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Revision: 1.72
Committed: Tue May 6 16:32:34 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +3 -1 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 1.68 * 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 root 1.72 pl->failmsg ("You are levitating, you can't reach the ground! "
290     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
291     "or waiting till the levitation effect wears off.>");
292 root 1.14 return;
293     }
294 root 1.18
295 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
296     return;
297 root 1.18
298 root 1.67 if (nrof > tmp_nrof || nrof <= 0)
299 root 1.14 nrof = tmp_nrof;
300 root 1.18
301 root 1.14 /* Figure out how much weight this object will add to the player */
302     weight = tmp->weight * nrof;
303     if (tmp->inv)
304     weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
305 root 1.18
306 root 1.64 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
307 root 1.18
308 root 1.14 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
309     {
310     new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
311     return;
312 elmex 1.1 }
313 root 1.18
314 root 1.66 if (!can_split (pl, tmp, nrof))
315     return;
316 root 1.39
317 root 1.14 if (QUERY_FLAG (tmp, FLAG_UNPAID))
318 root 1.69 {
319     tmp->flag.reset (FLAG_UNPAID);
320     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));
321     tmp->flag.set (FLAG_UNPAID);
322     }
323 root 1.14 else
324 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
325 root 1.14
326 root 1.69 op->insert (tmp);
327 elmex 1.1 }
328    
329 root 1.18 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
330 root 1.14 void
331     pick_up (object *op, object *alt)
332 elmex 1.1 {
333 root 1.14 int need_fix_tmp = 0;
334     object *tmp = NULL;
335 root 1.19 maptile *tmp_map = NULL;
336 root 1.14 int count;
337    
338     /* Decide which object to pick. */
339     if (alt)
340     {
341     if (!can_pick (op, alt))
342     {
343     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
344     goto leave;
345     }
346 root 1.64
347 root 1.14 tmp = alt;
348     }
349     else
350     {
351     if (op->below == NULL || !can_pick (op, op->below))
352     {
353     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
354     goto leave;
355 elmex 1.1 }
356 root 1.18
357 root 1.14 tmp = op->below;
358     }
359    
360     /* Try to catch it. */
361     tmp_map = tmp->map;
362     tmp = stop_item (tmp);
363     if (tmp == NULL)
364     goto leave;
365 root 1.64
366 root 1.14 need_fix_tmp = 1;
367     if (!can_pick (op, tmp))
368     goto leave;
369    
370     if (op->type == PLAYER)
371     {
372     count = op->contr->count;
373     if (count == 0)
374     count = tmp->nrof;
375 elmex 1.1 }
376 root 1.14 else
377     count = tmp->nrof;
378 elmex 1.1
379 root 1.14 /* container is open, so use it */
380 root 1.64 if (tmp->flag [FLAG_STARTEQUIP])
381     alt = op;
382     else if (op->container)
383 root 1.14 {
384     alt = op->container;
385     if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
386 elmex 1.1 goto leave;
387 root 1.14 }
388     else
389     { /* non container pickup */
390     for (alt = op->inv; alt; alt = alt->below)
391     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
392     alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
393     break; /* perfect match */
394    
395     if (!alt)
396     for (alt = op->inv; alt; alt = alt->below)
397     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
398     break; /* General container comes next */
399 root 1.39
400 root 1.14 if (!alt)
401     alt = op; /* No free containers */
402     }
403 root 1.21
404 root 1.14 if (tmp->env == alt)
405     {
406     /* here it could be possible to check rent,
407     * if someone wants to implement it
408     */
409     alt = op;
410 elmex 1.1 }
411 root 1.64
412 elmex 1.1 #ifdef PICKUP_DEBUG
413 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);
414 elmex 1.1 #endif
415    
416 root 1.14 /* startequip items are not allowed to be put into containers: */
417     if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
418 elmex 1.1 {
419 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
420     goto leave;
421 elmex 1.1 }
422    
423 root 1.14 pick_up_object (op, alt, tmp, count);
424 root 1.18
425     if (tmp->destroyed () || tmp->env)
426 root 1.14 need_fix_tmp = 0;
427 root 1.18
428 root 1.14 if (op->type == PLAYER)
429     op->contr->count = 0;
430 root 1.18
431 root 1.14 goto leave;
432 elmex 1.1
433 root 1.14 leave:
434     if (need_fix_tmp)
435     fix_stopped_item (tmp, tmp_map, op);
436 elmex 1.1 }
437    
438     /* This takes (picks up) and item. op is the player
439     * who issued the command. params is a string to
440     * match against the item name. Basically, always
441     * returns zero, but that should be improved.
