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Revision: 1.106
Committed: Wed Nov 11 04:45:22 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.105: +4 -7 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.60 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.37 *
4 root 1.88 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.55 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.37 *
8 root 1.97 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.37 *
13 root 1.57 * 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 pippijn 1.37 *
18 root 1.97 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.55 *
22 root 1.60 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.37 */
24 elmex 1.1
25 pippijn 1.37 /*
26     * Object (handling) commands
27     */
28 elmex 1.1
29     #include <global.h>
30     #include <loader.h>
31     #include <skills.h>
32 root 1.32 #include <sproto.h>
33 elmex 1.1 #include <living.h>
34 root 1.14
35 elmex 1.1 /*
36     * Object id parsing functions
37     */
38    
39     #define ADD_ITEM(NEW,COUNT)\
40 root 1.10 if(!first) {\
41 root 1.21 first = new objectlink;\
42 root 1.10 last=first;\
43     } else {\
44 root 1.21 last->next = new objectlink;\
45 root 1.10 last=last->next;\
46     }\
47 root 1.21 last->next=0;\
48 root 1.10 last->ob=(NEW);\
49 elmex 1.1 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 root 1.14 static object *
59     find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 elmex 1.1 {
61 root 1.52 object *best = 0;
62     int match_val = 0;
63 elmex 1.1
64 root 1.52 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 root 1.14 {
66     if (tmp->invisible)
67     continue;
68 root 1.52
69     int tmpmatch = item_matched_string (pl, tmp, params);
70    
71     if (tmpmatch > match_val)
72 root 1.14 {
73     if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
74     continue;
75 root 1.52
76 root 1.14 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
77     continue;
78 root 1.52
79 root 1.14 match_val = tmpmatch;
80     best = tmp;
81 elmex 1.1 }
82     }
83 root 1.52
84 root 1.14 return best;
85 elmex 1.1 }
86    
87     /**
88     * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
89     **/
90 root 1.14 object *
91     find_best_object_match (object *pl, const char *params)
92 elmex 1.1 {
93 root 1.54 return find_best_apply_object_match (pl, params, AP_TOGGLE);
94 elmex 1.1 }
95    
96 root 1.66 static bool
97     can_split (object *pl, object *&op, sint32 nrof)
98     {
99 root 1.69 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 root 1.66 {
101     op = tmp;
102     return true;
103     }
104     else
105     {
106 root 1.67 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 root 1.66 return false;
112     }
113     }
114    
115 root 1.14 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 root 1.47
124 root 1.14 return use_skill (pl, params);
125 elmex 1.1 }
126    
127 root 1.14 int
128     command_rskill (object *pl, char *params)
129     {
130     object *skill;
131 elmex 1.1
132 root 1.14 if (!params)
133     {
134     new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
135     return 0;
136 elmex 1.1 }
137 root 1.47
138 root 1.87 skill = find_skill_by_name_fuzzy (pl, params);
139 elmex 1.1
140 root 1.14 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 elmex 1.1 }
145 root 1.47
146 root 1.54 pl->change_skill (0);
147     apply_special (pl, skill, AP_APPLY);
148     return 1;
149 elmex 1.1 }
150    
151     /* A little special because we do want to pass the full params along
152     * as it includes the object to throw.
153 root 1.14 */
154     int
155     command_throw (object *op, char *params)
156 elmex 1.1 {
157 root 1.51 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
158 root 1.14 return do_skill (op, op, skop, op->facing, params);
159     else
160 root 1.51 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
161    
162 root 1.14 return 0;
163 elmex 1.1 }
164    
165 root 1.14 int
166     command_apply (object *op, char *params)
167 elmex 1.1 {
168 root 1.14 if (!params)
169     {
170     player_apply_below (op);
171     return 0;
172     }
173     else
174     {
175 root 1.51 apply_flag aflag = (apply_flag)0;
176 root 1.14
177     while (*params == ' ')
178     params++;
179 root 1.51
180 root 1.14 if (!strncmp (params, "-a ", 3))
181     {
182     aflag = AP_APPLY;
183     params += 3;
184     }
185 root 1.51
186 root 1.14 if (!strncmp (params, "-u ", 3))
187     {
188     aflag = AP_UNAPPLY;
189     params += 3;
190     }
191 root 1.51
192 root 1.14 while (*params == ' ')
193     params++;
194 elmex 1.1
195 root 1.51 if (object *inv = find_best_apply_object_match (op, params, aflag))
196     player_apply (op, inv, aflag, 0);
