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Revision: 1.69
Committed: Tue Apr 22 07:01:47 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.68: +15 -61 lines
Log Message:
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File Contents

# 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 1.68 * Copyright (©) 2005,2006,2007,2008 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 1.60 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.57 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 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 1.57 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.55 *
21 root 1.60 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.37 */
23 elmex 1.1
24 pippijn 1.37 /*
25     * Object (handling) commands
26     */
27 elmex 1.1
28     #include <global.h>
29     #include <loader.h>
30     #include <skills.h>
31 root 1.32 #include <sproto.h>
32 elmex 1.1 #include <living.h>
33     #include <math.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 1.14 skill = find_skill_by_name (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     /* These functions (command_search, command_disarm) are really just wrappers for
152     * things like 'use_skill ...'). In fact, they should really be obsoleted
153     * and replaced with those.
154     */
155 root 1.14 int
156     command_search (object *op, char *params)
157     {
158     return use_skill (op, skill_names[SK_FIND_TRAPS]);
159 elmex 1.1 }
160    
161 root 1.14 int
162     command_disarm (object *op, char *params)
163     {
164     return use_skill (op, skill_names[SK_DISARM_TRAPS]);
165 elmex 1.1 }
166    
167     /* A little special because we do want to pass the full params along
168     * as it includes the object to throw.
169 root 1.14 */
170     int
171     command_throw (object *op, char *params)
172 elmex 1.1 {
173 root 1.51 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
174 root 1.14 return do_skill (op, op, skop, op->facing, params);
175     else
176 root 1.51 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
177    
178 root 1.14 return 0;
179 elmex 1.1 }
180    
181 root 1.14 int
182     command_apply (object *op, char *params)
183 elmex 1.1 {
184 root 1.14 if (!params)
185     {
186     player_apply_below (op);
187     return 0;
188     }
189     else
190     {
191 root 1.51 apply_flag aflag = (apply_flag)0;
192 root 1.14
193     while (*params == ' ')
194     params++;
195 root 1.51
196 root 1.14 if (!strncmp (params, "-a ", 3))
197     {
198     aflag = AP_APPLY;
199     params += 3;
200     }
201 root 1.51
202 root 1.14 if (!strncmp (params, "-u ", 3))
203     {
204     aflag = AP_UNAPPLY;
205     params += 3;
206     }
207 root 1.51
208 root 1.14 while (*params == ' ')
209     params++;
210 elmex 1.1
211 root 1.51 if (object *inv = find_best_apply_object_match (op, params, aflag))
212     player_apply (op, inv, aflag, 0);
213 root 1.14 else
214     new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
215 elmex 1.1 }
216 root 1.51
217 elmex 1.1 return 0;
218     }
219    
220     /*
221     * Check if an item op can be put into a sack. If pl exists then tell
222     * a player the reason of failure.
223     * returns 1 if it will fit, 0 if it will not. nrof is the number of
224     * objects (op) we want to put in. We specify it separately instead of
225     * using op->nrof because often times, a player may have specified a
226     * certain number of objects to drop, so we can pass that number, and
227     * not need to use split_ob and stuff.