442     */
443 root 1.14 int
444     command_take (object *op, char *params)
445 elmex 1.1 {
446 root 1.14 object *tmp, *next;
447 elmex 1.1
448 root 1.14 if (op->container)
449     tmp = op->container->inv;
450     else
451     {
452     tmp = op->above;
453     if (tmp)
454     while (tmp->above)
455 root 1.21 tmp = tmp->above;
456    
457 root 1.14 if (!tmp)
458     tmp = op->below;
459 elmex 1.1 }
460    
461 root 1.39 if (!tmp)
462 root 1.14 {
463     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
464     return 0;
465 elmex 1.1 }
466    
467 root 1.14 /* Makes processing easier */
468     if (params && *params == '\0')
469 root 1.39 params = 0;
470 elmex 1.1
471 elmex 1.62 int cnt = MAX_ITEM_PER_DROP;
472    
473 root 1.14 while (tmp)
474     {
475     next = tmp->below;
476 elmex 1.1
477 root 1.14 if (tmp->invisible)
478     {
479     tmp = next;
480     continue;
481     }
482 root 1.35
483 root 1.14 /* This following two if and else if could be merged into line
484     * but that probably will make it more difficult to read, and
485     * not make it any more efficient
486     */
487     if (params && item_matched_string (op, tmp, params))
488 elmex 1.62 {
489     pick_up (op, tmp);
490     if (--cnt <= 0) break;
491     }
492 root 1.14 else if (can_pick (op, tmp) && !params)
493     {
494     pick_up (op, tmp);
495     break;
496 root 1.10 }
497 root 1.35
498 root 1.14 tmp = next;
499     }
500 root 1.35
501 elmex 1.62 if (cnt <= 0)
502     {
503     op->failmsg ("Couldn't pick up so many items at once.");
504     return 0;
505     }
506    
507 root 1.14 if (!params && !tmp)
508     {
509 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
510 root 1.14 if (!tmp->invisible)
511     {
512 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
513 root 1.10 break;
514 root 1.14 }
515 root 1.35
516 root 1.14 if (!tmp)
517     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
518 elmex 1.1 }
519 root 1.35
520 root 1.14 return 0;
521 elmex 1.1 }
522    
523     /*
524     * This function was part of drop, now is own function.
525     * Player 'op' tries to put object 'tmp' into sack 'sack',
526     * if nrof is non zero, then nrof objects is tried to put into sack.
527     * Note that the 'sack' in question can now be a transport,
528     * so this function isn't named very good anymore.
529     */
530 root 1.14 void
531     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
532 elmex 1.1 {
533 root 1.14 object *tmp2, *sack2;
534     char buf[MAX_BUF];
535    
536     if (sack == tmp)
537     return; /* Can't put an object in itself */
538 root 1.18
539 root 1.14 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
540     {
541     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
542     return;
543 elmex 1.1 }
544 root 1.18
545 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
546     {
547     /* Eneq(@csd.uu.se): If the object to be dropped is a container
548     * we instead move the contents of that container into the active
549     * container, this is only done if the object has something in it.
550     */
551     sack2 = tmp;
552     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
553 root 1.18
554 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
555     {
556     tmp = tmp2->below;
557 root 1.18
558 root 1.14 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
559 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
560 root 1.14 else
561     {
562     sprintf (buf, "Your %s fills up.", query_name (sack));
563     new_draw_info (NDI_UNIQUE, 0, op, buf);
564     break;
565 root 1.10 }
566     }
567 root 1.18
568 root 1.14 return;
569     }
570    
571     /* Don't worry about this for containers - our caller should have
572     * already checked this.
573     */
574     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
575     return;
576    
577     if (QUERY_FLAG (tmp, FLAG_APPLIED))
578 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
579     return;
580 elmex 1.1
581 root 1.14 /* we want to put some portion of the item into the container */
582 root 1.69 if (!can_split (op, tmp, nrof))
583     return;
584 root 1.14
585     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
586 root 1.69 sack->insert (tmp);
587 elmex 1.1 }
588    
589     /*
590     * This function was part of drop, now is own function.
591     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
592     * nrof objects is tried to dropped.