197 root 1.14 else
198     new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
199 elmex 1.1 }
200 root 1.51
201 elmex 1.1 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 root 1.14 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 root 1.66
222 root 1.14 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 root 1.66
228 root 1.14 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 root 1.66
234 root 1.14 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 root 1.66
240 root 1.14 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 elmex 1.1 }
247 root 1.66
248 root 1.14 /* All other checks pass, must be OK */
249     return 1;
250 elmex 1.1 }
251    
252     /* Pick up commands follow */
253 root 1.14
254 elmex 1.1 /* 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 root 1.14 static void
260     pick_up_object (object *pl, object *op, object *tmp, int nrof)
261 elmex 1.1 {
262 root 1.14 object *env = tmp->env;
263     uint32 weight, effective_weight_limit;
264 root 1.66 int tmp_nrof = tmp->number_of ();
265 root 1.14
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 root 1.29 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
272 root 1.14 {
273 root 1.72 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 root 1.14 return;
277     }
278 root 1.18
279 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
280     return;
281 root 1.18
282 root 1.67 if (nrof > tmp_nrof || nrof <= 0)
283 root 1.14 nrof = tmp_nrof;
284 root 1.18
285 root 1.14 /* 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 root 1.18
290 root 1.64 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291 root 1.18
292 root 1.14 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 elmex 1.1 }
297 root 1.18
298 root 1.66 if (!can_split (pl, tmp, nrof))
299     return;
300 root 1.39
301 root 1.14 if (QUERY_FLAG (tmp, FLAG_UNPAID))
302 root 1.69 {
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 root 1.14 else
308 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309 root 1.14
310 root 1.69 op->insert (tmp);
311 elmex 1.1 }
312    
313 root 1.18 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 root 1.14 void
315     pick_up (object *op, object *alt)
316 elmex 1.1 {
317 root 1.14 int need_fix_tmp = 0;
318     object *tmp = NULL;
319 root 1.19 maptile *tmp_map = NULL;
320 root 1.14 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 root 1.64
331 root 1.14 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 elmex 1.1 }
340 root 1.18
341 root 1.14 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 root 1.64
350 root 1.14 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 elmex 1.1 }
360 root 1.14 else
361     count = tmp->nrof;
362 elmex 1.1
363 root 1.14 /* container is open, so use it */
364 root 1.64 if (tmp->flag [FLAG_STARTEQUIP])
365     alt = op;
366 root 1.100 else if ((alt = op->container_ ()))
367 root 1.14 {
368     if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
369 elmex 1.1 goto leave;
370 root 1.14 }
371     else
372     { /* non container pickup */
373     for (alt = op->inv; alt; alt = alt->below)
374     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
375     alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376     break; /* perfect match */
377    
378     if (!alt)
379     for (alt = op->inv; alt; alt = alt->below)
380     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
381     break; /* General container comes next */
382 root 1.39
383 root 1.14 if (!alt)
384     alt = op; /* No free containers */
385     }
386 root 1.21
387 root 1.14 if (tmp->env == alt)
388     {
389     /* here it could be possible to check rent,
390     * if someone wants to implement it
391     */
392     alt = op;
393 elmex 1.1 }
394 root 1.64
395 elmex 1.1 #ifdef PICKUP_DEBUG
396 root 1.14 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397 elmex 1.1 #endif
398    
399 root 1.14 /* startequip items are not allowed to be put into containers: */
400     if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 elmex 1.1 {
402 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403     goto leave;
404 elmex 1.1 }
405    
406 root 1.14 pick_up_object (op, alt, tmp, count);
407 root 1.18
408     if (tmp->destroyed () || tmp->env)
409 root 1.14 need_fix_tmp = 0;
410 root 1.18
411 root 1.14 if (op->type == PLAYER)
412     op->contr->count = 0;
413 root 1.18
414 root 1.14 goto leave;
415 elmex 1.1
416 root 1.14 leave:
417     if (need_fix_tmp)
418     fix_stopped_item (tmp, tmp_map, op);
419 elmex 1.1 }
420    
421     /* This takes (picks up) and item. op is the player
422     * who issued the command. params is a string to
423     * match against the item name. Basically, always
424     * returns zero, but that should be improved.