228     */
229 root 1.14 int
230     sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
231     {
232     if (!QUERY_FLAG (sack, FLAG_APPLIED))
233     {
234     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
235     return 0;
236     }
237 root 1.66
238 root 1.14 if (sack == op)
239     {
240     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
241     return 0;
242     }
243 root 1.66
244 root 1.14 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
245     {
246     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
247     return 0;
248     }
249 root 1.66
250 root 1.14 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
251     {
252     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
253     return 0;
254     }
255 root 1.66
256 root 1.14 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
257     (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
258     * (100 - sack->stats.Str) / 100) > sack->weight_limit)
259     {
260     new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
261     return 0;
262 elmex 1.1 }
263 root 1.66
264 root 1.14 /* All other checks pass, must be OK */
265     return 1;
266 elmex 1.1 }
267    
268     /* Pick up commands follow */
269 root 1.14
270 elmex 1.1 /* pl = player (not always - monsters can use this now)
271     * op is the object to put tmp into,
272     * tmp is the object to pick up, nrof is the number to
273     * pick up (0 means all of them)
274     */
275 root 1.14 static void
276     pick_up_object (object *pl, object *op, object *tmp, int nrof)
277 elmex 1.1 {
278 root 1.14 object *env = tmp->env;
279     uint32 weight, effective_weight_limit;
280 root 1.66 int tmp_nrof = tmp->number_of ();
281 root 1.14
282     /* IF the player is flying & trying to take the item out of a container
283     * that is in his inventory, let him. tmp->env points to the container
284     * (sack, luggage, etc), tmp->env->env then points to the player (nested
285     * containers not allowed as of now)
286     */
287 root 1.29 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
288 root 1.14 {
289     new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
290     return;
291     }
292 root 1.18
293 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
294     return;
295 root 1.18
296 root 1.67 if (nrof > tmp_nrof || nrof <= 0)
297 root 1.14 nrof = tmp_nrof;
298 root 1.18
299 root 1.14 /* Figure out how much weight this object will add to the player */
300     weight = tmp->weight * nrof;
301     if (tmp->inv)
302     weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
303 root 1.18
304 root 1.64 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
305 root 1.18
306 root 1.14 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
307     {
308     new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
309     return;
310 elmex 1.1 }
311 root 1.18
312 root 1.66 if (!can_split (pl, tmp, nrof))
313     return;
314 root 1.39
315 root 1.14 if (QUERY_FLAG (tmp, FLAG_UNPAID))
316 root 1.69 {
317     tmp->flag.reset (FLAG_UNPAID);
318     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));
319     tmp->flag.set (FLAG_UNPAID);
320     }
321 root 1.14 else
322 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
323 root 1.14
324 root 1.69 op->insert (tmp);
325 elmex 1.1 }
326    
327 root 1.18 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
328 root 1.14 void
329     pick_up (object *op, object *alt)
330 elmex 1.1 {
331 root 1.14 int need_fix_tmp = 0;
332     object *tmp = NULL;
333 root 1.19 maptile *tmp_map = NULL;
334 root 1.14 int count;
335    
336     /* Decide which object to pick. */
337     if (alt)
338     {
339     if (!can_pick (op, alt))
340     {
341     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
342     goto leave;
343     }
344 root 1.64
345 root 1.14 tmp = alt;
346     }
347     else
348     {
349     if (op->below == NULL || !can_pick (op, op->below))
350     {
351     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
352     goto leave;
353 elmex 1.1 }
354 root 1.18
355 root 1.14 tmp = op->below;
356     }
357    
358     /* Try to catch it. */
359     tmp_map = tmp->map;
360     tmp = stop_item (tmp);
361     if (tmp == NULL)
362     goto leave;
363 root 1.64
364 root 1.14 need_fix_tmp = 1;
365     if (!can_pick (op, tmp))
366     goto leave;
367    
368     if (op->type == PLAYER)
369     {
370     count = op->contr->count;
371     if (count == 0)
372     count = tmp->nrof;
373 elmex 1.1 }
374 root 1.14 else
375     count = tmp->nrof;
376 elmex 1.1
377 root 1.14 /* container is open, so use it */
378 root 1.64 if (tmp->flag [FLAG_STARTEQUIP])
379     alt = op;
380     else if (op->container)
381 root 1.14 {
382     alt = op->container;
383     if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
384 elmex 1.1 goto leave;
385 root 1.14 }
386     else
387     { /* non container pickup */
388     for (alt = op->inv; alt; alt = alt->below)
389     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
390     alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
391     break; /* perfect match */
392    
393     if (!alt)
394     for (alt = op->inv; alt; alt = alt->below)
395     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
396     break; /* General container comes next */
397 root 1.39
398 root 1.14 if (!alt)
399     alt = op; /* No free containers */
400     }
401 root 1.21
402 root 1.14 if (tmp->env == alt)
403     {
404     /* here it could be possible to check rent,
405     * if someone wants to implement it
406     */
407     alt = op;
408 elmex 1.1 }
409 root 1.64
410 elmex 1.1 #ifdef PICKUP_DEBUG
411 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);
412 elmex 1.1 #endif
413    
414 root 1.14 /* startequip items are not allowed to be put into containers: */
415     if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
416 elmex 1.1 {
417 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
418     goto leave;
419 elmex 1.1 }
420    
421 root 1.14 pick_up_object (op, alt, tmp, count);
422 root 1.18
423     if (tmp->destroyed () || tmp->env)
424 root 1.14 need_fix_tmp = 0;
425 root 1.18
426 root 1.14 if (op->type == PLAYER)
427     op->contr->count = 0;
428 root 1.18
429 root 1.14 goto leave;
430 elmex 1.1
431 root 1.14 leave:
432     if (need_fix_tmp)
433     fix_stopped_item (tmp, tmp_map, op);
434 elmex 1.1 }
435    
436     /* This takes (picks up) and item. op is the player
437     * who issued the command. params is a string to
438     * match against the item name. Basically, always
439     * returns zero, but that should be improved.
