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Revision: 1.77
Committed: Mon Sep 22 01:46:52 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_71
Changes since 1.76: +29 -27 lines
Log Message:
minor improvements

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 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 root 1.74 if (--cnt < 0) break;
490 elmex 1.62 pick_up (op, tmp);
491     }
492 root 1.14 else if (can_pick (op, tmp) && !params)
493     {
494 root 1.74 if (--cnt < 0) break;
495 root 1.14 pick_up (op, tmp);
496     break;
497 root 1.10 }
498 root 1.35
499 root 1.14 tmp = next;
500     }
501 root 1.35
502 root 1.73 if (cnt < 0)
503 elmex 1.62 {
504     op->failmsg ("Couldn't pick up so many items at once.");
505     return 0;
506     }
507    
508 root 1.14 if (!params && !tmp)
509     {
510 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
511 root 1.14 if (!tmp->invisible)
512     {
513 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
514 root 1.10 break;
515 root 1.14 }
516 root 1.35
517 root 1.14 if (!tmp)
518     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
519 elmex 1.1 }
520 root 1.35
521 root 1.14 return 0;
522 elmex 1.1 }
523    
524     /*
525     * This function was part of drop, now is own function.
526     * Player 'op' tries to put object 'tmp' into sack 'sack',
527     * if nrof is non zero, then nrof objects is tried to put into sack.
528     * Note that the 'sack' in question can now be a transport,
529     * so this function isn't named very good anymore.
530     */
531 root 1.14 void
532     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
533 elmex 1.1 {
534 root 1.14 object *tmp2, *sack2;
535     char buf[MAX_BUF];
536    
537     if (sack == tmp)
538     return; /* Can't put an object in itself */
539 root 1.18
540 root 1.14 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
541     {
542     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
543     return;
544 elmex 1.1 }
545 root 1.18
546 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
547     {
548     /* Eneq(@csd.uu.se): If the object to be dropped is a container
549     * we instead move the contents of that container into the active
550     * container, this is only done if the object has something in it.
551     */
552     sack2 = tmp;
553     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
554 root 1.18
555 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
556     {
557     tmp = tmp2->below;
558 root 1.18
559 root 1.14 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
560 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
561 root 1.14 else
562     {
563     sprintf (buf, "Your %s fills up.", query_name (sack));
564     new_draw_info (NDI_UNIQUE, 0, op, buf);
565     break;
566 root 1.10 }
567     }
568 root 1.18
569 root 1.14 return;
570     }
571    
572     /* Don't worry about this for containers - our caller should have
573     * already checked this.
574     */
575     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
576     return;
577    
578     if (QUERY_FLAG (tmp, FLAG_APPLIED))
579 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
580     return;
581 elmex 1.1
582 root 1.14 /* we want to put some portion of the item into the container */
583 root 1.69 if (!can_split (op, tmp, nrof))
584     return;
585 root 1.14
586     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
587 root 1.69 sack->insert (tmp);
588 elmex 1.1 }
589    
590     /*
591     * This function was part of drop, now is own function.
592     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
593     * nrof objects is tried to dropped.
594     * This is used when dropping objects onto the floor.
595     */
596 elmex 1.2 void
597 root 1.14 drop_object (object *op, object *tmp, uint32 nrof)
598 elmex 1.1 {
599 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
600     return;
601 elmex 1.1
602 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
603     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
604 root 1.14 return; /* can't unapply it */
605 elmex 1.2
606 root 1.38 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
607    
608 root 1.23 /* We are only dropping some of the items. We split the current object
609 elmex 1.2 * off
610     */
611 root 1.69 if (!can_split (op, tmp, nrof))
612 elmex 1.1
613 root 1.7 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
614 elmex 1.2 return;
615 elmex 1.1
616 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
617     {
618 elmex 1.62 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
619     op->statusmsg ("The gods who lent it to you retrieves it.");
620 root 1.28
621 root 1.25 tmp->destroy ();
622 root 1.31 op->update_stats ();
623 elmex 1.1 return;
624     }
625    
626 elmex 1.2 /* Call this before we update the various windows/players. At least
627     * that we, we know the weight is correct.