425     */
426 root 1.14 int
427     command_take (object *op, char *params)
428 elmex 1.1 {
429 root 1.14 object *tmp, *next;
430 elmex 1.1
431 root 1.100 if (op->container_ ())
432     tmp = op->container_ ()->inv;
433 root 1.14 else
434     {
435     tmp = op->above;
436     if (tmp)
437     while (tmp->above)
438 root 1.21 tmp = tmp->above;
439    
440 root 1.14 if (!tmp)
441     tmp = op->below;
442 elmex 1.1 }
443    
444 root 1.39 if (!tmp)
445 root 1.14 {
446     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
447     return 0;
448 elmex 1.1 }
449    
450 root 1.14 /* Makes processing easier */
451     if (params && *params == '\0')
452 root 1.39 params = 0;
453 elmex 1.1
454 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
455 elmex 1.62
456 root 1.14 while (tmp)
457     {
458     next = tmp->below;
459 elmex 1.1
460 root 1.14 if (tmp->invisible)
461     {
462     tmp = next;
463     continue;
464     }
465 root 1.35
466 root 1.14 /* This following two if and else if could be merged into line
467     * but that probably will make it more difficult to read, and
468     * not make it any more efficient
469     */
470     if (params && item_matched_string (op, tmp, params))
471 elmex 1.62 {
472 root 1.74 if (--cnt < 0) break;
473 elmex 1.62 pick_up (op, tmp);
474     }
475 root 1.14 else if (can_pick (op, tmp) && !params)
476     {
477 root 1.74 if (--cnt < 0) break;
478 root 1.14 pick_up (op, tmp);
479     break;
480 root 1.10 }
481 root 1.35
482 root 1.14 tmp = next;
483     }
484 root 1.35
485 root 1.73 if (cnt < 0)
486 elmex 1.62 {
487     op->failmsg ("Couldn't pick up so many items at once.");
488     return 0;
489     }
490    
491 root 1.14 if (!params && !tmp)
492     {
493 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
494 root 1.14 if (!tmp->invisible)
495     {
496 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 root 1.10 break;
498 root 1.14 }
499 root 1.35
500 root 1.14 if (!tmp)
501     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 elmex 1.1 }
503 root 1.35
504 root 1.14 return 0;
505 elmex 1.1 }
506    
507     /*
508 root 1.83 * This function was part of drop, now is own function.
509     * Player 'op' tries to put object 'tmp' into sack 'sack',
510     * if nrof is non zero, then nrof objects is tried to put into sack.
511     *
512 elmex 1.1 * Note that the 'sack' in question can now be a transport,
513     * so this function isn't named very good anymore.
514     */
515 root 1.14 void
516     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
517 elmex 1.1 {
518 root 1.14 object *tmp2, *sack2;
519     char buf[MAX_BUF];
520    
521     if (sack == tmp)
522     return; /* Can't put an object in itself */
523 root 1.18
524 sf-marcmagus 1.99 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
525 root 1.14 {
526     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
527     return;
528 elmex 1.1 }
529 root 1.18
530 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
531     {
532     /* Eneq(@csd.uu.se): If the object to be dropped is a container
533     * we instead move the contents of that container into the active
534     * container, this is only done if the object has something in it.
535     */
536     sack2 = tmp;
537     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
538 root 1.18
539 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540     {
541     tmp = tmp2->below;
542 root 1.18
543 root 1.100 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
544 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
545 root 1.14 else
546     {
547     sprintf (buf, "Your %s fills up.", query_name (sack));
548     new_draw_info (NDI_UNIQUE, 0, op, buf);
549     break;
550 root 1.10 }
551     }
552 root 1.18
553 root 1.14 return;
554     }
555    
556     /* Don't worry about this for containers - our caller should have
557     * already checked this.
558     */
559     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
560     return;
561    
562     if (QUERY_FLAG (tmp, FLAG_APPLIED))
563 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
564     return;
565 elmex 1.1
566 root 1.14 /* we want to put some portion of the item into the container */
567 root 1.69 if (!can_split (op, tmp, nrof))
568     return;
569 root 1.14
570     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
571 root 1.69 sack->insert (tmp);
572 elmex 1.1 }
573    
574 elmex 1.81 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
575     * already split off object, and feeds it to the event handlers and does
576     * other magic with it.
577     *
578     * <droppper> is the object that dropped this object and <obj> is the
579     * object that was dropped.
580     *
581     * Make sure to check what happened with <obj> after this function returns!
582     * Otherwise you may leak this object.
583     */
584     void
585     drop_object (object *dropper, object *obj)
586     {
587     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
588 elmex 1.2 return;
589 elmex 1.81
590 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
591     return;
592 elmex 1.1
593 elmex 1.81 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
594 elmex 1.2 {
595 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
596     dropper->statusmsg ("The god who lent it to you retrieves it.");
597 root 1.28
598 elmex 1.81 obj->destroy ();
599     dropper->update_stats ();
600 elmex 1.1 return;
601     }
602    
603 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
604     floor;
605     floor = floor->above)
606     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
607 elmex 1.5 return;
608 elmex 1.1
609 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
610     return;
611 elmex 1.1
612 elmex 1.81 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
613     if (!sell_item (obj, dropper))
614     return;
615 elmex 1.1
616 root 1.103 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
617     return;
618    
619 elmex 1.81 /* If nothing special happened with this object, the default action is to
620     * insert it below the dropper:
621     */
622    
623     obj->x = dropper->x;
624     obj->y = dropper->y;
625    
626     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
627 elmex 1.1 }
628    
629 root 1.103 /*
630     * This function was part of drop, now is own function.