440     */
441 root 1.14 int
442     command_take (object *op, char *params)
443 elmex 1.1 {
444 root 1.14 object *tmp, *next;
445 elmex 1.1
446 root 1.14 if (op->container)
447     tmp = op->container->inv;
448     else
449     {
450     tmp = op->above;
451     if (tmp)
452     while (tmp->above)
453 root 1.21 tmp = tmp->above;
454    
455 root 1.14 if (!tmp)
456     tmp = op->below;
457 elmex 1.1 }
458    
459 root 1.39 if (!tmp)
460 root 1.14 {
461     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
462     return 0;
463 elmex 1.1 }
464    
465 root 1.14 /* Makes processing easier */
466     if (params && *params == '\0')
467 root 1.39 params = 0;
468 elmex 1.1
469 elmex 1.62 int cnt = MAX_ITEM_PER_DROP;
470    
471 root 1.14 while (tmp)
472     {
473     next = tmp->below;
474 elmex 1.1
475 root 1.14 if (tmp->invisible)
476     {
477     tmp = next;
478     continue;
479     }
480 root 1.35
481 root 1.14 /* This following two if and else if could be merged into line
482     * but that probably will make it more difficult to read, and
483     * not make it any more efficient
484     */
485     if (params && item_matched_string (op, tmp, params))
486 elmex 1.62 {
487     pick_up (op, tmp);
488     if (--cnt <= 0) break;
489     }
490 root 1.14 else if (can_pick (op, tmp) && !params)
491     {
492     pick_up (op, tmp);
493     break;
494 root 1.10 }
495 root 1.35
496 root 1.14 tmp = next;
497     }
498 root 1.35
499 elmex 1.62 if (cnt <= 0)
500     {
501     op->failmsg ("Couldn't pick up so many items at once.");
502     return 0;
503     }
504    
505 root 1.14 if (!params && !tmp)
506     {
507 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
508 root 1.14 if (!tmp->invisible)
509     {
510 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
511 root 1.10 break;
512 root 1.14 }
513 root 1.35
514 root 1.14 if (!tmp)
515     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
516 elmex 1.1 }
517 root 1.35
518 root 1.14 return 0;
519 elmex 1.1 }
520    
521     /*
522     * This function was part of drop, now is own function.
523     * Player 'op' tries to put object 'tmp' into sack 'sack',
524     * if nrof is non zero, then nrof objects is tried to put into sack.
525     * Note that the 'sack' in question can now be a transport,
526     * so this function isn't named very good anymore.
527     */
528 root 1.14 void
529     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
530 elmex 1.1 {
531 root 1.14 object *tmp2, *sack2;
532     char buf[MAX_BUF];
533    
534     if (sack == tmp)
535     return; /* Can't put an object in itself */
536 root 1.18
537 root 1.14 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
538     {
539     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
540     return;
541 elmex 1.1 }
542 root 1.18
543 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
544     {
545     /* Eneq(@csd.uu.se): If the object to be dropped is a container
546     * we instead move the contents of that container into the active
547     * container, this is only done if the object has something in it.
548     */
549     sack2 = tmp;
550     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
551 root 1.18
552 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
553     {
554     tmp = tmp2->below;
555 root 1.18
556 root 1.14 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
557 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
558 root 1.14 else
559     {
560     sprintf (buf, "Your %s fills up.", query_name (sack));
561     new_draw_info (NDI_UNIQUE, 0, op, buf);
562     break;
563 root 1.10 }
564     }
565 root 1.18
566 root 1.14 return;
567     }
568    
569     /* Don't worry about this for containers - our caller should have
570     * already checked this.
571     */
572     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
573     return;
574    
575     if (QUERY_FLAG (tmp, FLAG_APPLIED))
576 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
577     return;
578 elmex 1.1
579 root 1.14 /* we want to put some portion of the item into the container */
580 root 1.69 if (!can_split (op, tmp, nrof))
581     return;
582 root 1.14
583     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
584 root 1.69 sack->insert (tmp);
585 elmex 1.62
586     // elmex: 2007-11-26: removed update_stats and replaced
587     // it by update_after_inventory_change () in the caller
588     // of this function
589 elmex 1.1 }
590    
591     /*
592     * This function was part of drop, now is own function.