628     */
629 elmex 1.62 // 2007-11-26: moved op->update_stats away and calling it later after
630     // all items of a drop command have been processed.
631 elmex 1.1
632 root 1.69 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
633 root 1.7 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
634 elmex 1.5 return;
635 elmex 1.1
636 root 1.14 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
637 elmex 1.71 {
638     if (!sell_item (tmp, op))
639     return; // if we can't sell it we don't drop it
640     }
641 elmex 1.1
642 elmex 1.2 tmp->x = op->x;
643     tmp->y = op->y;
644 elmex 1.1
645 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
646 elmex 1.1 }
647    
648 root 1.69 void
649 root 1.14 drop (object *op, object *tmp)
650 elmex 1.1 {
651 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
652     * somehow, players get an invisible object in the container, and the
653     * old logic would skip over invisible objects - works fine for the
654     * playes inventory, but drop inventory wants to use the next value.
655     */
656     if (tmp->invisible)
657     {
658     /* if the following is the case, it must be in an container. */
659     if (tmp->env && tmp->env->type != PLAYER)
660     {
661     /* Just toss the object - probably shouldn't be hanging
662     * around anyways
663     */
664 root 1.24 tmp->remove ();
665 root 1.25 tmp->destroy ();
666 root 1.14 return;
667     }
668     else
669     {
670 root 1.70 while (tmp && tmp->invisible)
671 root 1.14 tmp = tmp->below;
672 root 1.10 }
673 elmex 1.1 }
674    
675 root 1.14 if (tmp == NULL)
676     {
677     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
678 elmex 1.1 return;
679     }
680 root 1.70
681 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
682     {
683     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
684 elmex 1.1 return;
685     }
686 root 1.70
687 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
688     {
689 elmex 1.1 #if 0
690     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
691 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
692 elmex 1.1 #endif
693     return;
694     }
695    
696 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
697     op->contr->last_used = tmp->below ? tmp->below
698     : tmp->above ? tmp->above
699     : 0;
700 elmex 1.1
701 root 1.14 if (op->container)
702     {
703     if (op->type == PLAYER)
704 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
705 root 1.14 else
706 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
707 root 1.14 }
708     else
709     {
710     if (op->type == PLAYER)
711 root 1.26 drop_object (op, tmp, op->contr->count);
712 root 1.14 else
713 root 1.26 drop_object (op, tmp, 0);
714 elmex 1.1 }
715 root 1.26
716 root 1.14 if (op->type == PLAYER)
717     op->contr->count = 0;
718 elmex 1.1 }
719    
720     /* Command will drop all items that have not been locked */
721 root 1.14 int
722     command_dropall (object *op, char *params)
723     {
724    
725     if (op->inv == NULL)
726     {
727     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
728     return 0;
729     }
730 elmex 1.1
731 root 1.70 object *curinv = op->inv;
732     object *nextinv;
733 elmex 1.1
734     /*
735 root 1.14 This is the default. Drops everything not locked or considered
736     not something that should be dropped.