631     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
632     * nrof objects are tried to drop.
633     * This is used when dropping objects onto the floor.
634     */
635     void
636     drop_object (object *op, object *tmp, uint32 nrof)
637     {
638     if (QUERY_FLAG (tmp, FLAG_NO_DROP))
639     return;
640    
641     if (QUERY_FLAG (tmp, FLAG_APPLIED))
642     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
643     return; /* can't unapply it */
644    
645     /* We are only dropping some of the items. We split the current object
646     * off
647     */
648     if (!can_split (op, tmp, nrof))
649     return;
650    
651     drop_object (op, tmp);
652    
653     if (!tmp->destroyed () && !tmp->is_inserted ())
654     {
655     // if nothing happened with the object we give it back
656     op->insert (tmp);
657     }
658     }
659    
660 root 1.69 void
661 root 1.14 drop (object *op, object *tmp)
662 elmex 1.1 {
663 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
664     * somehow, players get an invisible object in the container, and the
665     * old logic would skip over invisible objects - works fine for the
666     * playes inventory, but drop inventory wants to use the next value.
667     */
668     if (tmp->invisible)
669     {
670     /* if the following is the case, it must be in an container. */
671     if (tmp->env && tmp->env->type != PLAYER)
672     {
673     /* Just toss the object - probably shouldn't be hanging
674     * around anyways
675     */
676 root 1.79 tmp->destroy ();
677 root 1.14 return;
678     }
679     else
680 root 1.103 while (tmp && tmp->invisible)
681     tmp = tmp->below;
682 elmex 1.1 }
683    
684 root 1.103 if (!tmp)
685 root 1.14 {
686     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
687 elmex 1.1 return;
688     }
689 root 1.70
690 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
691     {
692     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
693 elmex 1.1 return;
694     }
695 root 1.70
696 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
697     {
698 elmex 1.1 #if 0
699     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
700 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
701 elmex 1.1 #endif
702     return;
703     }
704    
705 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
706     op->contr->last_used = tmp->below ? tmp->below
707     : tmp->above ? tmp->above
708 root 1.91 : (object *)0;
709 elmex 1.1
710 root 1.100 if (op->container_ ())
711 root 1.14 {
712     if (op->type == PLAYER)
713 root 1.100 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
714 root 1.14 else
715 root 1.100 put_object_in_sack (op, op->container_ (), tmp, 0);
716 root 1.14 }
717     else
718     {
719     if (op->type == PLAYER)
720 root 1.26 drop_object (op, tmp, op->contr->count);
721 root 1.14 else
722 root 1.26 drop_object (op, tmp, 0);
723 elmex 1.1 }
724 root 1.26
725 root 1.14 if (op->type == PLAYER)
726     op->contr->count = 0;
727 elmex 1.1 }
728    
729     /* Command will drop all items that have not been locked */
730 root 1.14 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 elmex 1.1
740 root 1.70 object *curinv = op->inv;
741     object *nextinv;
742 elmex 1.1
743     /*
744 root 1.14 This is the default. Drops everything not locked or considered
745     not something that should be dropped.