593     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
594     * nrof objects is tried to dropped.
595     * This is used when dropping objects onto the floor.
596     */
597 elmex 1.2 void
598 root 1.14 drop_object (object *op, object *tmp, uint32 nrof)
599 elmex 1.1 {
600 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
601     return;
602 elmex 1.1
603 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
604     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
605 root 1.14 return; /* can't unapply it */
606 elmex 1.2
607 root 1.38 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
608    
609 root 1.23 /* We are only dropping some of the items. We split the current object
610 elmex 1.2 * off
611     */
612 root 1.69 if (!can_split (op, tmp, nrof))
613 elmex 1.1
614 root 1.7 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
615 elmex 1.2 return;
616 elmex 1.1
617 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
618     {
619 elmex 1.62 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
620     op->statusmsg ("The gods who lent it to you retrieves it.");
621 root 1.28
622 root 1.25 tmp->destroy ();
623 root 1.31 op->update_stats ();
624 elmex 1.1 return;
625     }
626    
627 elmex 1.2 /* Call this before we update the various windows/players. At least
628     * that we, we know the weight is correct.
629     */
630 elmex 1.62 // 2007-11-26: moved op->update_stats away and calling it later after
631     // all items of a drop command have been processed.
632 elmex 1.1
633 root 1.69 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
634 root 1.7 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
635 elmex 1.5 return;
636 elmex 1.1
637 root 1.14 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
638 elmex 1.2 sell_item (tmp, op);
639 elmex 1.1
640 elmex 1.2 tmp->x = op->x;
641     tmp->y = op->y;
642 elmex 1.1
643 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
644 elmex 1.1 }
645    
646 root 1.69 void
647     update_after_inventory_change (object *op)
648 elmex 1.62 {
649     /* Call this before we update the various windows/players. At least
650     * that we, we know the weight is correct.
651     */
652     op->update_stats ();
653    
654     // elmex: kept this for now, i have no idea what happens when i remove it:
655     if (op->type == PLAYER)
656     {
657     /* Need to update the weight for the player */
658     esrv_send_item (op, op);
659     op->contr->ns->floorbox_update ();
660     }
661     }
662    
663 root 1.14 void
664     drop (object *op, object *tmp)
665 elmex 1.1 {
666 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
667     * somehow, players get an invisible object in the container, and the
668     * old logic would skip over invisible objects - works fine for the
669     * playes inventory, but drop inventory wants to use the next value.
670     */
671     if (tmp->invisible)
672     {
673     /* if the following is the case, it must be in an container. */
674     if (tmp->env && tmp->env->type != PLAYER)
675     {
676     /* Just toss the object - probably shouldn't be hanging
677     * around anyways
678     */
679 root 1.24 tmp->remove ();
680 root 1.25 tmp->destroy ();
681 root 1.14 return;
682     }
683     else
684     {
685     while (tmp != NULL && tmp->invisible)
686     tmp = tmp->below;
687 root 1.10 }
688 elmex 1.1 }
689    
690 root 1.14 if (tmp == NULL)
691     {
692     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
693 elmex 1.1 return;
694     }
695 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
696     {
697     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
698 elmex 1.1 return;
699     }
700 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
701     {
702 elmex 1.1 #if 0
703     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
704 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
705 elmex 1.1 #endif
706     return;
707     }
708    
709 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
710     op->contr->last_used = tmp->below ? tmp->below
711     : tmp->above ? tmp->above
712     : 0;
713 elmex 1.1
714 root 1.14 if (op->container)
715     {
716     if (op->type == PLAYER)
717 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
718 root 1.14 else
719 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
720 root 1.14 }
721     else
722     {
723     if (op->type == PLAYER)
724 root 1.26 drop_object (op, tmp, op->contr->count);
725 root 1.14 else
726 root 1.26 drop_object (op, tmp, 0);
727 elmex 1.1 }
728 root 1.26
729 root 1.14 if (op->type == PLAYER)
730     op->contr->count = 0;
731 elmex 1.1 }
732    
733    
734    
735     /* Command will drop all items that have not been locked */
736 root 1.14 int
737     command_dropall (object *op, char *params)
738     {
739    
740     object *curinv, *nextinv;
741 elmex 1.1
742 root 1.14 if (op->inv == NULL)
743     {
744     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
745     return 0;
746     }
747 elmex 1.1
748     curinv = op->inv;
749    
750     /*
751 root 1.14 This is the default. Drops everything not locked or considered
752     not something that should be dropped.