737     */
738 elmex 1.1 /*
739 root 1.14 Care must be taken that the next item pointer is not to money as
740     the drop() routine will do unknown things to it when dropping
741     in a shop. --Tero.Pelander@utu.fi
742     */
743    
744 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
745    
746 root 1.70 if (!params)
747 root 1.14 {
748 root 1.70 while (curinv)
749 root 1.14 {
750     nextinv = curinv->below;
751 root 1.70
752 root 1.14 while (nextinv && nextinv->type == MONEY)
753     nextinv = nextinv->below;
754 root 1.70
755 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
756     curinv->type != FOOD && curinv->type != KEY &&
757     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
758     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
759     {
760     drop (op, curinv);
761 elmex 1.61 if (--cnt <= 0) break;
762 root 1.14 }
763 root 1.70
764 root 1.14 curinv = nextinv;
765     }
766     }
767     else if (strcmp (params, "weapons") == 0)
768     {
769 root 1.70 while (curinv)
770 root 1.14 {
771     nextinv = curinv->below;
772 root 1.70
773 root 1.14 while (nextinv && nextinv->type == MONEY)
774     nextinv = nextinv->below;
775 root 1.70
776 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
777     {
778     drop (op, curinv);
779 elmex 1.61 if (--cnt <= 0) break;
780 root 1.14 }
781 root 1.70
782 root 1.14 curinv = nextinv;
783     }
784     }
785     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
786     {
787 root 1.70 while (curinv)
788 root 1.14 {
789     nextinv = curinv->below;
790 root 1.70
791 root 1.14 while (nextinv && nextinv->type == MONEY)
792     nextinv = nextinv->below;
793 root 1.70
794 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
795     {
796     drop (op, curinv);
797 elmex 1.61 if (--cnt <= 0) break;
798 root 1.14 }
799 root 1.70
800 root 1.10 curinv = nextinv;
801 root 1.14 }
802     }
803     else if (strcmp (params, "misc") == 0)
804     {
805 root 1.70 while (curinv)
806 root 1.14 {
807     nextinv = curinv->below;
808 root 1.70
809 root 1.14 while (nextinv && nextinv->type == MONEY)
810     nextinv = nextinv->below;
811 root 1.70
812 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
813     {
814     switch (curinv->type)
815     {
816 root 1.15 case HORN:
817     case BOOK:
818     case SPELLBOOK:
819     case GIRDLE:
820     case AMULET:
821     case RING:
822     case CLOAK:
823     case BOOTS:
824     case GLOVES:
825     case BRACERS:
826     case SCROLL:
827     case ARMOUR_IMPROVER:
828     case WEAPON_IMPROVER:
829     case WAND:
830     case ROD:
831     case POTION:
832     drop (op, curinv);
833     curinv = nextinv;
834     break;
835     default:
836     curinv = nextinv;
837     break;
838 root 1.14 }
839 root 1.70
840 elmex 1.61 if (--cnt <= 0) break;
841 root 1.14 }
842 root 1.70
843 root 1.10 curinv = nextinv;
844     }
845 elmex 1.1 }
846 root 1.28
847 elmex 1.61 if (cnt <= 0)
848 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
849 elmex 1.61
850 elmex 1.1 /* draw_look(op);*/
851     return 0;
852     }
853    
854     /* Object op wants to drop object(s) params. params can be a
855     * comma seperated list.
856     */
857 root 1.14 int
858     command_drop (object *op, char *params)
859 elmex 1.1 {
860 root 1.14 object *tmp, *next;
861     int did_one = 0;
862 elmex 1.1
863 root 1.14 if (!params)
864     {
865     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
866     return 0;
867     }
868     else
869     {
870 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
871    
872 root 1.14 for (tmp = op->inv; tmp; tmp = next)
873     {
874     next = tmp->below;
875     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
876     continue;
877 elmex 1.61
878 root 1.14 if (item_matched_string (op, tmp, params))
879     {
880     drop (op, tmp);
881 elmex 1.61 if (--cnt <= 0) break;
882 root 1.14 did_one = 1;
883 root 1.10 }
884     }
885 elmex 1.61
886 root 1.14 if (!did_one)
887     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
888 elmex 1.61
889     if (cnt <= 0)
890 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
891 elmex 1.1 }
892 root 1.14
893     return 0;
894 elmex 1.1 }
895    
896 root 1.14 int
897     command_examine (object *op, char *params)
898 elmex 1.1 {
899 root 1.14 if (!params)
900     {
901     object *tmp = op->below;
902    
903 root 1.36 while (tmp && !tmp->client_visible ())
904 root 1.14 tmp = tmp->below;
905 root 1.65
906 root 1.14 if (tmp)
907     examine (op, tmp);
908     }
909     else
910     {
911     object *tmp = find_best_object_match (op, params);
912    
913     if (tmp)
914     examine (op, tmp);
915     else
916 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
917 root 1.14 }
918 root 1.65
919 elmex 1.1 return 0;
920     }
921    
922     /* op should be a player.
923     * we return the object the player has marked with the 'mark' command
924     * below. If no match is found (or object has changed), we return
925     * NULL. We leave it up to the calling function to print messages if
926     * nothing is found.