746     */
747 elmex 1.1 /*
748 root 1.14 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 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
753 elmex 1.61
754 root 1.70 if (!params)
755 root 1.14 {
756 root 1.70 while (curinv)
757 root 1.14 {
758     nextinv = curinv->below;
759 root 1.70
760 root 1.14 while (nextinv && nextinv->type == MONEY)
761     nextinv = nextinv->below;
762 root 1.70
763 root 1.103 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
764     && curinv->type != MONEY
765     && curinv->type != FOOD
766     && curinv->type != KEY
767     && curinv->type != SPECIAL_KEY
768     && curinv->type != GEM
769     && !curinv->invisible
770     && (curinv->type != CONTAINER || op->container_ () != curinv))
771 root 1.14 {
772     drop (op, curinv);
773 elmex 1.61 if (--cnt <= 0) break;
774 root 1.14 }
775 root 1.70
776 root 1.14 curinv = nextinv;
777     }
778     }
779     else if (strcmp (params, "weapons") == 0)
780     {
781 root 1.70 while (curinv)
782 root 1.14 {
783     nextinv = curinv->below;
784 root 1.70
785 root 1.14 while (nextinv && nextinv->type == MONEY)
786     nextinv = nextinv->below;
787 root 1.70
788 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789     {
790     drop (op, curinv);
791 elmex 1.61 if (--cnt <= 0) break;
792 root 1.14 }
793 root 1.70
794 root 1.14 curinv = nextinv;
795     }
796     }
797     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798     {
799 root 1.70 while (curinv)
800 root 1.14 {
801     nextinv = curinv->below;
802 root 1.70
803 root 1.14 while (nextinv && nextinv->type == MONEY)
804     nextinv = nextinv->below;
805 root 1.70
806 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807     {
808     drop (op, curinv);
809 elmex 1.61 if (--cnt <= 0) break;
810 root 1.14 }
811 root 1.70
812 root 1.10 curinv = nextinv;
813 root 1.14 }
814     }
815     else if (strcmp (params, "misc") == 0)
816     {
817 root 1.70 while (curinv)
818 root 1.14 {
819     nextinv = curinv->below;
820 root 1.70
821 root 1.14 while (nextinv && nextinv->type == MONEY)
822     nextinv = nextinv->below;
823 root 1.70
824 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
825     {
826     switch (curinv->type)
827     {
828 root 1.15 case HORN:
829     case BOOK:
830     case SPELLBOOK:
831     case GIRDLE:
832     case AMULET:
833     case RING:
834     case CLOAK:
835     case BOOTS:
836     case GLOVES:
837     case BRACERS:
838     case SCROLL:
839     case ARMOUR_IMPROVER:
840     case WEAPON_IMPROVER:
841     case WAND:
842     case ROD:
843     case POTION:
844     drop (op, curinv);
845     curinv = nextinv;
846     break;
847     default:
848     curinv = nextinv;
849     break;
850 root 1.14 }
851 root 1.70
852 elmex 1.61 if (--cnt <= 0) break;
853 root 1.14 }
854 root 1.70
855 root 1.10 curinv = nextinv;
856     }
857 elmex 1.1 }
858 root 1.28
859 elmex 1.61 if (cnt <= 0)
860 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861 elmex 1.61
862 elmex 1.1 /* draw_look(op);*/
863     return 0;
864     }
865    
866 elmex 1.81
867     /* This function tries to drop all objects in the <objs> vector.
868     * <dropper> is the object that wants to drop them.
869     * <cnt> can be a 0 pointer or a pointer to the maximum number of
870     * drop operations to perform.
871     *
872     * Returns true if at least one item was dropped.
873     */
874 root 1.101 static bool
875 elmex 1.81 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876     {
877     vector<object *>::iterator i;
878    
879     bool did_one = false;
880    
881     for (i = objs.begin (); i != objs.end (); i++)
882     {
883     drop (dropper, *i);
884     if (cnt && --*cnt <= 0) break;
885     did_one = true;
886     }
887    
888     return did_one;
889     }
890    
891 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
892     * comma seperated list.
893     */
894 root 1.14 int
895     command_drop (object *op, char *params)
896 elmex 1.1 {
897 root 1.14 object *tmp, *next;
898     int did_one = 0;
899 elmex 1.1
900 root 1.14 if (!params)
901     {
902     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
903     return 0;
904     }
905     else
906     {
907 elmex 1.81 vector<object *> matched_objs;
908 elmex 1.61
909 root 1.14 for (tmp = op->inv; tmp; tmp = next)
910     {
911     next = tmp->below;
912     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
913     continue;
914 elmex 1.61
915 root 1.14 if (item_matched_string (op, tmp, params))
916 elmex 1.81 matched_objs.push_back (tmp);
917 root 1.10 }
918 elmex 1.61
919 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
920 elmex 1.81
921     if (!drop_vector (op, matched_objs, &cnt))
922 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
923 elmex 1.61
924     if (cnt <= 0)
925 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
926 elmex 1.1 }
927 root 1.14
928     return 0;
929 elmex 1.1 }
930    
931 root 1.14 int
932     command_examine (object *op, char *params)
933 elmex 1.1 {
934 root 1.14 if (!params)
935     {
936     object *tmp = op->below;
937    
938 root 1.36 while (tmp && !tmp->client_visible ())
939 root 1.14 tmp = tmp->below;
940 root 1.65
941 root 1.14 if (tmp)
942     examine (op, tmp);
943     }
944     else
945     {
946     object *tmp = find_best_object_match (op, params);
947    
948     if (tmp)
949     examine (op, tmp);
950     else
951 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
952 root 1.14 }
953 root 1.65
954 elmex 1.1 return 0;
955     }
956    
957     /* op should be a player.
958     * we return the object the player has marked with the 'mark' command
959     * below. If no match is found (or object has changed), we return
960     * NULL. We leave it up to the calling function to print messages if
961     * nothing is found.
