if (!params)
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
900 return 0;
901 }
902 else
903 {
904 vector<object *> matched_objs;
905
906 for (tmp = op->inv; tmp; tmp = next)
907 {
908 next = tmp->below;
909 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
910 continue;
911
912 if (item_matched_string (op, tmp, params))
913 matched_objs.push_back (tmp);
914 }
915
916 int cnt = MAX_ITEM_PER_DROP;
917
918 if (!drop_vector (op, matched_objs, &cnt))
919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
920
921 if (cnt <= 0)
922 op->failmsg ("Only dropped some items, can't drop that many items at once.");
923 }
924
925 return 0;
926 }
927
928 int
929 command_examine (object *op, char *params)
930 {
931 if (!params)
932 {
933 object *tmp = op->below;
934
935 while (tmp && !tmp->client_visible ())
936 tmp = tmp->below;
937
938 if (tmp)
939 examine (op, tmp);
940 }
941 else
942 {
943 object *tmp = find_best_object_match (op, params);
944
945 if (tmp)
946 examine (op, tmp);
947 else
948 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
949 }
950
951 return 0;
952 }
953
954 /* op should be a player.
955 * we return the object the player has marked with the 'mark' command
956 * below. If no match is found (or object has changed), we return
957 * NULL. We leave it up to the calling function to print messages if
958 * nothing is found.
959 */
960 object *
961 find_marked_object (object *op)
962 {
963 object *tmp;
964
965 if (!op || !op->contr)
966 return NULL;
967
968 if (!op->contr->mark)
969 {
970 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
971 return 0;
972 }
973
974 /* This may seem like overkill, but we need to make sure that they
975 * player hasn't dropped the item. We use count on the off chance that
976 * an item got reincarnated at some point.
977 */
978 for (tmp = op->inv; tmp; tmp = tmp->below)
979 {
980 if (tmp->invisible)
981 continue;
982
983 if (tmp == op->contr->mark)
984 {
985 if (!tmp->destroyed ())
986 return tmp;
987 else
988 {
989 op->contr->mark = 0;
990 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
991 return 0;
992 }
993 }
994 }
995
996 return 0;
997 }
998
999 std::string
1000 object::describe_monster (object *who)
1001 {
1002 dynbuf_text buf (512, 512);
1003
1004 object *mon = head ? head : this;
1005
1006 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1007 buf << "It is an undead force.\r";
1008
1009 if (mon->level > who->level)
1010 buf << "It is likely more powerful than you.\r";
1011 else if (mon->level < who->level)
1012 buf << "It is likely less powerful than you.\r";
1013 else
1014 buf << "It is probably as powerful as you.\r";
1015
1016 if (mon->attacktype & AT_ACID)
1017 buf << "You seem to smell an acrid odor.\r";
1018
1019 /* Anyone know why this used to use the clone value instead of the
1020 * maxhp field? This seems that it should give more accurate results.
1021 */
1022 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1023 { /* From 1-4 */
1024 case 1:
1025 buf << "It is in a bad shape.\r";
1026 break;
1027 case 2:
1028 buf << "It is hurt.\r";
1029 break;
1030 case 3:
1031 buf << "It is somewhat hurt.\r";
1032 break;
1033 case 4:
1034 buf << "It is in excellent shape.\r";
1035 break;
1036 }
1037
1038 if (present_in_ob (POISONING, mon))
1039 buf << "It looks very ill.\r";
1040
1041 buf << '\n';
1042
1043 return buf;
1044 }
1045
1046 /* tmp is the object being described, pl is who is examing it. */
1047 const char *
1048 long_desc (object *tmp, object *pl)
1049 {
1050 static std::string s;
1051
1052 return (s = tmp->long_desc (pl)).c_str ();
1053 }
1054
1055 std::string
1056 object::long_desc (object *who)
1057 {
1058 std::string buf (query_name ());
1059
1060 switch (type)
1061 {
1062 case RING:
1063 case SKILL:
1064 case WEAPON:
1065 case ARMOUR:
1066 case BRACERS:
1067 case HELMET:
1068 case SHIELD:
1069 case BOOTS:
1070 case GLOVES:
1071 case AMULET:
1072 case GIRDLE:
1073 case BOW:
1074 case ARROW:
1075 case CLOAK:
1076 case FOOD:
1077 case DRINK:
1078 case FLESH:
1079 case SKILL_TOOL:
1080 case LAMP:
1081 case POWER_CRYSTAL:
1082 {
1083 const char *cp = ::describe_item (this, who);
1084
1085 if (*cp)
1086 {
1087 buf.append (" ");
1088 buf.append (cp);
1089 }
1090 }
1091 }
1092
1093 return buf;
1094 }
1095
1096 /* op is the player
1097 * tmp is the monster being examined.