593     * This is used when dropping objects onto the floor.
594     */
595 elmex 1.2 void
596 root 1.14 drop_object (object *op, object *tmp, uint32 nrof)
597 elmex 1.1 {
598 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
599     return;
600 elmex 1.1
601 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
602     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
603 root 1.14 return; /* can't unapply it */
604 elmex 1.2
605 root 1.38 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
606    
607 root 1.23 /* We are only dropping some of the items. We split the current object
608 elmex 1.2 * off
609     */
610 root 1.69 if (!can_split (op, tmp, nrof))
611 elmex 1.1
612 root 1.7 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
613 elmex 1.2 return;
614 elmex 1.1
615 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
616     {
617 elmex 1.62 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
618     op->statusmsg ("The gods who lent it to you retrieves it.");
619 root 1.28
620 root 1.25 tmp->destroy ();
621 root 1.31 op->update_stats ();
622 elmex 1.1 return;
623     }
624    
625 elmex 1.2 /* Call this before we update the various windows/players. At least
626     * that we, we know the weight is correct.
627     */
628 elmex 1.62 // 2007-11-26: moved op->update_stats away and calling it later after
629     // all items of a drop command have been processed.
630 elmex 1.1
631 root 1.69 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
632 root 1.7 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
633 elmex 1.5 return;
634 elmex 1.1
635 root 1.14 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
636 elmex 1.71 {
637     if (!sell_item (tmp, op))
638     return; // if we can't sell it we don't drop it
639     }
640 elmex 1.1
641 elmex 1.2 tmp->x = op->x;
642     tmp->y = op->y;
643 elmex 1.1
644 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
645 elmex 1.1 }
646    
647 root 1.69 void
648 root 1.14 drop (object *op, object *tmp)
649 elmex 1.1 {
650 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
651     * somehow, players get an invisible object in the container, and the
652     * old logic would skip over invisible objects - works fine for the
653     * playes inventory, but drop inventory wants to use the next value.
654     */
655     if (tmp->invisible)
656     {
657     /* if the following is the case, it must be in an container. */
658     if (tmp->env && tmp->env->type != PLAYER)
659     {
660     /* Just toss the object - probably shouldn't be hanging
661     * around anyways
662     */
663 root 1.24 tmp->remove ();
664 root 1.25 tmp->destroy ();
665 root 1.14 return;
666     }
667     else
668     {
669 root 1.70 while (tmp && tmp->invisible)
670 root 1.14 tmp = tmp->below;
671 root 1.10 }
672 elmex 1.1 }
673    
674 root 1.14 if (tmp == NULL)
675     {
676     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
677 elmex 1.1 return;
678     }
679 root 1.70
680 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
681     {
682     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
683 elmex 1.1 return;
684     }
685 root 1.70
686 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
687     {
688 elmex 1.1 #if 0
689     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
690 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
691 elmex 1.1 #endif
692     return;
693     }
694    
695 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
696     op->contr->last_used = tmp->below ? tmp->below
697     : tmp->above ? tmp->above
698     : 0;
699 elmex 1.1
700 root 1.14 if (op->container)
701     {
702     if (op->type == PLAYER)
703 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
704 root 1.14 else
705 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
706 root 1.14 }
707     else
708     {
709     if (op->type == PLAYER)
710 root 1.26 drop_object (op, tmp, op->contr->count);
711 root 1.14 else
712 root 1.26 drop_object (op, tmp, 0);
713 elmex 1.1 }
714 root 1.26
715 root 1.14 if (op->type == PLAYER)
716     op->contr->count = 0;
717 elmex 1.1 }
718    
719     /* Command will drop all items that have not been locked */
720 root 1.14 int
721     command_dropall (object *op, char *params)
722     {
723    
724     if (op->inv == NULL)
725     {
726     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
727     return 0;
728     }
729 elmex 1.1
730 root 1.70 object *curinv = op->inv;
731     object *nextinv;
732 elmex 1.1
733     /*
734 root 1.14 This is the default. Drops everything not locked or considered
735     not something that should be dropped.
