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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Object commands, including picking/dropping, locking, etc.
* @todo clean multiple variations of same stuff (pickup and such), or rename for less confusion.
*/
#include <global.h>
#include <loader.h>
#include <skills.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <living.h>
#include <math.h>
static void set_pickup_mode(const object *op, int i);
/*
* Object id parsing functions
*/
/**
* Search from start and through below for what matches best with params.
* we use object_matches_string above - this gives us consistent behaviour
* between many commands. Return the best match, or NULL if no match.
*
* @param start
* first object to start searching at.
* @param pl
* what object we're searching for.
* @param params
* what to search for.
* @param aflag
* Either 0 or AP_APPLY or AP_UNAPPLY. Used with apply -u, and apply -a to
* only unapply applied, or apply unapplied objects.
* @return
* matching object, or NULL if no suitable.
**/
static object *find_best_apply_object_match(object *start, object *pl, const char *params, int aflag) {
object *tmp, *best = NULL;
int match_val = 0, tmpmatch;
tmp = start;
FOR_OB_AND_BELOW_PREPARE(tmp) {
if (tmp->invisible)
continue;
if (aflag == AP_APPLY && QUERY_FLAG(tmp, FLAG_APPLIED))
continue;
if (aflag == AP_UNAPPLY && !QUERY_FLAG(tmp, FLAG_APPLIED))
continue;
tmpmatch = object_matches_string(pl, tmp, params);
if (tmpmatch > match_val) {
match_val = tmpmatch;
best = tmp;
}
} FOR_OB_AND_BELOW_FINISH();
return best;
}
/**
* Shortcut to find_best_apply_object_match(pl->inv, pl, params, AF_NULL);
*
* @param pl
* who to search an item for.
* @param params
* what to search for.
* @return
* matching object, or NULL if no suitable.
**/
static object *find_best_object_match(object *pl, const char *params) {
return find_best_apply_object_match(pl->inv, pl, params, AP_NULL);
}
/**
* 'use_skill' command.
*
* @param pl
* player.
* @param params
* skill to use, and optional parameters.
*/
void command_uskill(object *pl, const char *params) {
if (*params == '\0') {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Usage: use_skill <skill name>");
return;
}
use_skill(pl, params);
}
/**
* 'ready_skill' command.
*
* @param pl
* player.
* @param params
* skill name.
*/
void command_rskill(object *pl, const char *params) {
object *skill;
if (*params == '\0') {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Usage: ready_skill <skill name>");
return;
}
skill = find_skill_by_name(pl, params);
if (!skill) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING,
"You have no knowledge of the skill %s",
params);
return;
}
change_skill(pl, skill, 0);
}
/* These functions (command_search, command_disarm) are really juse wrappers for
* things like 'use_skill ...'). In fact, they should really be obsoleted
* and replaced with those.
*/
/**
* 'search' command.
*
* @param op
* player.
* @param params
* unused.
*/
void command_search(object *op, const char *params) {
use_skill(op, skill_names[SK_FIND_TRAPS]);
}
/**
* 'disarm' command.
*
* @param op
* player.
* @param params
* unused.
*/
void command_disarm(object *op, const char *params) {
use_skill(op, skill_names[SK_DISARM_TRAPS]);
}
/**
* 'throw' command.
*
* A little special because we do want to pass the full params along
* as it includes the object to throw.
*
* @param op
* player.
* @param params
* what to throw.
*/
void command_throw(object *op, const char *params) {
object *skop;
skop = find_skill_by_name(op, skill_names[SK_THROWING]);
if (skop) {
do_skill(op, op, skop, op->facing, *params == '\0' ? NULL : params);
return;
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING,
"You have no knowledge of the skill throwing.");
}
/**
* 'apply' command.
*
* @param op
* player.
* @param params
* what to apply.
*/
void command_apply(object *op, const char *params) {
int aflag = 0;
object *inv = op->inv;
object *item;
if (*params == '\0') {
apply_by_living_below(op);
return;
}
while (*params == ' ')
params++;
if (!strncmp(params, "-a ", 3)) {
aflag = AP_APPLY;
params += 3;
}
if (!strncmp(params, "-u ", 3)) {
aflag = AP_UNAPPLY;
params += 3;
}
if (!strncmp(params, "-b ", 3)) {
params += 3;
if (op->container)
inv = op->container->inv;
else {
inv = op;
while (inv->above)
inv = inv->above;
}
}
while (*params == ' ')
params++;
item = find_best_apply_object_match(inv, op, params, aflag);
if (item == NULL)
item = find_best_apply_object_match(inv, op, params, AP_NULL);
if (item) {
apply_by_living(op, item, aflag, 0);
} else
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Could not find any match to the %s.",
params);
}
/**
* Check if an item op can be put into a sack. If pl exists then tell
* a player the reason of failure.
*
* @param pl
* player.
* @param sack
* container to try to put into.
* @param op
* what to put in the sack.
* @param nrof
* 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.
* @return
* 1 if it will fit, 0 if it will not.
*/
int sack_can_hold(const object *pl, const object *sack, const object *op, uint32 nrof) {
char name[MAX_BUF];
query_name(sack, name, MAX_BUF);
if (!QUERY_FLAG(sack, FLAG_APPLIED)) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"The %s is not active.",
name);
return 0;
}
if (sack == op) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You can't put the %s into itself.",
name);
return 0;
}
if (sack->race
&& (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You can put only %s into the %s.",
sack->race, name);
return 0;
}
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You can't want put the key into %s.",
name);
return 0;
}
if (sack->weight_limit) {
sint32 new_weight;
new_weight = sack->carrying+(nrof ? nrof : 1)
*(op->weight+(op->type == CONTAINER ? op->carrying*op->stats.Str : 0))
*(100-sack->stats.Str)/100;
if (new_weight > sack->weight_limit) {
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"That won't fit in the %s!",
name);
return 0;
}
}
/* All other checks pass, must be OK */
return 1;
}
/**
* Try to pick up some item.
*
* @param pl
* object (player or monster) picking up.
* @param op
* object to put tmp into.
* @param tmp
* object to pick up.
* @param nrof
* number of tmp to pick up (0 means all of them).
*/
static void pick_up_object(object *pl, object *op, object *tmp, int nrof) {
/* buf needs to be big (more than 256 chars) because you can get
* very long item names.