927     */
928 root 1.14 object *
929     find_marked_object (object *op)
930 elmex 1.1 {
931 root 1.14 object *tmp;
932    
933     if (!op || !op->contr)
934     return NULL;
935 root 1.20
936 root 1.14 if (!op->contr->mark)
937     {
938 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
939 root 1.20 return 0;
940 elmex 1.1 }
941 root 1.20
942 root 1.14 /* This may seem like overkill, but we need to make sure that they
943     * player hasn't dropped the item. We use count on the off chance that
944     * an item got reincarnated at some point.
945     */
946     for (tmp = op->inv; tmp; tmp = tmp->below)
947     {
948     if (tmp->invisible)
949     continue;
950 root 1.20
951 root 1.14 if (tmp == op->contr->mark)
952     {
953 root 1.20 if (!tmp->destroyed ())
954 root 1.14 return tmp;
955     else
956     {
957 root 1.20 op->contr->mark = 0;
958 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
959 root 1.20 return 0;
960 root 1.10 }
961     }
962 elmex 1.1 }
963 root 1.20
964     return 0;
965 elmex 1.1 }
966 root 1.14
967 root 1.42 std::string
968     object::describe_monster (object *who)
969 root 1.14 {
970 root 1.42 dynbuf_text buf (512, 512);
971    
972     object *mon = head ? head : this;
973 root 1.14
974     if (QUERY_FLAG (mon, FLAG_UNDEAD))
975 root 1.77 buf << "It is an undead force.\r";
976 root 1.42
977     if (mon->level > who->level)
978 root 1.77 buf << "It is likely more powerful than you.\r";
979 root 1.42 else if (mon->level < who->level)
980 root 1.77 buf << "It is likely less powerful than you.\r";
981 root 1.14 else
982 root 1.77 buf << "It is probably as powerful as you.\r";
983 root 1.42
984 root 1.14 if (mon->attacktype & AT_ACID)
985 root 1.77 buf << "You seem to smell an acrid odor.\r";
986 elmex 1.1
987 root 1.14 /* Anyone know why this used to use the clone value instead of the
988     * maxhp field? This seems that it should give more accurate results.
989     */
990     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
991     { /* From 1-4 */
992 root 1.15 case 1:
993 root 1.77 buf << "It is in a bad shape.\r";
994 root 1.15 break;
995     case 2:
996 root 1.77 buf << "It is hurt.\r";
997 root 1.15 break;
998     case 3:
999 root 1.77 buf << "It is somewhat hurt.\r";
1000 root 1.15 break;
1001     case 4:
1002 root 1.77 buf << "It is in excellent shape.\r";
1003 root 1.15 break;
1004 elmex 1.1 }
1005 root 1.42
1006     if (present_in_ob (POISONING, mon))
1007 root 1.77 buf << "It looks very ill.\r";
1008    
1009     buf << '\n';
1010 root 1.42
1011     return buf;
1012 elmex 1.1 }
1013    
1014     /* tmp is the object being described, pl is who is examing it. */
1015 root 1.41 const char *
1016 root 1.14 long_desc (object *tmp, object *pl)
1017     {
1018 root 1.46 static std::string s;
1019    
1020     return (s = tmp->long_desc (pl)).c_str ();
1021 root 1.42 }
1022 elmex 1.1
1023 root 1.42 std::string
1024     object::long_desc (object *who)
1025     {
1026     std::string buf (query_name (this));
1027 elmex 1.1
1028 root 1.42 switch (type)
1029 root 1.14 {
1030 root 1.15 case RING:
1031     case SKILL:
1032     case WEAPON:
1033     case ARMOUR:
1034     case BRACERS:
1035     case HELMET:
1036     case SHIELD:
1037     case BOOTS:
1038     case GLOVES:
1039     case AMULET:
1040     case GIRDLE:
1041     case BOW:
1042     case ARROW:
1043     case CLOAK:
1044     case FOOD:
1045     case DRINK:
1046     case FLESH:
1047     case SKILL_TOOL:
1048     case POWER_CRYSTAL:
1049 root 1.42 {
1050     const char *cp = ::describe_item (this, who);
1051 root 1.14
1052 root 1.42 if (*cp)
1053     {
1054     buf.append (" ");
1055     buf.append (cp);
1056     }
1057     }
1058 elmex 1.1 }
1059 root 1.15
1060 root 1.14 return buf;
1061 elmex 1.1 }
1062    
1063 root 1.42 /* op is the player
1064     * tmp is the monster being examined.