736     */
737 elmex 1.1 /*
738 root 1.14 Care must be taken that the next item pointer is not to money as
739     the drop() routine will do unknown things to it when dropping
740     in a shop. --Tero.Pelander@utu.fi
741     */
742    
743 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
744    
745 root 1.70 if (!params)
746 root 1.14 {
747 root 1.70 while (curinv)
748 root 1.14 {
749     nextinv = curinv->below;
750 root 1.70
751 root 1.14 while (nextinv && nextinv->type == MONEY)
752     nextinv = nextinv->below;
753 root 1.70
754 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
755     curinv->type != FOOD && curinv->type != KEY &&
756     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
757     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
758     {
759     drop (op, curinv);
760 elmex 1.61 if (--cnt <= 0) break;
761 root 1.14 }
762 root 1.70
763 root 1.14 curinv = nextinv;
764     }
765     }
766     else if (strcmp (params, "weapons") == 0)
767     {
768 root 1.70 while (curinv)
769 root 1.14 {
770     nextinv = curinv->below;
771 root 1.70
772 root 1.14 while (nextinv && nextinv->type == MONEY)
773     nextinv = nextinv->below;
774 root 1.70
775 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
776     {
777     drop (op, curinv);
778 elmex 1.61 if (--cnt <= 0) break;
779 root 1.14 }
780 root 1.70
781 root 1.14 curinv = nextinv;
782     }
783     }
784     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
785     {
786 root 1.70 while (curinv)
787 root 1.14 {
788     nextinv = curinv->below;
789 root 1.70
790 root 1.14 while (nextinv && nextinv->type == MONEY)
791     nextinv = nextinv->below;
792 root 1.70
793 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
794     {
795     drop (op, curinv);
796 elmex 1.61 if (--cnt <= 0) break;
797 root 1.14 }
798 root 1.70
799 root 1.10 curinv = nextinv;
800 root 1.14 }
801     }
802     else if (strcmp (params, "misc") == 0)
803     {
804 root 1.70 while (curinv)
805 root 1.14 {
806     nextinv = curinv->below;
807 root 1.70
808 root 1.14 while (nextinv && nextinv->type == MONEY)
809     nextinv = nextinv->below;
810 root 1.70
811 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
812     {
813     switch (curinv->type)
814     {
815 root 1.15 case HORN:
816     case BOOK:
817     case SPELLBOOK:
818     case GIRDLE:
819     case AMULET:
820     case RING:
821     case CLOAK:
822     case BOOTS:
823     case GLOVES:
824     case BRACERS:
825     case SCROLL:
826     case ARMOUR_IMPROVER:
827     case WEAPON_IMPROVER:
828     case WAND:
829     case ROD:
830     case POTION:
831     drop (op, curinv);
832     curinv = nextinv;
833     break;
834     default:
835     curinv = nextinv;
836     break;
837 root 1.14 }
838 root 1.70
839 elmex 1.61 if (--cnt <= 0) break;
840 root 1.14 }
841 root 1.70
842 root 1.10 curinv = nextinv;
843     }
844 elmex 1.1 }
845 root 1.28
846 elmex 1.61 if (cnt <= 0)
847 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
848 elmex 1.61
849 elmex 1.1 /* draw_look(op);*/
850     return 0;
851     }
852    
853     /* Object op wants to drop object(s) params. params can be a
854     * comma seperated list.
855     */
856 root 1.14 int
857     command_drop (object *op, char *params)
858 elmex 1.1 {
859 root 1.14 object *tmp, *next;
860     int did_one = 0;
861 elmex 1.1
862 root 1.14 if (!params)
863     {
864     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
865     return 0;
866     }
867     else
868     {
869 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
870    
871 root 1.14 for (tmp = op->inv; tmp; tmp = next)
872     {
873     next = tmp->below;
874     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
875     continue;
876 elmex 1.61
877 root 1.14 if (item_matched_string (op, tmp, params))
878     {
879     drop (op, tmp);
880 elmex 1.61 if (--cnt <= 0) break;
881 root 1.14 did_one = 1;
882 root 1.10 }
883     }
884 elmex 1.61
885 root 1.14 if (!did_one)
886     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
887 elmex 1.61
888     if (cnt <= 0)
889 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
890 elmex 1.1 }
891 root 1.14
892     return 0;
893 elmex 1.1 }
894    
895 root 1.14 int
896     command_examine (object *op, char *params)
897 elmex 1.1 {
898 root 1.14 if (!params)
899     {
900     object *tmp = op->below;
901    
902 root 1.36 while (tmp && !tmp->client_visible ())
903 root 1.14 tmp = tmp->below;
904 root 1.65
905 root 1.14 if (tmp)
906     examine (op, tmp);
907     }
908     else
909     {
910     object *tmp = find_best_object_match (op, params);
911    
912     if (tmp)
913     examine (op, tmp);
914     else
915 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
916 root 1.14 }
917 root 1.65
918 elmex 1.1 return 0;
919     }
920    
921     /* op should be a player.