*/
char buf[HUGE_BUF], name[MAX_BUF];
object *env = tmp->env;
uint32 weight, effective_weight_limit;
int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
/* 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)
&& object_get_player_container(tmp) != pl) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You are levitating, you can't reach the ground!");
return;
}
if (QUERY_FLAG(tmp, FLAG_NO_DROP))
return;
if (QUERY_FLAG(tmp, FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The object disappears in a puff of smoke! It must have been an illusion.");
if (!QUERY_FLAG(tmp, FLAG_REMOVED))
object_remove(tmp);
object_free_drop_inventory(tmp);
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 = get_weight_limit(MIN(pl->stats.Str, settings.max_stat));
if (pl->weight+pl->carrying+weight > effective_weight_limit) {
draw_ext_info(0, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"That item is too heavy for you to pick up.");
return;
}
if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
SET_FLAG(tmp, FLAG_WAS_WIZ);
if (nrof != tmp_nrof) {
char failure[MAX_BUF];
tmp = object_split(tmp, nrof, failure, sizeof(failure));
if (!tmp) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
failure);
return;
}
} else {
/* If the object is in a container, send a delete to the client.
* - we are moving all the items from the container to elsewhere,
* so it needs to be deleted.
*/
if (!QUERY_FLAG(tmp, FLAG_REMOVED)) {
object_remove(tmp); /* Unlink it */
}
}
query_name(tmp, name, MAX_BUF);
if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
char *value = stringbuffer_finish(query_cost_string(tmp, pl, BS_BUY|BS_SHOP, NULL));
snprintf(buf, sizeof(buf), "%s will cost you %s.", name, value);
free(value);
} else
snprintf(buf, sizeof(buf), "You pick up the %s.", name);
/* Now item is about to be picked. */
if (execute_event(tmp, EVENT_PICKUP, pl, op, NULL, SCRIPT_FIX_ALL) != 0)
return;
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
buf);
tmp = object_insert_in_ob(tmp, op);
/* All the stuff below deals with client/server code, and is only
* usable by players
*/
if (pl->type != PLAYER)
return;
/* Additional weight changes speed, etc */
fix_object(pl);
/* These are needed to update the weight for the container we
* are putting the object in.
*/
if (op != pl) {
esrv_update_item(UPD_WEIGHT, pl, op);
esrv_update_item(UPD_WEIGHT, pl, pl);
}
/* Update the container the object was in */
if (env && env != pl && env != op)
esrv_update_item(UPD_WEIGHT, pl, env);
}
/**
* Try to pick up an item.
*
* @param op
* object trying to pick up.
* @param alt
* optional object op is trying to pick. If NULL, try to pick first item under op.
*/
void pick_up(object *op, object *alt) {
/* modified slightly to allow monsters use this -b.t. 5-31-95 */
object *tmp = NULL, *tmp1;
mapstruct *tmp_map = NULL;
int count;
/* Decide which object to pick. */
if (alt) {
if (!object_can_pick(op, alt)) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You can't pick up the %s.",
alt->name);
return;
}
tmp = alt;
} else {
if (op->below == NULL || !object_can_pick(op, op->below)) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"There is nothing to pick up here.");
return;
}
tmp = op->below;
}
/* it is possible that the object is a thrown object and is flying about.
* in that case, what we want to pick up is the payload. Objects
* that are thrown are encapsulated into a thrown object.
* stop_item() returns the payload (unlinked from map) and gets rid of the
* container object. If this object isn't picked up, we need to insert
* it back on the map.
* A bug here is that even attempting to pick up one of these objects will
* result in this logic being called even if player is unable to pick it
* up.
*/
tmp_map = tmp->map;
tmp1 = stop_item(tmp);
if (tmp1 == NULL)
return;
/* If it is a thrown object, insert it back into the map here.
* makes life easier further along. Do no merge so pick up code
* behaves more sanely.
*/
if (tmp1 != tmp) {
tmp = object_insert_in_map(tmp1, tmp_map, op, INS_NO_MERGE);
}
if (tmp == NULL)
return;
if (!object_can_pick(op, tmp))
return;
/* Establish how many of the object we are picking up */
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 (op->container) {
alt = op->container;
if (alt != tmp->env && !sack_can_hold(op, alt, tmp, count))
return;
} else {
/* non container pickup. See if player has any
* active containers.
*/
object *container = NULL;
/* Look for any active containers that can hold this item.
* we cover two cases here - the perfect match case, where we
* break out of the loop, and the general case (have a container),
* Moved this into a single loop - reduces redundant code, is
* more efficient and easier to follow. MSW 2009-04-06
*/
alt = op->inv;
FOR_OB_AND_BELOW_PREPARE(alt) {
if (alt->type == CONTAINER
&& QUERY_FLAG(alt, FLAG_APPLIED)
&& sack_can_hold(NULL, alt, tmp, count)) {
if (alt->race && alt->race == tmp->race) {
break; /* perfect match */
} else if (!container) {
container = alt;
}
}
} FOR_OB_AND_BELOW_FINISH();
/* Note container could be null, but no reason to check for it */
if (!alt)
alt = container;
if (!alt)
alt = op; /* No free containers */
}
/* see if this object is already in this container. If so,
* move it to player inventory from this container.
*/
if (tmp->env == alt) {
alt = op;
}
/* Don't allow players to be put into containers. Instead,
* just put them in the players inventory.
*/
if (tmp->type == CONTAINER && alt->type==CONTAINER) {
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
* Not sure why we have this limitation
*/
if (op->type == PLAYER
&& alt->type == CONTAINER
&& QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"This object cannot be put into containers!");
return;
}
pick_up_object(op, alt, tmp, count);
if (op->type == PLAYER)
op->contr->count = 0;
}
/**
* This takes (picks up) and item.
*
* @param op
* player who issued the command.
* @param params
* string to match against the item name.
*/
void command_take(object *op, const char *params) {
object *tmp;
int ival;
int missed = 0;
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 == NULL) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Nothing to take!");
return;
}
/* Makes processing easier */
if (*params == '\0')
params = NULL;
FOR_OB_AND_BELOW_PREPARE(tmp) {
if (tmp->invisible) {
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) {
ival = object_matches_string(op, tmp, params);
if (ival > 0) {
if (ival <= 2 && !object_can_pick(op, tmp)) {
if (!QUERY_FLAG(tmp, FLAG_IS_FLOOR))/* don't count floor tiles */
missed++;
} else
pick_up(op, tmp);
}
} else {
if (object_can_pick(op, tmp)) {
pick_up(op, tmp);
break;
}
}
} FOR_OB_AND_BELOW_FINISH();
if (!params && !tmp) {
int found = 0;
FOR_BELOW_PREPARE(op, tmp)
if (!tmp->invisible) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You can't pick up a %s.",
tmp->name ? tmp->name : "null");
found = 1;
break;
}
FOR_BELOW_FINISH();
if (!found)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"There is nothing to pick up.");
}
if (missed == 1)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You were unable to take one of the items.");
else if (missed > 1)
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"You were unable to take %d of the items.",
missed);
}
/**
* Something tries to put an object into another.