753     */
754 elmex 1.1 /*
755 root 1.14 Care must be taken that the next item pointer is not to money as
756     the drop() routine will do unknown things to it when dropping
757     in a shop. --Tero.Pelander@utu.fi
758     */
759    
760 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
761    
762 root 1.14 if (params == NULL)
763     {
764     while (curinv != NULL)
765     {
766     nextinv = curinv->below;
767     while (nextinv && nextinv->type == MONEY)
768     nextinv = nextinv->below;
769     if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
770     curinv->type != FOOD && curinv->type != KEY &&
771     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
772     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
773     {
774     drop (op, curinv);
775 elmex 1.61 if (--cnt <= 0) break;
776 root 1.14 }
777     curinv = nextinv;
778     }
779     }
780    
781     else if (strcmp (params, "weapons") == 0)
782     {
783     while (curinv != NULL)
784     {
785     nextinv = curinv->below;
786     while (nextinv && nextinv->type == MONEY)
787     nextinv = nextinv->below;
788     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     curinv = nextinv;
794     }
795     }
796    
797     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798     {
799     while (curinv != NULL)
800     {
801     nextinv = curinv->below;
802     while (nextinv && nextinv->type == MONEY)
803     nextinv = nextinv->below;
804     if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
805     {
806     drop (op, curinv);
807 elmex 1.61 if (--cnt <= 0) break;
808 root 1.14 }
809 root 1.10 curinv = nextinv;
810 root 1.14 }
811     }
812    
813     else if (strcmp (params, "misc") == 0)
814     {
815     while (curinv != NULL)
816     {
817     nextinv = curinv->below;
818     while (nextinv && nextinv->type == MONEY)
819     nextinv = nextinv->below;
820     if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
821     {
822     switch (curinv->type)
823     {
824 root 1.15 case HORN:
825     case BOOK:
826     case SPELLBOOK:
827     case GIRDLE:
828     case AMULET:
829     case RING:
830     case CLOAK:
831     case BOOTS:
832     case GLOVES:
833     case BRACERS:
834     case SCROLL:
835     case ARMOUR_IMPROVER:
836     case WEAPON_IMPROVER:
837     case WAND:
838     case ROD:
839     case POTION:
840     drop (op, curinv);
841     curinv = nextinv;
842     break;
843     default:
844     curinv = nextinv;
845     break;
846 root 1.14 }
847 elmex 1.61 if (--cnt <= 0) break;
848 root 1.14 }
849 root 1.10 curinv = nextinv;
850     }
851 elmex 1.1 }
852 root 1.28
853 elmex 1.61 if (cnt <= 0)
854 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
855 elmex 1.61
856 elmex 1.62 update_after_inventory_change (op);
857 root 1.14
858 elmex 1.1 /* draw_look(op);*/
859     return 0;
860     }
861    
862     /* Object op wants to drop object(s) params. params can be a
863     * comma seperated list.
864     */
865    
866 root 1.14 int
867     command_drop (object *op, char *params)
868 elmex 1.1 {
869 root 1.14 object *tmp, *next;
870     int did_one = 0;
871 elmex 1.1
872 root 1.14 if (!params)
873     {
874     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
875     return 0;
876     }
877     else
878     {
879 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
880    
881 root 1.14 for (tmp = op->inv; tmp; tmp = next)
882     {
883     next = tmp->below;
884     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
885     continue;
886 elmex 1.61
887 root 1.14 if (item_matched_string (op, tmp, params))
888     {
889     drop (op, tmp);
890 elmex 1.61 if (--cnt <= 0) break;
891 root 1.14 did_one = 1;
892 root 1.10 }
893     }
894 elmex 1.61
895 root 1.14 if (!did_one)
896     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
897 elmex 1.61
898     if (cnt <= 0)
899 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
900    
901     update_after_inventory_change (op);
902 elmex 1.1 }
903 root 1.14
904     return 0;
905 elmex 1.1 }
906    
907 root 1.14 int
908     command_examine (object *op, char *params)
909 elmex 1.1 {
910 root 1.14 if (!params)
911     {
912     object *tmp = op->below;
913    
914 root 1.36 while (tmp && !tmp->client_visible ())
915 root 1.14 tmp = tmp->below;
916 root 1.65
917 root 1.14 if (tmp)
918     examine (op, tmp);
919     }
920     else
921     {
922     object *tmp = find_best_object_match (op, params);
923    
924     if (tmp)
925     examine (op, tmp);
926     else
927 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
928 root 1.14 }
929 root 1.65
930 elmex 1.1 return 0;
931     }
932    
933     /* op should be a player.