1065     */
1066 root 1.14 void
1067 root 1.42 examine_monster (object *op, object *tmp)
1068 root 1.14 {
1069 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1070     }
1071 root 1.14
1072 root 1.42 std::string
1073     object::describe (object *who)
1074     {
1075     dynbuf_text buf (1024, 1024);
1076 root 1.14
1077 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1078 elmex 1.1
1079 root 1.42 if (custom_name)
1080 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1081 elmex 1.1
1082 root 1.42 switch (type)
1083 root 1.14 {
1084 root 1.15 case SPELLBOOK:
1085 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1086 root 1.77 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1087 root 1.15 break;
1088 root 1.10
1089 root 1.15 case BOOK:
1090 root 1.42 if (msg)
1091 root 1.77 buf << "Something is written in it.\r";
1092 root 1.15 break;
1093 root 1.10
1094 root 1.15 case CONTAINER:
1095 root 1.77 if (race)
1096 root 1.15 {
1097 root 1.42 if (weight_limit && stats.Str < 100)
1098 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1099 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1100 root 1.15 else
1101 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1102 root 1.15 }
1103 root 1.42 else if (weight_limit && stats.Str < 100)
1104 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1105 root 1.15 break;
1106    
1107     case WAND:
1108 root 1.42 if (flag [FLAG_IDENTIFIED])
1109 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1110 root 1.15 break;
1111 root 1.14 }
1112    
1113 root 1.42 if (materialname && !msg)
1114 root 1.77 buf.printf ("It is made of: %s.\r", &materialname);
1115 root 1.14
1116 root 1.42 if (who)
1117     /* Where to wear this item */
1118     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1119 root 1.48 if (slot[i].info)
1120 root 1.14 {
1121 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1122 root 1.42
1123 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1124     buf.printf ("(%d)", -slot[i].info);
1125 root 1.42
1126 root 1.77 buf << ".\r";
1127 root 1.14 }
1128    
1129 root 1.42 if (weight)
1130 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1131 root 1.42
1132     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1133 root 1.14 {
1134 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));
1135 root 1.14
1136 root 1.42 if (is_in_shop (who))
1137 root 1.14 {
1138 root 1.42 if (flag [FLAG_UNPAID])
1139 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1140 root 1.14 else
1141 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");
1142 root 1.14 }
1143 elmex 1.1 }
1144    
1145 root 1.42 if (flag [FLAG_MONSTER])
1146     buf << describe_monster (who);
1147 root 1.14
1148     /* Is this item buildable? */
1149 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1150 root 1.77 buf << "This is a buildable item.\r";
1151 root 1.14
1152     /* Does the object have a message? Don't show message for all object
1153     * types - especially if the first entry is a match
1154     */
1155 root 1.75 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1156 root 1.14 {
1157     /* This is just a hack so when identifying the items, we print
1158     * out the extra message
1159     */
1160 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1161 root 1.77 buf << "The object has a story:\r";
1162 elmex 1.1
1163 root 1.42 buf << msg << '\n';
1164 elmex 1.1 }
1165 root 1.42
1166     buf << '\n';
1167    
1168     return std::string (buf.linearise (), buf.size ());
1169     }
1170    
1171 root 1.14 static void
1172     display_new_pickup (object *op)
1173     {
1174     int i = op->contr->mode;
1175 elmex 1.1
1176 root 1.14 if (!(i & PU_NEWMODE))
1177     return;
1178 elmex 1.1
1179 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1180     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1181     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1182     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1183 elmex 1.1
1184 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1185 elmex 1.1
1186 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1187     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1188     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1189 elmex 1.1
1190 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1191     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1192 elmex 1.1
1193 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1194     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1195     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1196 elmex 1.1
1197 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1198     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1199     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1200     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1201 elmex 1.1