*
* This function was part of drop(), now is own function.
*
* @note
* the 'sack' in question can now be a transport,
* so this function isn't named very good anymore.
*
* @param op
* who is moving the item.
* @param sack
* where to put the object.
* @param tmp
* what to put into sack.
* @param nrof
* if non zero, then nrof objects is tried to put into sack, else everything is put.
*/
void put_object_in_sack(object *op, object *sack, object *tmp, uint32 nrof) {
object *sack2, *orig = sack;
char name_sack[MAX_BUF], name_tmp[MAX_BUF];
if (sack == tmp)
return; /* Can't put an object in itself */
query_name(sack, name_sack, MAX_BUF);
if (sack->type != CONTAINER && sack->type != TRANSPORT) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"The %s is not a container.",
name_sack);
return;
}
if (QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
query_name(tmp, name_tmp, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You cannot put the %s in the %s.",
name_tmp, name_sack);
return;
}
if (tmp->type == CONTAINER) {
if (tmp->inv) {
if (tmp->slaying)
return;
/* Eneq(@csd.uu.se): If the object to be dropped is a container
* and does not require a key to be opened,
* we instead move the contents of that container into the active
* container, this is only done if the object has something in it.
* If object is container but need a key, just don't do anything
*/
sack2 = tmp;
query_name(tmp, name_tmp, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"You move the items from %s into %s.",
name_tmp, name_sack);
FOR_INV_PREPARE(tmp, tmp2) {
if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2, tmp2->nrof))
|| (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
put_object_in_sack(op, sack, tmp2, 0);
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND,
MSG_TYPE_COMMAND_FAILURE,
"Your %s fills up.",
name_sack);
break;
}
} FOR_INV_FINISH();
esrv_update_item(UPD_WEIGHT, op, sack2);
return;
} else {
query_name(tmp, name_tmp, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You can not put a %s into a %s",
name_tmp,
name_sack);
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 (nrof && tmp->nrof != nrof) {
char failure[MAX_BUF];
tmp = object_split(tmp, nrof, failure, sizeof(failure));
if (!tmp) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
failure);
return;
}
} else
object_remove(tmp);
if (sack->nrof > 1) {
orig = object_split(sack, sack->nrof-1, NULL, 0);
set_object_face_main(orig);
CLEAR_FLAG(orig, FLAG_APPLIED);
if (sack->env) {
object_insert_in_ob(orig, sack->env);
} else {
object_insert_in_map_at(orig, sack->map, NULL, 0, sack->x, sack->y);
orig->move_off = 0;
}
}
query_name(tmp, name_tmp, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"You put the %s in %s.",
name_tmp, name_sack);
object_insert_in_ob(tmp, sack);
if (!QUERY_FLAG(op, FLAG_NO_FIX_PLAYER))
fix_object(op); /* This is overkill, fix_player() is called somewhere */
/* in object.c */
/* If a transport, need to update all the players in the transport
* the view of what is in it.
*/
if (sack->type == TRANSPORT) {
FOR_INV_PREPARE(sack, tmp)
if (tmp->type == PLAYER)
tmp->contr->socket.update_look = 1;
FOR_INV_FINISH();
} else {
/* update the sacks weight */
esrv_update_item(UPD_WEIGHT, op, sack);
}
}
/**
* Try to drop an object on the floor.
*
* This function was part of drop, now is own function.
*
* @param op
* who is dropping the item.
* @param tmp
* item to drop.
* @param nrof
* if is non zero, then nrof objects is tried to be dropped.
* @return
* object dropped, NULL if it was destroyed.
* @todo shouldn't tmp be NULL if object_was_destroyed returns true?
*/
object *drop_object(object *op, object *tmp, uint32 nrof) {
tag_t tmp_tag;
if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
return NULL;
}
if (QUERY_FLAG(tmp, FLAG_APPLIED)) {
if (apply_special(op, tmp, AP_UNAPPLY|AP_NO_MERGE))
return NULL; /* can't unapply it */
}
/* Lauwenmark: Handle for plugin drop event */
if (execute_event(tmp, EVENT_DROP, op, NULL, NULL, SCRIPT_FIX_ALL) != 0)
return NULL;
/* ensure the plugin didn't destroy the object */
if (QUERY_FLAG(tmp, FLAG_REMOVED))
return NULL;
/* We are only dropping some of the items. We split the current objec
* off
*/
if (nrof && tmp->nrof != nrof) {
char failure[MAX_BUF];
tmp = object_split(tmp, nrof, failure, sizeof(failure));
if (!tmp) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
failure);
return NULL;
}
} else
object_remove(tmp);
if (QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
char name[MAX_BUF];
query_name(tmp, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"You drop the %s. The gods who lent it to you retrieves it.",
name);
object_free_drop_inventory(tmp);
if (!QUERY_FLAG(op, FLAG_NO_FIX_PLAYER))
fix_object(op);
return NULL;
}
/* If SAVE_INTERVAL is commented out, we never want to save
* the player here.
*/
#ifdef SAVE_INTERVAL
/* I'm not sure why there is a value check - since the save
* is done every SAVE_INTERVAL seconds, why care the value
* of what he is dropping?
*/
if (op->type == PLAYER
&& !QUERY_FLAG(tmp, FLAG_UNPAID)
&& (tmp->nrof ? tmp->value*tmp->nrof : tmp->value > 2000)
&& op->contr->last_save_time+SAVE_INTERVAL <= time(NULL)) {
save_player(op, 1);
op->contr->last_save_time = time(NULL);
}
#endif /* SAVE_INTERVAL */
tmp_tag = tmp->count;
object_insert_in_map_at(tmp, op->map, op, INS_BELOW_ORIGINATOR, op->x, op->y);
if (!object_was_destroyed(tmp, tmp_tag) && !QUERY_FLAG(tmp, FLAG_UNPAID) && tmp->type != MONEY && is_in_shop(op)) {
sell_item(tmp, op);
}
/* Call this before we update the various windows/players. At least
* that we, we know the weight is correct.