934     * we return the object the player has marked with the 'mark' command
935     * below. If no match is found (or object has changed), we return
936     * NULL. We leave it up to the calling function to print messages if
937     * nothing is found.
938     */
939 root 1.14 object *
940     find_marked_object (object *op)
941 elmex 1.1 {
942 root 1.14 object *tmp;
943    
944     if (!op || !op->contr)
945     return NULL;
946 root 1.20
947 root 1.14 if (!op->contr->mark)
948     {
949 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
950 root 1.20 return 0;
951 elmex 1.1 }
952 root 1.20
953 root 1.14 /* This may seem like overkill, but we need to make sure that they
954     * player hasn't dropped the item. We use count on the off chance that
955     * an item got reincarnated at some point.
956     */
957     for (tmp = op->inv; tmp; tmp = tmp->below)
958     {
959     if (tmp->invisible)
960     continue;
961 root 1.20
962 root 1.14 if (tmp == op->contr->mark)
963     {
964 root 1.20 if (!tmp->destroyed ())
965 root 1.14 return tmp;
966     else
967     {
968 root 1.20 op->contr->mark = 0;
969 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
970 root 1.20 return 0;
971 root 1.10 }
972     }
973 elmex 1.1 }
974 root 1.20
975     return 0;
976 elmex 1.1 }
977 root 1.14
978 root 1.42 std::string
979     object::describe_monster (object *who)
980 root 1.14 {
981 root 1.42 dynbuf_text buf (512, 512);
982    
983     object *mon = head ? head : this;
984 root 1.14
985     if (QUERY_FLAG (mon, FLAG_UNDEAD))
986 root 1.42 buf << "It is an undead force.\n";
987    
988     if (mon->level > who->level)
989     buf << "It is likely more powerful than you.\n";
990     else if (mon->level < who->level)
991     buf << "It is likely less powerful than you.\n";
992 root 1.14 else
993 root 1.42 buf << "It is probably as powerful as you.\n";
994    
995 root 1.14 if (mon->attacktype & AT_ACID)
996 root 1.42 buf << "You seem to smell an acrid odor.\n";
997 elmex 1.1
998 root 1.14 /* Anyone know why this used to use the clone value instead of the
999     * maxhp field? This seems that it should give more accurate results.
1000     */
1001     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1002     { /* From 1-4 */
1003 root 1.15 case 1:
1004 root 1.42 buf << "It is in a bad shape.\n";
1005 root 1.15 break;
1006     case 2:
1007 root 1.42 buf << "It is hurt.\n";
1008 root 1.15 break;
1009     case 3:
1010 root 1.42 buf << "It is somewhat hurt.\n";
1011 root 1.15 break;
1012     case 4:
1013 root 1.42 buf << "It is in excellent shape.\n";
1014 root 1.15 break;
1015 elmex 1.1 }
1016 root 1.42
1017     if (present_in_ob (POISONING, mon))
1018     buf << "It looks very ill.\n";
1019    
1020     return buf;
1021 elmex 1.1 }
1022    
1023     /* tmp is the object being described, pl is who is examing it. */
1024 root 1.41 const char *
1025 root 1.14 long_desc (object *tmp, object *pl)
1026     {
1027 root 1.46 static std::string s;
1028    
1029     return (s = tmp->long_desc (pl)).c_str ();
1030 root 1.42 }
1031 elmex 1.1
1032 root 1.42 std::string
1033     object::long_desc (object *who)
1034     {
1035     std::string buf (query_name (this));
1036 elmex 1.1
1037 root 1.42 switch (type)
1038 root 1.14 {
1039 root 1.15 case RING:
1040     case SKILL:
1041     case WEAPON:
1042     case ARMOUR:
1043     case BRACERS:
1044     case HELMET:
1045     case SHIELD:
1046     case BOOTS:
1047     case GLOVES:
1048     case AMULET:
1049     case GIRDLE:
1050     case BOW:
1051     case ARROW:
1052     case CLOAK:
1053     case FOOD:
1054     case DRINK:
1055     case FLESH:
1056     case SKILL_TOOL:
1057     case POWER_CRYSTAL:
1058 root 1.42 {
1059     const char *cp = ::describe_item (this, who);
1060 root 1.14
1061 root 1.42 if (*cp)
1062     {
1063     buf.append (" ");
1064     buf.append (cp);
1065     }
1066     }
1067 elmex 1.1 }
1068 root 1.15
1069 root 1.14 return buf;
1070 elmex 1.1 }
1071    
1072 root 1.42 /* op is the player
1073     * tmp is the monster being examined.