922     * we return the object the player has marked with the 'mark' command
923     * below. If no match is found (or object has changed), we return
924     * NULL. We leave it up to the calling function to print messages if
925     * nothing is found.
926     */
927 root 1.14 object *
928     find_marked_object (object *op)
929 elmex 1.1 {
930 root 1.14 object *tmp;
931    
932     if (!op || !op->contr)
933     return NULL;
934 root 1.20
935 root 1.14 if (!op->contr->mark)
936     {
937 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
938 root 1.20 return 0;
939 elmex 1.1 }
940 root 1.20
941 root 1.14 /* This may seem like overkill, but we need to make sure that they
942     * player hasn't dropped the item. We use count on the off chance that
943     * an item got reincarnated at some point.
944     */
945     for (tmp = op->inv; tmp; tmp = tmp->below)
946     {
947     if (tmp->invisible)
948     continue;
949 root 1.20
950 root 1.14 if (tmp == op->contr->mark)
951     {
952 root 1.20 if (!tmp->destroyed ())
953 root 1.14 return tmp;
954     else
955     {
956 root 1.20 op->contr->mark = 0;
957 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
958 root 1.20 return 0;
959 root 1.10 }
960     }
961 elmex 1.1 }
962 root 1.20
963     return 0;
964 elmex 1.1 }
965 root 1.14
966 root 1.42 std::string
967     object::describe_monster (object *who)
968 root 1.14 {
969 root 1.42 dynbuf_text buf (512, 512);
970    
971     object *mon = head ? head : this;
972 root 1.14
973     if (QUERY_FLAG (mon, FLAG_UNDEAD))
974 root 1.42 buf << "It is an undead force.\n";
975    
976     if (mon->level > who->level)
977     buf << "It is likely more powerful than you.\n";
978     else if (mon->level < who->level)
979     buf << "It is likely less powerful than you.\n";
980 root 1.14 else
981 root 1.42 buf << "It is probably as powerful as you.\n";
982    
983 root 1.14 if (mon->attacktype & AT_ACID)
984 root 1.42 buf << "You seem to smell an acrid odor.\n";
985 elmex 1.1
986 root 1.14 /* Anyone know why this used to use the clone value instead of the
987     * maxhp field? This seems that it should give more accurate results.
988     */
989     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
990     { /* From 1-4 */
991 root 1.15 case 1:
992 root 1.42 buf << "It is in a bad shape.\n";
993 root 1.15 break;
994     case 2:
995 root 1.42 buf << "It is hurt.\n";
996 root 1.15 break;
997     case 3:
998 root 1.42 buf << "It is somewhat hurt.\n";
999 root 1.15 break;
1000     case 4:
1001 root 1.42 buf << "It is in excellent shape.\n";
1002 root 1.15 break;
1003 elmex 1.1 }
1004 root 1.42
1005     if (present_in_ob (POISONING, mon))
1006     buf << "It looks very ill.\n";
1007    
1008     return buf;
1009 elmex 1.1 }
1010    
1011     /* tmp is the object being described, pl is who is examing it. */
1012 root 1.41 const char *
1013 root 1.14 long_desc (object *tmp, object *pl)
1014     {
1015 root 1.46 static std::string s;
1016    
1017     return (s = tmp->long_desc (pl)).c_str ();
1018 root 1.42 }
1019 elmex 1.1
1020 root 1.42 std::string
1021     object::long_desc (object *who)
1022     {
1023     std::string buf (query_name (this));
1024 elmex 1.1
1025 root 1.42 switch (type)
1026 root 1.14 {
1027 root 1.15 case RING:
1028     case SKILL:
1029     case WEAPON:
1030     case ARMOUR:
1031     case BRACERS:
1032     case HELMET:
1033     case SHIELD:
1034     case BOOTS:
1035     case GLOVES:
1036     case AMULET:
1037     case GIRDLE:
1038     case BOW:
1039     case ARROW:
1040     case CLOAK:
1041     case FOOD:
1042     case DRINK:
1043     case FLESH:
1044     case SKILL_TOOL:
1045     case POWER_CRYSTAL:
1046 root 1.42 {
1047     const char *cp = ::describe_item (this, who);
1048 root 1.14
1049 root 1.42 if (*cp)
1050     {
1051     buf.append (" ");
1052     buf.append (cp);
1053     }
1054     }
1055 elmex 1.1 }
1056 root 1.15
1057 root 1.14 return buf;
1058 elmex 1.1 }
1059    
1060 root 1.42 /* op is the player
1061     * tmp is the monster being examined.