*/
if (!QUERY_FLAG(op, FLAG_NO_FIX_PLAYER)) {
fix_object(op); /* This is overkill, fix_player() is called somewhere */
/* in object.c */
/* Need to update weight of player */
if (op->type == PLAYER)
esrv_update_item(UPD_WEIGHT, op, op);
}
return tmp;
}
/**
* Drop an item, either on the floor or in a container.
*
* @param op
* who is dropping an item.
* @param tmp
* what object to drop.
*/
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
*/
object_remove(tmp);
object_free_drop_inventory(tmp);
return;
} else {
FOR_OB_AND_BELOW_PREPARE(tmp)
if (!tmp->invisible)
break;
FOR_OB_AND_BELOW_FINISH();
}
}
if (tmp == NULL) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You don't have anything to drop.");
return;
}
if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"This item is locked");
return;
}
if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
return;
}
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 to drop all items that have not been locked.
*
* @param op
* player.
* @param params
* optional specifier, like 'armour', 'weapon' and such.
*/
void command_dropall(object *op, const char *params) {
int count = 0;
if (op->inv == NULL) {
draw_ext_info(NDI_UNIQUE, 0, op,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Nothing to drop!");
return;
}
if (op->contr)
count = op->contr->count;
/* Set this so we don't call it for _every_ object that
* is dropped.
*/
SET_FLAG(op, FLAG_NO_FIX_PLAYER);
/*
* 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
*/
if (*params == '\0') {
FOR_INV_PREPARE(op, curinv) {
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 (op->contr)
op->contr->count = count;
}
} FOR_INV_FINISH();
} else if (strcmp(params, "weapons") == 0) {
FOR_INV_PREPARE(op, curinv) {
if (!QUERY_FLAG(curinv, FLAG_INV_LOCKED)
&& (curinv->type == WEAPON || curinv->type == BOW || curinv->type == ARROW)) {
drop(op, curinv);
if (op->contr)
op->contr->count = count;
}
} FOR_INV_FINISH();
} else if (strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
FOR_INV_PREPARE(op, curinv) {
if (!QUERY_FLAG(curinv, FLAG_INV_LOCKED)
&& (curinv->type == ARMOUR || curinv->type == SHIELD || curinv->type == HELMET)) {
drop(op, curinv);
if (op->contr)
op->contr->count = count;
}
} FOR_INV_FINISH();
} else if (strcmp(params, "food") == 0) {
FOR_INV_PREPARE(op, curinv) {
if (!QUERY_FLAG(curinv, FLAG_INV_LOCKED)
&& (curinv->type == FOOD || curinv->type == DRINK)) {
drop(op, curinv);
if (op->contr)
op->contr->count = count;
}
} FOR_INV_FINISH();
} else if (strcmp(params, "flesh") == 0) {
FOR_INV_PREPARE(op, curinv) {
if (!QUERY_FLAG(curinv, FLAG_INV_LOCKED)
&& (curinv->type == FLESH)) {
drop(op, curinv);
if (op->contr)
op->contr->count = count;
}
} FOR_INV_FINISH();
} else if (strcmp(params, "misc") == 0) {
FOR_INV_PREPARE(op, curinv) {
if (!QUERY_FLAG(curinv, FLAG_INV_LOCKED)
&& !QUERY_FLAG(curinv, FLAG_APPLIED)) {
switch (curinv->type) {
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);
if (op->contr)
op->contr->count = count;
break;
default:
break;
}
}
} FOR_INV_FINISH();
}
op->contr->socket.update_look = 1;
CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
/* call it now, once */
fix_object(op);
/* Need to update weight of player. Likewise, only do it once */
if (op->type == PLAYER)
esrv_update_item(UPD_WEIGHT, op, op);
}
/**
* 'drop' command.
*
* @param op
* player.
* @param params
* what to drop.
*/
void command_drop(object *op, const char *params) {
int did_one = 0;
int ival = 0;
int missed = 0;
if (*params == '\0') {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Drop what?");
return;
} else {
FOR_INV_PREPARE(op, tmp) {
if (QUERY_FLAG(tmp, FLAG_NO_DROP) || tmp->invisible)
continue;
ival = object_matches_string(op, tmp, params);
if (ival > 0) {
if (QUERY_FLAG(tmp, FLAG_INV_LOCKED) && (ival == 1 || ival == 2))
missed++;
else
drop(op, tmp);
did_one = 1;
}
} FOR_INV_FINISH();
if (!did_one)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Nothing to drop.");
if (missed == 1)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"One item couldn't be dropped because it was locked.");
else if (missed > 1)
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"%d items couldn't be dropped because they were locked.",
missed);
}
if (op->type == PLAYER) {
op->contr->count = 0;
/*
* Don't force a whole look update, items were transferred during their move.
* Also this would send a 'delinv 0' to the client, which would make it appear
* an opened container was closed.
*/
/*op->contr->socket.update_look = 1;*/
}
}
/**
* Put all contents of the container on the ground below the player or in opened container, except locked items.
*
* @param container
* what to empty.
* @param pl
* player to drop for.
*/
static void empty_container(object *container, object *pl) {
int left = 0;
char name[MAX_BUF];
if (!container->inv)
return;
FOR_INV_PREPARE(container, inv) {
object *next;
if (QUERY_FLAG(inv, FLAG_INV_LOCKED)) {
/* you can have locked items in container. */
left++;
continue;
}
next = inv->below;
drop(pl, inv);
if (inv->below == next)
/* item couldn't be dropped for some reason. */
left++;
} FOR_INV_FINISH();
esrv_update_item(UPD_WEIGHT, pl, container);
query_name(container, name, sizeof(name));
if (left)
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You empty the %s except %d items.", name, left);
else
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You empty the %s.", name);
}
/**
* 'empty' command.
*
* @param op
* player.
* @param params
* item specifier.
*/
void command_empty(object *op, const char *params) {
object *container;
if (*params == '\0') {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Empty what?");
return;
}
if (strcmp(params, "all") == 0) {
FOR_INV_PREPARE(op, inv)
if (inv->type == CONTAINER)
empty_container(inv, op);
FOR_INV_FINISH();
return;
}
container = find_best_object_match(op, params);
if (!container) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"No such item.");
return;
}
if (container->type != CONTAINER) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"This is not a container!");
return;
}
empty_container(container, op);
}
/**
* 'examine' command.
*
* @param op
* player.
* @param params
* optional item specifier.
*/
void command_examine(object *op, const char *params) {
if (*params == '\0') {
FOR_BELOW_PREPARE(op, tmp)
if (LOOK_OBJ(tmp)) {
examine(op, tmp);
break;
}
FOR_BELOW_FINISH();
} else {
object *tmp = find_best_object_match(op, params);
if (tmp)
examine(op, tmp);
else
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Could not find an object that matches %s",
params);
}
}
/**
* 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.