1074     */
1075 root 1.14 void
1076 root 1.42 examine_monster (object *op, object *tmp)
1077 root 1.14 {
1078 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1079     }
1080 root 1.14
1081 root 1.42 std::string
1082     object::describe (object *who)
1083     {
1084     dynbuf_text buf (1024, 1024);
1085 root 1.14
1086 root 1.44 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1087 elmex 1.1
1088 root 1.42 if (custom_name)
1089 root 1.58 buf.printf ("You call it %s\n", &custom_name);
1090 elmex 1.1
1091 root 1.42 switch (type)
1092 root 1.14 {
1093 root 1.15 case SPELLBOOK:
1094 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1095     buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1096 root 1.15 break;
1097 root 1.10
1098 root 1.15 case BOOK:
1099 root 1.42 if (msg)
1100     buf << "Something is written in it.\n";
1101 root 1.15 break;
1102 root 1.10
1103 root 1.15 case CONTAINER:
1104 root 1.42 if (race != NULL)
1105 root 1.15 {
1106 root 1.42 if (weight_limit && stats.Str < 100)
1107     buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1108     &race, weight_limit / (10.0 * (100 - stats.Str)));
1109 root 1.15 else
1110 root 1.42 buf.printf ("It can hold only %s.\n", &race);
1111 root 1.15 }
1112 root 1.42 else if (weight_limit && stats.Str < 100)
1113     buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1114 root 1.15 break;
1115    
1116     case WAND:
1117 root 1.42 if (flag [FLAG_IDENTIFIED])
1118 root 1.45 buf.printf ("It has %d charges left.\n", stats.food);
1119 root 1.15 break;
1120 root 1.14 }
1121    
1122 root 1.42 if (materialname && !msg)
1123     buf.printf ("It is made of: %s.\n", &materialname);
1124 root 1.14
1125 root 1.42 if (who)
1126     /* Where to wear this item */
1127     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1128 root 1.48 if (slot[i].info)
1129 root 1.14 {
1130 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1131 root 1.42
1132 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1133     buf.printf ("(%d)", -slot[i].info);
1134 root 1.42
1135     buf << ".\n";
1136 root 1.14 }
1137    
1138 root 1.42 if (weight)
1139     buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1140    
1141     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1142 root 1.14 {
1143 root 1.42 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1144 root 1.14
1145 root 1.42 if (is_in_shop (who))
1146 root 1.14 {
1147 root 1.42 if (flag [FLAG_UNPAID])
1148     buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1149 root 1.14 else
1150 root 1.42 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1151 root 1.14 }
1152 elmex 1.1 }
1153    
1154 root 1.42 if (flag [FLAG_MONSTER])
1155     buf << describe_monster (who);
1156 root 1.14
1157     /* Is this item buildable? */
1158 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1159     buf << "This is a buildable item.\n";
1160 root 1.14
1161     /* Does the object have a message? Don't show message for all object
1162     * types - especially if the first entry is a match
1163     */
1164 root 1.63 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1165 root 1.14 {
1166     /* This is just a hack so when identifying the items, we print
1167     * out the extra message
1168     */
1169 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1170     buf << "The object has a story:\n";
1171 elmex 1.1
1172 root 1.42 buf << msg << '\n';
1173 elmex 1.1 }
1174 root 1.42
1175     buf << '\n';
1176    
1177     return std::string (buf.linearise (), buf.size ());
1178     }
1179    
1180 root 1.14 static void
1181     display_new_pickup (object *op)
1182     {
1183     int i = op->contr->mode;
1184 elmex 1.1
1185 root 1.14 if (!(i & PU_NEWMODE))
1186     return;
1187 elmex 1.1
1188 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1189     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1190     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1191     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1192 elmex 1.1
1193 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1194 elmex 1.1
1195 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1196     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1197     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1198 elmex 1.1
1199 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1200     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1201 elmex 1.1
1202 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1203     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1204     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1205 elmex 1.1
1206 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1207     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1208     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1209     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1210 elmex 1.1