1098 */
1099 void
1100 examine_monster (object *op, object *tmp)
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1103 }
1104
1105 std::string
1106 object::describe (object *who)
1107 {
1108 dynbuf_text buf (1024, 1024);
1109
1110 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1111
1112 if (custom_name)
1113 buf.printf ("You call it %s.\r", &custom_name);
1114
1115 switch (type)
1116 {
1117 case SPELLBOOK:
1118 if (flag [FLAG_IDENTIFIED] && inv)
1119 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1120 break;
1121
1122 case BOOK:
1123 if (msg)
1124 buf << "Something is written in it.\r";
1125 break;
1126
1127 case CONTAINER:
1128 if (race)
1129 {
1130 if (weight_limit && stats.Str < 100)
1131 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1132 &race, weight_limit / (10.0 * (100 - stats.Str)));
1133 else
1134 buf.printf ("It can hold only %s.\r", &race);
1135 }
1136 else if (weight_limit && stats.Str < 100)
1137 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1138 break;
1139
1140 case WAND:
1141 if (flag [FLAG_IDENTIFIED])
1142 buf.printf ("It has %d charges left.\r", stats.food);
1143 break;
1144 }
1145
1146 if (materialname && !msg)
1147 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1148 << materialname
1149 << '\r';
1150
1151 if (who)
1152 /* Where to wear this item */
1153 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1154 if (slot[i].info)
1155 {
1156 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1157
1158 if (slot[i].info < -1 && who->slot[i].info)
1159 buf.printf ("(%d)", -slot[i].info);
1160
1161 buf << ".\r";
1162 }
1163
1164 if (weight)
1165 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1166
1167 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1168 {
1169 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1170
1171 if (is_in_shop (who))
1172 {
1173 if (flag [FLAG_UNPAID])
1174 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1175 else
1176 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1177 }
1178 }
1179
1180 if (flag [FLAG_MONSTER])
1181 buf << describe_monster (who);
1182
1183 /* Is this item buildable? */
1184 if (flag [FLAG_IS_BUILDABLE])
1185 buf << "This is a buildable item.\r";
1186
1187 /* Does the object have a message? Don't show message for all object
1188 * types - especially if the first entry is a match
1189 */
1190 if (msg)
1191 {
1192 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1193 {
1194 buf << '\r';
1195
1196 /* This is just a hack so when identifying the items, we print
1197 * out the extra message
1198 */
1199 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1200 buf << "The object has a story:\r";
1201
1202 buf << msg << '\n';
1203 }
1204 }
1205 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1206 && (type == SPELLBOOK || type == ROD || type == WAND
1207 || type == ROD || type == POTION || type == SCROLL))
1208 // for spellbooks and other stuff that conatisn spells, print the spell message,
1209 // unless the object has a custom message
1210 buf << '\r' << inv->msg << '\n';
1211
1212 buf << '\n';
1213
1214 /* the dungeon master additionally gets a complete dump */
1215 if (who && who->flag [FLAG_WIZ])
1216 {
1217 char *ob = dump_object (this);
1218 for (char *p = ob; *p; ++p) if (*p == '\n') *p = '\r';
1219 buf << "\n" << ob << "\n";
1220
1221 ob = dump_object (arch);
1222 for (char *p = ob; *p; ++p) if (*p == '\n') *p = '\r';
1223 buf << "\n" << ob << "\n";
1224 }
1225
1226 return std::string (buf.linearise (), buf.size ());
1227 }
1228
1229 static void
1230 display_new_pickup (object *op)
1231 {
1232 int i = op->contr->mode;
1233
1234 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1236 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1237
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1239
1240 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1243
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1246
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1248 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1250
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1255
1256 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1257 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1259 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1260
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1265
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1267
1268 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1270
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1272 }
1273
1274 int
1275 command_pickup (object *op, char *params)
1276 {
1277 uint32 i;
1278 static const char *names[] = {
1279 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1280 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1281 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1282 "jewels", "flesh", NULL
1283 };
1284 static uint32 modes[] = {
1285 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1286 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1287 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1288 PU_JEWELS, PU_FLESH, 0
1289 };
1290
1291 if (!params)
1292 {
1293 /* if the new mode is used, just print the settings */
1294 display_new_pickup (op);
1295 return 0;
1296 }
1297
1298 while (*params == ' ' && *params)
1299 params++;
1300
1301 if (*params == '+' || *params == '-')
1302 {
1303 int mode;
1304
1305 for (mode = 0; names[mode]; mode++)
1306 {
1307 if (!strcmp (names[mode], params + 1))
1308 {
1309 i = op->contr->mode;
1310
1311 if (*params == '+')
1312 i = i | modes[mode];
1313 else
1314 i = i & ~modes[mode];
1315
1316 op->contr->mode = i;
1317 display_new_pickup (op);
1318 return 1;
1319 }
1320 }
1321 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1322 return 1;
1323 }
1324
1325 if (sscanf (params, "%u", &i) != 1)
1326 {
1327 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1328 return 1;
1329 }
1330
1331 if (i <= PU_RATIO)
1332 i |= op->contr->mode & ~PU_RATIO;
1333
1334 op->contr->mode = i;
1335
1336 return 1;
1337 }
1338
1339 int
1340 command_search_items (object *op, char *params)
1341 {
1342 char buf[MAX_BUF];
1343
1344 if (params == NULL)
1345 {
1346 if (op->contr->search_str[0] == '\0')
1347 {
1348 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1349 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1350 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1351 return 1;
1352 }
1353
1354 op->contr->search_str[0] = '\0';
1355 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1356 op->update_stats ();
1357 return 1;
1358 }
1359
1360 if (strlen (params) >= MAX_BUF)
1361 {
1362 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1363 return 1;
1364 }
1365
1366 strcpy (op->contr->search_str, params);
1367 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1368 new_draw_info (NDI_UNIQUE, 0, op, buf);
1369 op->update_stats ();
1370
1371 return 1;
1372 }
1373