*
* @param op
* object. Should be a player.
* @return
* marked object if still valid, NULL else.
*/
object *find_marked_object(object *op) {
if (!op || !op->contr || !op->contr->mark)
return NULL;
/* 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_INV_PREPARE(op, tmp) {
if (tmp->invisible)
continue;
if (tmp == op->contr->mark) {
if (tmp->count == op->contr->mark_count)
return tmp;
else {
op->contr->mark = NULL;
op->contr->mark_count = 0;
return NULL;
}
}
} FOR_INV_FINISH();
return NULL;
}
/**
* 'mark' command, to mark an item for some effects (enchant armor, ...).
*
* @param op
* player.
* @param params
* If empty, we print out the currently marked object.
* Otherwise, try to find a matching object - try best match first.
*/
void command_mark(object *op, const char *params) {
char name[MAX_BUF];
if (!op->contr)
return;
if (*params == '\0') {
object *mark = find_marked_object(op);
if (!mark)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You have no marked object.");
else {
query_name(mark, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"%s is marked.",
name);
}
} else {
object *mark1 = find_best_object_match(op, params);
if (!mark1) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Could not find an object that matches %s",
params);
return;
} else {
op->contr->mark = mark1;
op->contr->mark_count = mark1->count;
query_name(mark1, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Marked item %s",
name);
return;
}
}
/*shouldnt get here */
}
/**
* Player examine a monster.
*
* @param op
* player.
* @param tmp
* monster being examined.
* @param level
* level of the probe, to have a persistant marker for some duration.
*/
void examine_monster(object *op, object *tmp, int level) {
object *mon = HEAD(tmp), *probe;
if (QUERY_FLAG(mon, FLAG_UNDEAD))
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is an undead force.");
if (mon->level > op->level)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is likely more powerful than you.");
else if (mon->level < op->level)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is likely less powerful than you.");
else
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is probably as powerful as you.");
if (mon->attacktype&AT_ACID)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"You smell an acrid odor.");
/* 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 0-4+, since hp can be higher than maxhp if defined in map. */
case 0:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is critically wounded.");
break;
case 1:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is in a bad shape.");
break;
case 2:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is hurt.");
break;
case 3:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is somewhat hurt.");
break;
default:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is in excellent shape.");
break;
}
if (object_present_in_ob(POISONING, mon) != NULL)
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It looks very ill.");
if (level < 10)
return;
knowledge_show_monster_detail(op, mon->arch->name);
if (level < 15)
return;
probe = object_find_by_type_and_name(mon, FORCE, "probe_force");
if (probe != NULL && probe->level > level)
return;
if (probe == NULL) {
probe = create_archetype(FORCE_NAME);
free_string(probe->name);
probe->name = add_string("probe_force");
SET_FLAG(probe, FLAG_APPLIED);
SET_FLAG(probe, FLAG_PROBE);
object_insert_in_ob(probe, mon);
fix_object(mon);
}
probe->level = level;
if (level / 10 > probe->duration)
probe->duration = level / 10;
}
/**
* Player examines some object. The item may be identified automatically
* if the player has the correct skill for that.
*
* @param op
* player.
* @param tmp
* object to examine.
*/
void examine(object *op, object *tmp) {
char buf[VERY_BIG_BUF];
int in_shop;
int i, exp = 0;
/* we use this to track how far along we got with trying to identify an item,
* so that we can give the appropriate message to the player */
int id_attempted = 0;
char prefix[MAX_BUF] = "That is";
const typedata *tmptype;
object *skill;
buf[0] = '\0';
if (tmp == NULL || tmp->type == CLOSE_CON)
return;
tmptype = get_typedata(tmp->type);
if (!tmptype) {
LOG(llevError, "Attempted to examine item %d with type %d, which is invalid", tmp->count, tmp->type);
return;
}
/* first of all check whether this is an item we need to identify, and identify it as best we can.*/
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
/* We will look for magic status, cursed status and then try to do a full skill-based ID, in that order */
skill = find_skill_by_number(op, SK_DET_MAGIC);
if (skill && (object_can_pick(op, tmp))) {
exp = detect_magic_on_item(op, tmp, skill);
if (exp) {
change_exp(op, exp, skill->skill, SK_SUBTRACT_SKILL_EXP);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"You discover mystic forces on %s", tmp->nrof <= 1?"that item":"those items" );
}
}
skill = find_skill_by_number(op, SK_DET_CURSE);
/* Cauldrons are a special case of item where it should be possible to detect a curse */
if (skill && (object_can_pick(op, tmp) || QUERY_FLAG(tmp, FLAG_IS_CAULDRON))) {
exp = detect_curse_on_item(op, tmp, skill);
if (exp) {
change_exp(op, exp, skill->skill, SK_SUBTRACT_SKILL_EXP);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"You have a bad feeling about %s", tmp->nrof <= 1?"that item":"those items" );
}
}
if (!QUERY_FLAG(tmp, FLAG_NO_SKILL_IDENT)) {
id_attempted = 1;
skill = find_skill_by_number(op, tmptype->identifyskill);
if (skill) {
id_attempted = 2;
/* identify_object_with_skill() may merge tmp with another
* object, so once that happens, we really can not do
* any further processing with tmp. It would be possible
* to modify identify_object_with_skill() to return
* the merged object, but it is currently set to return
* exp, so it would have to do it via modifying the
* passed in value, but many other consumers would
* need to be modified for that.