1062     */
1063 root 1.14 void
1064 root 1.42 examine_monster (object *op, object *tmp)
1065 root 1.14 {
1066 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1067     }
1068 root 1.14
1069 root 1.42 std::string
1070     object::describe (object *who)
1071     {
1072     dynbuf_text buf (1024, 1024);
1073 root 1.14
1074 root 1.44 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1075 elmex 1.1
1076 root 1.42 if (custom_name)
1077 root 1.58 buf.printf ("You call it %s\n", &custom_name);
1078 elmex 1.1
1079 root 1.42 switch (type)
1080 root 1.14 {
1081 root 1.15 case SPELLBOOK:
1082 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1083     buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1084 root 1.15 break;
1085 root 1.10
1086 root 1.15 case BOOK:
1087 root 1.42 if (msg)
1088     buf << "Something is written in it.\n";
1089 root 1.15 break;
1090 root 1.10
1091 root 1.15 case CONTAINER:
1092 root 1.42 if (race != NULL)
1093 root 1.15 {
1094 root 1.42 if (weight_limit && stats.Str < 100)
1095     buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1096     &race, weight_limit / (10.0 * (100 - stats.Str)));
1097 root 1.15 else
1098 root 1.42 buf.printf ("It can hold only %s.\n", &race);
1099 root 1.15 }
1100 root 1.42 else if (weight_limit && stats.Str < 100)
1101     buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1102 root 1.15 break;
1103    
1104     case WAND:
1105 root 1.42 if (flag [FLAG_IDENTIFIED])
1106 root 1.45 buf.printf ("It has %d charges left.\n", stats.food);
1107 root 1.15 break;
1108 root 1.14 }
1109    
1110 root 1.42 if (materialname && !msg)
1111     buf.printf ("It is made of: %s.\n", &materialname);
1112 root 1.14
1113 root 1.42 if (who)
1114     /* Where to wear this item */
1115     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1116 root 1.48 if (slot[i].info)
1117 root 1.14 {
1118 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1119 root 1.42
1120 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1121     buf.printf ("(%d)", -slot[i].info);
1122 root 1.42
1123     buf << ".\n";
1124 root 1.14 }
1125    
1126 root 1.42 if (weight)
1127     buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1128    
1129     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1130 root 1.14 {
1131 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));
1132 root 1.14
1133 root 1.42 if (is_in_shop (who))
1134 root 1.14 {
1135 root 1.42 if (flag [FLAG_UNPAID])
1136     buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1137 root 1.14 else
1138 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");
1139 root 1.14 }
1140 elmex 1.1 }
1141    
1142 root 1.42 if (flag [FLAG_MONSTER])
1143     buf << describe_monster (who);
1144 root 1.14
1145     /* Is this item buildable? */
1146 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1147     buf << "This is a buildable item.\n";
1148 root 1.14
1149     /* Does the object have a message? Don't show message for all object
1150     * types - especially if the first entry is a match
1151     */
1152 root 1.63 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@')
1153 root 1.14 {
1154     /* This is just a hack so when identifying the items, we print
1155     * out the extra message
1156     */
1157 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1158     buf << "The object has a story:\n";
1159 elmex 1.1
1160 root 1.42 buf << msg << '\n';
1161 elmex 1.1 }
1162 root 1.42
1163     buf << '\n';
1164    
1165     return std::string (buf.linearise (), buf.size ());
1166     }
1167    
1168 root 1.14 static void
1169     display_new_pickup (object *op)
1170     {
1171     int i = op->contr->mode;
1172 elmex 1.1
1173 root 1.14 if (!(i & PU_NEWMODE))
1174     return;
1175 elmex 1.1
1176 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1177     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1178     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1179     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1180 elmex 1.1
1181 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1182 elmex 1.1
1183 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1184     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1185     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1186 elmex 1.1
1187 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1188     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1189 elmex 1.1
1190 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1191     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1192     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1193 elmex 1.1
1194 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1195     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1196     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1197     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1198 elmex 1.1