962     */
963 root 1.14 object *
964     find_marked_object (object *op)
965 elmex 1.1 {
966 root 1.14 object *tmp;
967    
968     if (!op || !op->contr)
969     return NULL;
970 root 1.20
971 root 1.14 if (!op->contr->mark)
972     {
973 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
974 root 1.20 return 0;
975 elmex 1.1 }
976 root 1.20
977 root 1.14 /* This may seem like overkill, but we need to make sure that they
978     * player hasn't dropped the item. We use count on the off chance that
979     * an item got reincarnated at some point.
980     */
981     for (tmp = op->inv; tmp; tmp = tmp->below)
982     {
983     if (tmp->invisible)
984     continue;
985 root 1.20
986 root 1.14 if (tmp == op->contr->mark)
987     {
988 root 1.20 if (!tmp->destroyed ())
989 root 1.14 return tmp;
990     else
991     {
992 root 1.20 op->contr->mark = 0;
993 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
994 root 1.20 return 0;
995 root 1.10 }
996     }
997 elmex 1.1 }
998 root 1.20
999     return 0;
1000 elmex 1.1 }
1001 root 1.14
1002 root 1.42 std::string
1003     object::describe_monster (object *who)
1004 root 1.14 {
1005 root 1.42 dynbuf_text buf (512, 512);
1006    
1007     object *mon = head ? head : this;
1008 root 1.14
1009     if (QUERY_FLAG (mon, FLAG_UNDEAD))
1010 root 1.77 buf << "It is an undead force.\r";
1011 root 1.42
1012     if (mon->level > who->level)
1013 root 1.77 buf << "It is likely more powerful than you.\r";
1014 root 1.42 else if (mon->level < who->level)
1015 root 1.77 buf << "It is likely less powerful than you.\r";
1016 root 1.14 else
1017 root 1.77 buf << "It is probably as powerful as you.\r";
1018 root 1.42
1019 root 1.14 if (mon->attacktype & AT_ACID)
1020 root 1.77 buf << "You seem to smell an acrid odor.\r";
1021 elmex 1.1
1022 root 1.14 /* Anyone know why this used to use the clone value instead of the
1023     * maxhp field? This seems that it should give more accurate results.
1024     */
1025     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1026     { /* From 1-4 */
1027 root 1.15 case 1:
1028 root 1.77 buf << "It is in a bad shape.\r";
1029 root 1.15 break;
1030     case 2:
1031 root 1.77 buf << "It is hurt.\r";
1032 root 1.15 break;
1033     case 3:
1034 root 1.77 buf << "It is somewhat hurt.\r";
1035 root 1.15 break;
1036     case 4:
1037 root 1.77 buf << "It is in excellent shape.\r";
1038 root 1.15 break;
1039 elmex 1.1 }
1040 root 1.42
1041     if (present_in_ob (POISONING, mon))
1042 root 1.77 buf << "It looks very ill.\r";
1043    
1044     buf << '\n';
1045 root 1.42
1046     return buf;
1047 elmex 1.1 }
1048    
1049     /* tmp is the object being described, pl is who is examing it. */
1050 root 1.41 const char *
1051 root 1.14 long_desc (object *tmp, object *pl)
1052     {
1053 root 1.46 static std::string s;
1054    
1055     return (s = tmp->long_desc (pl)).c_str ();
1056 root 1.42 }
1057 elmex 1.1
1058 root 1.42 std::string
1059     object::long_desc (object *who)
1060     {
1061 root 1.88 std::string buf (query_name ());
1062 elmex 1.1
1063 root 1.42 switch (type)
1064 root 1.14 {
1065 root 1.15 case RING:
1066     case SKILL:
1067     case WEAPON:
1068     case ARMOUR:
1069     case BRACERS:
1070     case HELMET:
1071     case SHIELD:
1072     case BOOTS:
1073     case GLOVES:
1074     case AMULET:
1075     case GIRDLE:
1076     case BOW:
1077     case ARROW:
1078     case CLOAK:
1079     case FOOD:
1080     case DRINK:
1081     case FLESH:
1082     case SKILL_TOOL:
1083 elmex 1.89 case LAMP:
1084 root 1.15 case POWER_CRYSTAL:
1085 root 1.42 {
1086     const char *cp = ::describe_item (this, who);
1087 root 1.14
1088 root 1.42 if (*cp)
1089     {
1090     buf.append (" ");
1091     buf.append (cp);
1092     }
1093     }
1094 elmex 1.1 }
1095 root 1.15
1096 root 1.14 return buf;
1097 elmex 1.1 }
1098    
1099 root 1.42 /* op is the player
1100     * tmp is the monster being examined.