*/
exp = identify_object_with_skill(tmp, op, skill, 1);
if (exp) {
change_exp(op, exp, skill->skill, SK_SUBTRACT_SKILL_EXP);
return;
}
}
if(!exp) {
/* The primary id skill didn't work, let's try the secondary one */
skill = find_skill_by_number(op, tmptype->identifyskill2);
if (skill) {
/* if we've reached here, then the first skill will have been attempted
* and failed; this will have set FLAG_NO_SKILL_IDENT we want to clear
* that now, and try with the secondary ID skill, if it fails, then the
* flag will be reset anyway, if it succeeds, it won't matter.*/
CLEAR_FLAG(tmp, FLAG_NO_SKILL_IDENT);
id_attempted = 2;
exp = identify_object_with_skill(tmp, op, skill, 1);
if (exp) {
change_exp(op, exp, skill->skill, SK_SUBTRACT_SKILL_EXP);
return;
}
}
}
}
}
if (!exp) {
/* if we did get exp we'll already have propulated prefix */
if (tmptype->identifyskill || tmptype->identifyskill2) {
switch (id_attempted) {
case 1:
snprintf(prefix, MAX_BUF, "You lack the skill to understand %s:", tmp->nrof <= 1?"that fully; it is":"those fully, they are");
break;
case 2:
snprintf(prefix, MAX_BUF, "You fail to understand %s:", tmp->nrof <= 1?"that fully; it is":"those fully, they are");
break;
default:
snprintf(prefix, MAX_BUF, "%s:", tmp->nrof <= 1?"That is":"Those are");
}
} else snprintf(prefix, MAX_BUF, "%s:", tmp->nrof <= 1?"That is":"Those are");
}
/* now we need to get the rest of the object description */
ob_describe(tmp, op, buf, sizeof(buf));
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"%s %s", prefix, buf);
buf[0] = '\0';
if (tmp->custom_name) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"You name it %s",
tmp->custom_name);
}
switch (tmp->type) {
case SPELLBOOK:
if (QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv) {
char level[100];
get_levelnumber(tmp->inv->level, level, 100);
snprintf(buf, sizeof(buf), "%s is a %s level %s spell", tmp->inv->name, level, tmp->inv->skill);
}
break;
case BOOK:
if (tmp->msg != NULL)
snprintf(buf, sizeof(buf), "Something is written in it.");
break;
case CONTAINER:
if (tmp->race != NULL) {
if (tmp->weight_limit && tmp->stats.Str < 100)
snprintf(buf, sizeof(buf), "It can hold only %s and its weight limit is %.1f kg.", tmp->race, tmp->weight_limit/(10.0*(100-tmp->stats.Str)));
else
snprintf(buf, sizeof(buf), "It can hold only %s.", tmp->race);
} else
if (tmp->weight_limit && tmp->stats.Str < 100)
snprintf(buf, sizeof(buf), "Its weight limit is %.1f kg.", tmp->weight_limit/(10.0*(100-tmp->stats.Str)));
break;
case WAND:
if (QUERY_FLAG(tmp, FLAG_IDENTIFIED))
snprintf(buf, sizeof(buf), "It has %d charges left.", tmp->stats.food);
break;
}
if (buf[0] != '\0')
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
buf);
if (tmp->materialname != NULL && !tmp->msg) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It is made of: %s.",
tmp->materialname);
}
/* Where to wear this item */
for (i = 0; i < NUM_BODY_LOCATIONS; i++) {
if (tmp->body_info[i] < -1) {
if (op->body_info[i])
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It goes %s (%d)",
body_locations[i].use_name, -tmp->body_info[i]);
else
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It goes %s",
body_locations[i].nonuse_name);
} else if (tmp->body_info[i]) {
if (op->body_info[i])
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It goes %s",
body_locations[i].use_name);
else
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"It goes %s",
body_locations[i].nonuse_name);
}
}
if (tmp->weight) {
snprintf(buf, sizeof(buf), tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight*((float)(tmp->nrof ? tmp->nrof : 1)/1000.0));
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
buf);
}
in_shop = is_in_shop(op);
if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
char *value = stringbuffer_finish(query_cost_string(tmp, op, BS_SELL|BS_APPROX, NULL));
snprintf(buf, sizeof(buf), "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", value);
free(value);
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
buf);
if (in_shop) {
if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
value = stringbuffer_finish(query_cost_string(tmp, op, BS_BUY|BS_SHOP, NULL));
snprintf(buf, sizeof(buf), "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", value);
free(value);
} else {
value = stringbuffer_finish(query_cost_string(tmp, op, BS_SELL|BS_SHOP, NULL));
snprintf(buf, sizeof(buf), "You are offered %s for %s.", value, tmp->nrof > 1 ? "them" : "it");
free(value);
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
buf);
}
}
if (QUERY_FLAG(tmp, FLAG_MONSTER))
examine_monster(op, tmp, 0);
/* Is this item buildable? */
if (QUERY_FLAG(tmp, FLAG_IS_BUILDABLE))
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"This is a buildable item.");
/* Does the object have a message? Don't show message for all object
* types - especially if the first entry is a match
*/
if (tmp->msg
&& tmp->type != EXIT
&& tmp->type != BOOK
&& tmp->type != CORPSE
&& !tmp->move_on
&& strncasecmp(tmp->msg, "@match", 6)) {
/* This is just a hack so when identifying hte items, we print
* out the extra message
*/
if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
"The object has a story:");
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
tmp->msg);
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_EXAMINE,
" "); /* Blank line */
if (!need_identify(tmp) || QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
knowledge_item_can_be_used_alchemy(op, tmp);
}
}
/**
* Prints object's inventory.
*
* @param op
* who to print for.
* @param inv
* if NULL then print op's inventory, else print the inventory of inv.
*/
void inventory(object *op, object *inv) {
const char *in;
int items = 0, length;
char weight[MAX_BUF], name[MAX_BUF];
if (inv == NULL && op == NULL) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Inventory of what object?");
return;
}
FOR_INV_PREPARE(inv ? inv : op, tmp)
if ((!tmp->invisible && (inv == NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
|| !op || QUERY_FLAG(op, FLAG_WIZ))
items++;
FOR_INV_FINISH();
if (inv == NULL) { /* player's inventory */
if (items == 0) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"You carry nothing.");
return;
} else {
length = 28;
in = "";
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INVENTORY,
"Inventory:");
}
} else {
if (items == 0)
return;
else {
length = 28;
in = " ";
}
}
FOR_INV_PREPARE(inv ? inv : op, tmp) {
if ((!op || !QUERY_FLAG(op, FLAG_WIZ))
&& (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
continue;
query_weight(tmp, weight, MAX_BUF);
query_name(tmp, name, MAX_BUF);
if (!op || QUERY_FLAG(op, FLAG_WIZ))
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INVENTORY,
"[fixed]%s- %-*.*s (%5d) %-8s",
in, length, length, name, tmp->count, weight);
else
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INVENTORY,
"[fixed]%s- %-*.*s %-8s",
in, length+8, length+8, name, weight);
} FOR_INV_FINISH();
if (!inv && op) {
query_weight(op, weight, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INVENTORY,
"[fixed]%-*s %-8s",
41, "Total weight :", weight);
}
}
/**
* Utility function to display the pickup mode for a player.
*
* @param op
* must be a player.