1199 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1200     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1201     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1202     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1203 elmex 1.1
1204 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1205     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1206     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1207     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1208 elmex 1.1
1209 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1210 elmex 1.1
1211 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1212 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1213 elmex 1.1
1214 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1215     }
1216 elmex 1.1
1217 root 1.14 int
1218     command_pickup (object *op, char *params)
1219 elmex 1.1 {
1220     uint32 i;
1221 root 1.14 static const char *names[] = {
1222     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1223     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1224 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1225     "jewels", "flesh", NULL
1226 root 1.14 };
1227     static uint32 modes[] = {
1228     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1229     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1230 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1231     PU_JEWELS, PU_FLESH, 0
1232 root 1.14 };
1233    
1234     if (!params)
1235     {
1236     /* if the new mode is used, just print the settings */
1237     if (op->contr->mode & PU_NEWMODE)
1238     {
1239     display_new_pickup (op);
1240     return 1;
1241     }
1242     if (1)
1243     LOG (llevDebug, "command_pickup: !params\n");
1244     set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1245     return 0;
1246     }
1247 elmex 1.1
1248 root 1.14 while (*params == ' ' && *params)
1249     params++;
1250 elmex 1.1
1251 root 1.14 if (*params == '+' || *params == '-')
1252     {
1253 elmex 1.1 int mode;
1254 root 1.14
1255     for (mode = 0; names[mode]; mode++)
1256     {
1257     if (!strcmp (names[mode], params + 1))
1258     {
1259 elmex 1.1 i = op->contr->mode;
1260 root 1.14 if (!(i & PU_NEWMODE))
1261     i = PU_NEWMODE;
1262     if (*params == '+')
1263     i = i | modes[mode];
1264 elmex 1.1 else
1265 root 1.14 i = i & ~modes[mode];
1266 elmex 1.1 op->contr->mode = i;
1267 root 1.14 display_new_pickup (op);
1268 elmex 1.1 return 1;
1269 root 1.14 }
1270     }
1271     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1272 elmex 1.1 return 1;
1273 root 1.14 }
1274 elmex 1.1
1275 root 1.14 if (sscanf (params, "%u", &i) != 1)
1276     {
1277     if (1)
1278     LOG (llevDebug, "command_pickup: params==NULL\n");
1279     new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1280     return 1;
1281     }
1282     set_pickup_mode (op, i);
1283 elmex 1.1
1284     return 1;
1285     }
1286    
1287 root 1.14 void
1288     set_pickup_mode (object *op, int i)
1289     {
1290     switch (op->contr->mode = i)
1291     {
1292 root 1.15 case 0:
1293     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1294     break;
1295     case 1:
1296     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1297     break;
1298     case 2:
1299     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1300     break;
1301     case 3:
1302     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1303     break;
1304     case 4:
1305     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1306     break;
1307     case 5:
1308     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1309     break;
1310     case 6:
1311     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1312     break;
1313     case 7:
1314     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1315     break;
1316 elmex 1.1 }
1317     }
1318    
1319 root 1.14 int
1320     command_search_items (object *op, char *params)
1321 elmex 1.1 {
1322 root 1.14 char buf[MAX_BUF];
1323 elmex 1.1
1324 root 1.14 if (settings.search_items == FALSE)
1325     return 1;
1326 elmex 1.1
1327 root 1.14 if (params == NULL)
1328     {
1329     if (op->contr->search_str[0] == '\0')
1330     {
1331     new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1332     new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1333     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1334 root 1.10 return 1;
1335     }
1336 root 1.42
1337 root 1.14 op->contr->search_str[0] = '\0';
1338     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1339 root 1.31 op->update_stats ();
1340 elmex 1.1 return 1;
1341 root 1.14 }
1342 root 1.42
1343 root 1.14 if ((int) strlen (params) >= MAX_BUF)
1344     {
1345     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1346     return 1;
1347     }
1348 root 1.42
1349 root 1.14 strcpy (op->contr->search_str, params);
1350     sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1351     new_draw_info (NDI_UNIQUE, 0, op, buf);
1352 root 1.31 op->update_stats ();
1353 root 1.14 return 1;
1354 elmex 1.1 }
1355