1211 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1212     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1213     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1214     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1215 elmex 1.1
1216 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1217     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1218     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1219     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1220 elmex 1.1
1221 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1222 elmex 1.1
1223 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1224 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1225 elmex 1.1
1226 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1227     }
1228 elmex 1.1
1229 root 1.14 int
1230     command_pickup (object *op, char *params)
1231 elmex 1.1 {
1232     uint32 i;
1233 root 1.14 static const char *names[] = {
1234     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1235     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1236 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1237     "jewels", "flesh", NULL
1238 root 1.14 };
1239     static uint32 modes[] = {
1240     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1241     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1242 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1243     PU_JEWELS, PU_FLESH, 0
1244 root 1.14 };
1245    
1246     if (!params)
1247     {
1248     /* if the new mode is used, just print the settings */
1249     if (op->contr->mode & PU_NEWMODE)
1250     {
1251     display_new_pickup (op);
1252     return 1;
1253     }
1254     if (1)
1255     LOG (llevDebug, "command_pickup: !params\n");
1256     set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1257     return 0;
1258     }
1259 elmex 1.1
1260 root 1.14 while (*params == ' ' && *params)
1261     params++;
1262 elmex 1.1
1263 root 1.14 if (*params == '+' || *params == '-')
1264     {
1265 elmex 1.1 int mode;
1266 root 1.14
1267     for (mode = 0; names[mode]; mode++)
1268     {
1269     if (!strcmp (names[mode], params + 1))
1270     {
1271 elmex 1.1 i = op->contr->mode;
1272 root 1.14 if (!(i & PU_NEWMODE))
1273     i = PU_NEWMODE;
1274     if (*params == '+')
1275     i = i | modes[mode];
1276 elmex 1.1 else
1277 root 1.14 i = i & ~modes[mode];
1278 elmex 1.1 op->contr->mode = i;
1279 root 1.14 display_new_pickup (op);
1280 elmex 1.1 return 1;
1281 root 1.14 }
1282     }
1283     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1284 elmex 1.1 return 1;
1285 root 1.14 }
1286 elmex 1.1
1287 root 1.14 if (sscanf (params, "%u", &i) != 1)
1288     {
1289     if (1)
1290     LOG (llevDebug, "command_pickup: params==NULL\n");
1291     new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1292     return 1;
1293     }
1294     set_pickup_mode (op, i);
1295 elmex 1.1
1296     return 1;
1297     }
1298    
1299 root 1.14 void
1300     set_pickup_mode (object *op, int i)
1301     {
1302     switch (op->contr->mode = i)
1303     {
1304 root 1.15 case 0:
1305     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1306     break;
1307     case 1:
1308     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1309     break;
1310     case 2:
1311     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1312     break;
1313     case 3:
1314     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1315     break;
1316     case 4:
1317     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1318     break;
1319     case 5:
1320     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1321     break;
1322     case 6:
1323     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1324     break;
1325     case 7:
1326     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1327     break;
1328 elmex 1.1 }
1329     }
1330    
1331 root 1.14 int
1332     command_search_items (object *op, char *params)
1333 elmex 1.1 {
1334 root 1.14 char buf[MAX_BUF];
1335 elmex 1.1
1336 root 1.14 if (settings.search_items == FALSE)
1337     return 1;
1338 elmex 1.1
1339 root 1.14 if (params == NULL)
1340     {
1341     if (op->contr->search_str[0] == '\0')
1342     {
1343     new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1344     new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1345     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1346 root 1.10 return 1;
1347     }
1348 root 1.42
1349 root 1.14 op->contr->search_str[0] = '\0';
1350     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1351 root 1.31 op->update_stats ();
1352 elmex 1.1 return 1;
1353 root 1.14 }
1354 root 1.42
1355 root 1.14 if ((int) strlen (params) >= MAX_BUF)
1356     {
1357     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1358     return 1;
1359     }
1360 root 1.42
1361 root 1.14 strcpy (op->contr->search_str, params);
1362     sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1363     new_draw_info (NDI_UNIQUE, 0, op, buf);
1364 root 1.31 op->update_stats ();
1365 root 1.14 return 1;
1366 elmex 1.1 }
1367