*/
static void display_new_pickup(const object *op) {
int i = op->contr->mode;
esrv_send_pickup(op->contr);
if (!(i&PU_NEWMODE) || !(i&PU_DEBUG))
return;
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d NEWMODE",
i&PU_NEWMODE ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d DEBUG",
i&PU_DEBUG ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d INHIBIT",
i&PU_INHIBIT ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d STOP",
i&PU_STOP ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d <= x pickup weight/value RATIO (0==off)",
(i&PU_RATIO)*5);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d FOOD",
i&PU_FOOD ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d DRINK",
i&PU_DRINK ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d VALUABLES",
i&PU_VALUABLES ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d BOW",
i&PU_BOW ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d ARROW",
i&PU_ARROW ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d HELMET",
i&PU_HELMET ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d SHIELD",
i&PU_SHIELD ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d ARMOUR",
i&PU_ARMOUR ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d BOOTS",
i&PU_BOOTS ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d GLOVES",
i&PU_GLOVES ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d CLOAK",
i&PU_CLOAK ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d KEY",
i&PU_KEY ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d MISSILEWEAPON",
i&PU_MISSILEWEAPON ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d MELEEWEAPON",
i&PU_MELEEWEAPON ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d MAGICAL",
i&PU_MAGICAL ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d POTION",
i&PU_POTION ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d SPELLBOOK",
i&PU_SPELLBOOK ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d SKILLSCROLL",
i&PU_SKILLSCROLL ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d READABLES",
i&PU_READABLES ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d MAGICDEVICE",
i&PU_MAGIC_DEVICE ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d NOT CURSED",
i&PU_NOT_CURSED ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d JEWELS",
i&PU_JEWELS ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d FLESH",
i&PU_FLESH ? 1 : 0);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d CONTAINER",
i&PU_CONTAINER ? 1 : 0);
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"");
}
/**
* 'pickup' command.
*
* @param op
* player.
* @param params
* pickup mode. Can be empty to display the current mode.
* @todo trash old pickup mode, merge with new pickup.
*/
void command_pickup(object *op, const char *params) {
uint32 i;
static const char *names[] = {
"debug", "inhibit", "stop", "food", "drink",
"valuables", "bow", "arrow", "helmet", "shield",
"armour", "boots", "gloves", "cloak", "key",
"missile", "melee", "magical", "potion", "spellbook",
"skillscroll", "readables", "magicdevice", "notcursed", "jewels",
"flesh", "container", NULL
};
static const 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_MELEEWEAPON,
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE,
PU_NOT_CURSED, PU_JEWELS, PU_FLESH, PU_CONTAINER, 0
};
if (*params == '\0') {
/* if the new mode is used, just print the settings */
if (op->contr->mode&PU_NEWMODE) {
display_new_pickup(op);
return;
}
if (1)
LOG(llevDebug, "command_pickup: !params\n");
set_pickup_mode(op, op->contr->mode > 6 ? 0 : op->contr->mode+1);
return;
}
while (*params == ' ')
params++;
if (*params == '+' || *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 if (*params == '-')
i = i&~modes[mode];
else {
if (i&modes[mode])
i = i&~modes[mode];
else
i = i|modes[mode];
}
op->contr->mode = i;
display_new_pickup(op);
return;
}
}
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Pickup: invalid item %s\n",
params);
return;
}
if (sscanf(params, "%u", &i) != 1) {
if (1)
LOG(llevDebug, "command_pickup: params==NULL\n");
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Usage: pickup <0-7> or <value_density> .");
return;
}
set_pickup_mode(op, i);
display_new_pickup(op);
}
/**
* Sets the 'old' pickup mode.
*
* @param op
* player.
* @param i
* new pickup mode.
*/
static void set_pickup_mode(const object *op, int i) {
op->contr->mode = i;
switch (op->contr->mode) {
case 0:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Don't pick up.");
break;
case 1:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Pick up one item.");
break;
case 2:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Pick up one item and stop.");
break;
case 3:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Stop before picking up.");
break;
case 4:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Pick up all items.");
break;
case 5:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Pick up all items and stop.");
break;
case 6:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Pick up all magic items.");
break;
case 7:
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Mode: Pick up all coins and gems");
break;
}
}
/**
* 'search-items' command.
*
* @param op
* player.
* @param params
* options.
*/
void command_search_items(object *op, const char *params) {
if (settings.search_items == FALSE)
return;
if (*params == '\0') {
if (op->contr->search_str[0] == '\0') {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Example: search magic+1 "
"Would automatically pick up all "
"items containing the word 'magic+1'.");
return;
}
op->contr->search_str[0] = '\0';
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Search mode turned off.");
fix_object(op);
return;
}
if ((int)strlen(params) >= MAX_BUF) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Search string too long.");
return;
}
strcpy(op->contr->search_str, params);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Searching for '%s'.",
op->contr->search_str);
fix_object(op);
}
/**
* Changing the custom name of an item
*
* Syntax is: rename \<what object\> to \<new name\>
* - if 'what object' is omitted, marked object is used
* - if 'to new name' is omitted, custom name is cleared
*
* Names are considered for all purpose having a length <=127 (max length sent to client
* by server).
*
* @param op
* player.
* @param params
* how to rename.
*/
void command_rename_item(object *op, const char *params) {
char buf[VERY_BIG_BUF], name[MAX_BUF];
tag_t itemnumber;
object *item = NULL;
object *tmp;
char *closebrace;
size_t counter;
if (*params != '\0') {
/* Let's skip white spaces */
while (' ' == *params)
params++;
/* Checking the first part */
itemnumber = atoi(params);
if (itemnumber != 0) {
int found = 0;
FOR_INV_PREPARE(op, item)
if (item->count == itemnumber && !item->invisible) {
found = 1;
break;
}
FOR_INV_FINISH();
if (!found) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Tried to rename an invalid item.");
return;
}
while (isdigit(*params) || ' ' == *params)
params++;
} else if ('<' == *params) {
/* Got old name, let's get it & find appropriate matching item */
closebrace = strchr(params, '>');
if (!closebrace) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Syntax error!");
return;
}
/* Sanity check for buffer overruns */
if (closebrace-params > 127) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Old name too long (up to 127 characters allowed)!");
return;
}
/* Copy the old name */
snprintf(buf, sizeof(buf), "%.*s", (int)(closebrace-(params+1)), params+1);
/* Find best matching item */
item = find_best_object_match(op, buf);
if (!item) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Could not find a matching item to rename.");
return;
}
/* Now need to move pointer to just after > */
params = closebrace+1;
while (' ' == *params)
params++;
} else {
/* Use marked item */
item = find_marked_object(op);
if (!item) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"No marked item to rename.");
return;
}
}
/* Now let's find the new name */
if (!strncmp(params, "to ", 3)) {
params += 3;
while (' ' == *params)
params++;
if ('<' != *params) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Syntax error, expecting < at start of new name!");
return;
}
closebrace = strchr(params+1, '>');
if (!closebrace) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Syntax error, expecting > at end of new name!");
return;
}
/* Sanity check for buffer overruns */
if (closebrace-params > 127) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"New name too long (up to 127 characters allowed)!");
return;
}
/* Copy the new name */
snprintf(buf, sizeof(buf), "%.*s", (int)(closebrace-(params+1)), params+1);
/* Let's check it for weird characters */
for (counter = 0; counter < strlen(buf); counter++) {
if (isalnum(buf[counter]))
continue;
if (' ' == buf[counter])
continue;
if ('\'' == buf[counter])
continue;
if ('+' == buf[counter])
continue;
if ('_' == buf[counter])
continue;
if ('-' == buf[counter])
continue;
/* If we come here, then the name contains an invalid character...