1101     */
1102 root 1.14 void
1103 root 1.42 examine_monster (object *op, object *tmp)
1104 root 1.14 {
1105 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106     }
1107 root 1.14
1108 root 1.95 static void
1109     describe_dump_object (dynbuf &buf, object *ob)
1110     {
1111     char *txt = dump_object (ob);
1112     for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1113     buf << "\n" << txt << "\n";
1114    
1115     if (!ob->is_arch ())
1116     describe_dump_object (buf, ob->arch);
1117     }
1118    
1119 root 1.42 std::string
1120     object::describe (object *who)
1121     {
1122     dynbuf_text buf (1024, 1024);
1123 root 1.14
1124 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1125 elmex 1.1
1126 root 1.42 if (custom_name)
1127 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1128 elmex 1.1
1129 root 1.42 switch (type)
1130 root 1.14 {
1131 root 1.15 case SPELLBOOK:
1132 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1133 root 1.84 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1134 root 1.15 break;
1135 root 1.10
1136 root 1.15 case BOOK:
1137 root 1.42 if (msg)
1138 root 1.77 buf << "Something is written in it.\r";
1139 root 1.15 break;
1140 root 1.10
1141 root 1.15 case CONTAINER:
1142 root 1.77 if (race)
1143 root 1.15 {
1144 root 1.42 if (weight_limit && stats.Str < 100)
1145 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1146 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1147 root 1.15 else
1148 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1149 root 1.15 }
1150 root 1.42 else if (weight_limit && stats.Str < 100)
1151 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1152 root 1.15 break;
1153    
1154     case WAND:
1155 root 1.42 if (flag [FLAG_IDENTIFIED])
1156 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1157 root 1.15 break;
1158 root 1.14 }
1159    
1160 root 1.105 if (material != MATERIAL_NULL && !msg)
1161 root 1.90 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1162 root 1.104 << material->description
1163     << ".\r";
1164 root 1.14
1165 root 1.42 if (who)
1166     /* Where to wear this item */
1167     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1168 root 1.48 if (slot[i].info)
1169 root 1.14 {
1170 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1171 root 1.42
1172 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1173     buf.printf ("(%d)", -slot[i].info);
1174 root 1.42
1175 root 1.77 buf << ".\r";
1176 root 1.14 }
1177    
1178 root 1.42 if (weight)
1179 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1180 root 1.42
1181 root 1.103 if (flag [FLAG_STARTEQUIP])
1182     buf << (nrof > 1 ? "They were" : "It was")
1183     << " given by a god and will vanish when dropped.\r";
1184    
1185 root 1.42 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1186 root 1.14 {
1187 root 1.77 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1188 root 1.14
1189 root 1.42 if (is_in_shop (who))
1190 root 1.14 {
1191 root 1.42 if (flag [FLAG_UNPAID])
1192 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1193 root 1.14 else
1194 root 1.77 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1195 root 1.14 }
1196 elmex 1.1 }
1197    
1198 root 1.42 if (flag [FLAG_MONSTER])
1199     buf << describe_monster (who);
1200 root 1.14
1201     /* Is this item buildable? */
1202 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1203 root 1.77 buf << "This is a buildable item.\r";
1204 root 1.14
1205     /* Does the object have a message? Don't show message for all object
1206     * types - especially if the first entry is a match
1207     */
1208 root 1.93 if (msg)
1209 root 1.14 {
1210 root 1.93 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1211     {
1212     buf << '\r';
1213 root 1.90
1214 root 1.93 /* This is just a hack so when identifying the items, we print
1215     * out the extra message
1216     */
1217     if (need_identify (this) && flag [FLAG_IDENTIFIED])
1218     buf << "The object has a story:\r";
1219 elmex 1.1
1220 root 1.93 buf << msg << '\n';
1221     }
1222 elmex 1.1 }
1223 root 1.93 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1224     && (type == SPELLBOOK || type == ROD || type == WAND
1225     || type == ROD || type == POTION || type == SCROLL))
1226 root 1.95 // for spellbooks and other stuff that contains spells, print the spell message,
1227     // unless the object has a custom message handled above.
1228 root 1.93 buf << '\r' << inv->msg << '\n';
1229 root 1.42
1230 root 1.95 // try to display the duration for some potions and scrolls
1231     // this includes change ability potions and group spells,
1232     // but does not handle protection potions
1233     if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1234     && (type == POTION || type == SCROLL))
1235     {
1236     object *spell = inv;
1237    
1238     if (spell->subtype == SP_PARTY_SPELL)
1239     spell = spell->other_arch;
1240    
1241     if (spell->subtype == SP_CHANGE_ABILITY)
1242     buf.printf ("\nH<The effect will last about %.10g seconds.>",
1243     TICK2TIME (change_ability_duration (spell, this)));
1244     }
1245    
1246 sf-marcmagus 1.98 // Display a hint about inscribable items [empty books]
1247     // This includes the amount of text they can hold.