* tell the player & exit
*/
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Invalid new name!");
return;
}
} else {
/* If param contains something, then syntax error... */
if (strlen(params)) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Syntax error, expected 'to <' after old name!");
return;
}
/* New name is empty */
buf[0] = '\0';
}
} else {
/* Last case: *params=='\0' */
item = find_marked_object(op);
if (!item) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"No marked item to rename.");
return;
}
buf[0] = '\0';
}
/* Coming here, everything is fine... */
if (!strlen(buf)) {
/* Clear custom name */
if (item->custom_name == NULL) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"This item has no custom name.");
return;
}
FREE_AND_CLEAR_STR(item->custom_name);
query_base_name(item, item->nrof > 1 ? 1 : 0, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"You stop calling your %s with weird names.",
name);
} else {
if (item->custom_name != NULL && strcmp(item->custom_name, buf) == 0) {
query_base_name(item, item->nrof > 1 ? 1 : 0, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"You keep calling your %s %s.",
name, buf);
return;
}
/* Set custom name */
FREE_AND_COPY(item->custom_name, buf);
query_base_name(item, item->nrof > 1 ? 1 : 0, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"Your %s will now be called %s.",
name, buf);
}
tmp = object_merge(item, NULL);
if (tmp == NULL) {
/* object was not merged - if it was, object_merge() handles updating for us. */
esrv_update_item(UPD_NAME, op, item);
}
}
/**
* Alternate way to lock/unlock items (command line).
*
* @param op
* player
* @param params
* sent command line.
*/
void command_lock_item(object *op, const char *params) {
object *item;
object *tmp;
char name[HUGE_BUF];
if (*params == '\0' || strlen(params) == 0) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Lock what item?");
return;
}
item = find_best_object_match(op, params);
if (!item) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Can't find any matching item.");
return;
}
query_short_name(item, name, HUGE_BUF);
if (QUERY_FLAG(item, FLAG_INV_LOCKED)) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Unlocked %s.", name);
CLEAR_FLAG(item, FLAG_INV_LOCKED);
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Locked %s.", name);
SET_FLAG(item, FLAG_INV_LOCKED);
}
tmp = object_merge(item, NULL);
if (tmp == NULL) {
/* object was not merged, if it was object_merge() handles updates for us */
esrv_update_item(UPD_FLAGS, op, item);
}
}
/**
* Try to use an item on another. Items are checked for key/values matching.
* @param op
* player.
* @param params
* sent string, with all parameters.
*/
void command_use(object *op, const char *params) {
char *with, copy[MAX_BUF];
object *first, *second/*, *add*/;
/*archetype *arch;*/
/*int count;*/
/*sstring data;*/
recipe *transformation;
if (!op->type == PLAYER)
return;
snprintf(copy, sizeof(copy), "%s", params);
with = strstr(copy, " with ");
if (!with) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "Syntax is use <item> with <item>.");
return;
}
with[0] = '\0';
with = with+strlen(" with ");
first = find_best_object_match(op, copy);
if (!first) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "No match for %s.", copy);
return;
}
second = find_best_object_match(op, with);
if (!second) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "No match for %s.", with);
return;
}
transformation = NULL;
while ((transformation = find_recipe_for_tool(first->arch->name, transformation))) {
/** @todo handle multiple ingredients */
if (transformation->ingred_count != 1)
continue;
/* LOG(llevDebug, "use: check %s\n", transformation->title);*/
if (strcmp(second->name, transformation->ingred->name) == 0) {
/** @todo handle ingredient count, handle batches, and such */
object *generated = create_archetype(transformation->arch_name[0]);
if (transformation->yield)
generated->nrof = transformation->yield;
object_insert_in_ob(generated, op);
/*draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "Found recipe %s", transformation->title);*/
object_decrease_nrof_by_one(second);
return;
}
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "Nothing happens.");
return;
/*
snprintf(copy, sizeof(copy), "on_use_with_%s", first->arch->name);
data = object_get_value(second, copy);
if (!data) {
snprintf(copy, sizeof(copy), "on_use_with_%d_%d", first->type, first->subtype);
data = object_get_value(second, copy);
if (!data) {
snprintf(copy, sizeof(copy), "on_use_with_%d", first->type);
data = object_get_value(second, copy);
if (!data) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "Nothing happens.");
return 1;
}
}
}
while (data != NULL) {
if (strncmp(data, "add ", 4) == 0) {
data += 4;
if (isdigit(*data)) {
count = atol(data);
data = strchr(data, ' ')+1;
} else
count = 1;
with = strchr(data, ' ');
if (!with) {
strncpy(copy, data, sizeof(copy));
data = NULL;
} else {
*with = '\0';
strncpy(copy, data, sizeof(copy));
data += strlen(copy)+1;
}
arch = find_archetype(copy);
if (!arch) {
LOG(llevError, "Use: invalid archetype %s in %s.\n", copy, second->name);
return 1;
}
add = object_create_arch(arch);
add->nrof = count;
object_insert_in_ob(add, op);
} else if (strncmp(data, "remove $", 8) == 0) {
data += 8;
if (*data == '1') {
if (first)
first = object_decrease_nrof_by_one(first);
data += 2;
} else if (*data == '2') {
if (second)
second = object_decrease_nrof_by_one(second);
data += 2;
} else {
LOG(llevError, "Use: invalid use string %s in %s\n", data, second->name);
return 1;
}
} else {
LOG(llevError, "Use: invalid use string %s in %s\n", data, second->name);
return 1;
}
}
return 1;
*/
}
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