1248     if (type == INSCRIBABLE)
1249     {
1250     if (other_arch && other_arch->type == SCROLL)
1251     buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1252     else
1253     buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1254     weight_limit);
1255     }
1256    
1257 root 1.42 buf << '\n';
1258    
1259 root 1.95 // the dungeon master additionally gets a complete dump
1260 root 1.96 if (who && who->flag [FLAG_WIZLOOK])
1261 root 1.94 {
1262 root 1.95 buf << "\nT<Object>\n";
1263     describe_dump_object (buf, this);
1264    
1265     if (inv)
1266     {
1267     buf << "\nT<Top Inventory>\n";
1268     describe_dump_object (buf, inv);
1269     }
1270 root 1.94 }
1271    
1272 root 1.42 return std::string (buf.linearise (), buf.size ());
1273     }
1274    
1275 root 1.14 static void
1276     display_new_pickup (object *op)
1277     {
1278     int i = op->contr->mode;
1279 elmex 1.1
1280 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1281     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1282     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1283 elmex 1.1
1284 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1285 elmex 1.1
1286 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1287     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1288     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1289 elmex 1.1
1290 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1291     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1292 elmex 1.1
1293 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1294     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1295     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1296 elmex 1.1
1297 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1298     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1299     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1300     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1301 elmex 1.1
1302 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1303     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1304     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1305     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1306 elmex 1.1
1307 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1308     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1309     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1310     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1311 elmex 1.1
1312 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1313 elmex 1.1
1314 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1315 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1316 elmex 1.1
1317 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1318     }
1319 elmex 1.1
1320 root 1.14 int
1321     command_pickup (object *op, char *params)
1322 elmex 1.1 {
1323     uint32 i;
1324 root 1.14 static const char *names[] = {
1325     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1326     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1327 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1328     "jewels", "flesh", NULL
1329 root 1.14 };
1330     static uint32 modes[] = {
1331     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1332     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1333 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1334     PU_JEWELS, PU_FLESH, 0
1335 root 1.14 };
1336    
1337     if (!params)
1338     {
1339     /* if the new mode is used, just print the settings */
1340 root 1.85 display_new_pickup (op);
1341 root 1.14 return 0;
1342     }
1343 elmex 1.1
1344 root 1.14 while (*params == ' ' && *params)
1345     params++;
1346 elmex 1.1
1347 root 1.14 if (*params == '+' || *params == '-')
1348     {
1349 elmex 1.1 int mode;
1350 root 1.14
1351     for (mode = 0; names[mode]; mode++)
1352     {
1353     if (!strcmp (names[mode], params + 1))
1354     {
1355 elmex 1.1 i = op->contr->mode;
1356 root 1.85
1357 root 1.14 if (*params == '+')
1358     i = i | modes[mode];
1359 elmex 1.1 else
1360 root 1.14 i = i & ~modes[mode];
1361 root 1.85
1362 elmex 1.1 op->contr->mode = i;
1363 root 1.14 display_new_pickup (op);
1364 elmex 1.1 return 1;
1365 root 1.14 }
1366     }
1367     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1368 elmex 1.1 return 1;
1369 root 1.14 }
1370 elmex 1.1
1371 root 1.14 if (sscanf (params, "%u", &i) != 1)
1372     {
1373 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1374 root 1.14 return 1;
1375     }
1376 root 1.85
1377 root 1.86 if (i <= PU_RATIO)
1378     i |= op->contr->mode & ~PU_RATIO;
1379    
1380 root 1.85 op->contr->mode = i;
1381 elmex 1.1
1382     return 1;
1383     }
1384    
1385 root 1.14 int
1386     command_search_items (object *op, char *params)
1387 elmex 1.1 {
1388 root 1.14 if (params == NULL)
1389     {
1390     if (op->contr->search_str[0] == '\0')
1391     {
1392 root 1.85 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1393 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1394     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1395 root 1.10 return 1;
1396     }
1397 root 1.42
1398 root 1.14 op->contr->search_str[0] = '\0';
1399     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1400 root 1.106 op->contr->queue_stats_update ();
1401 elmex 1.1 return 1;
1402 root 1.14 }
1403 root 1.42
1404 root 1.106 if (strlen (params) >= sizeof (op->contr->search_str))
1405 root 1.14 {
1406     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1407     return 1;
1408     }
1409 root 1.42
1410 root 1.14 strcpy (op->contr->search_str, params);
1411 root 1.106 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1412     op->contr->queue_stats_update ();
1413 root 1.85
1414 root 1.14 return 1;
1415 elmex 1.1 }
1416