1202 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1203     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1204     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1205     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1206 elmex 1.1
1207 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1208     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1209     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1210     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1211 elmex 1.1
1212 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1213 elmex 1.1
1214 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1215 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1216 elmex 1.1
1217 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1218     }
1219 elmex 1.1
1220 root 1.14 int
1221     command_pickup (object *op, char *params)
1222 elmex 1.1 {
1223     uint32 i;
1224 root 1.14 static const char *names[] = {
1225     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1226     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1227 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1228     "jewels", "flesh", NULL
1229 root 1.14 };
1230     static uint32 modes[] = {
1231     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1232     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1233 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1234     PU_JEWELS, PU_FLESH, 0
1235 root 1.14 };
1236    
1237     if (!params)
1238     {
1239     /* if the new mode is used, just print the settings */
1240     if (op->contr->mode & PU_NEWMODE)
1241     {
1242     display_new_pickup (op);
1243     return 1;
1244     }
1245     if (1)
1246     LOG (llevDebug, "command_pickup: !params\n");
1247     set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1248     return 0;
1249     }
1250 elmex 1.1
1251 root 1.14 while (*params == ' ' && *params)
1252     params++;
1253 elmex 1.1
1254 root 1.14 if (*params == '+' || *params == '-')
1255     {
1256 elmex 1.1 int mode;
1257 root 1.14
1258     for (mode = 0; names[mode]; mode++)
1259     {
1260     if (!strcmp (names[mode], params + 1))
1261     {
1262 elmex 1.1 i = op->contr->mode;
1263 root 1.14 if (!(i & PU_NEWMODE))
1264     i = PU_NEWMODE;
1265     if (*params == '+')
1266     i = i | modes[mode];
1267 elmex 1.1 else
1268 root 1.14 i = i & ~modes[mode];
1269 elmex 1.1 op->contr->mode = i;
1270 root 1.14 display_new_pickup (op);
1271 elmex 1.1 return 1;
1272 root 1.14 }
1273     }
1274     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1275 elmex 1.1 return 1;
1276 root 1.14 }
1277 elmex 1.1
1278 root 1.14 if (sscanf (params, "%u", &i) != 1)
1279     {
1280     if (1)
1281     LOG (llevDebug, "command_pickup: params==NULL\n");
1282     new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1283     return 1;
1284     }
1285     set_pickup_mode (op, i);
1286 elmex 1.1
1287     return 1;
1288     }
1289    
1290 root 1.14 void
1291     set_pickup_mode (object *op, int i)
1292     {
1293     switch (op->contr->mode = i)
1294     {
1295 root 1.15 case 0:
1296     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1297     break;
1298     case 1:
1299     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1300     break;
1301     case 2:
1302     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1303     break;
1304     case 3:
1305     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1306     break;
1307     case 4:
1308     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1309     break;
1310     case 5:
1311     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1312     break;
1313     case 6:
1314     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1315     break;
1316     case 7:
1317     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1318     break;
1319 elmex 1.1 }
1320     }
1321    
1322 root 1.14 int
1323     command_search_items (object *op, char *params)
1324 elmex 1.1 {
1325 root 1.14 char buf[MAX_BUF];
1326 elmex 1.1
1327 root 1.14 if (settings.search_items == FALSE)
1328     return 1;
1329 elmex 1.1
1330 root 1.14 if (params == NULL)
1331     {
1332     if (op->contr->search_str[0] == '\0')
1333     {
1334     new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1335     new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1336     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1337 root 1.10 return 1;
1338     }
1339 root 1.42
1340 root 1.14 op->contr->search_str[0] = '\0';
1341     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1342 root 1.31 op->update_stats ();
1343 elmex 1.1 return 1;
1344 root 1.14 }
1345 root 1.42
1346 root 1.14 if ((int) strlen (params) >= MAX_BUF)
1347     {
1348     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1349     return 1;
1350     }
1351 root 1.42
1352 root 1.14 strcpy (op->contr->search_str, params);
1353     sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1354     new_draw_info (NDI_UNIQUE, 0, op, buf);
1355 root 1.31 op->update_stats ();
1356 root 1.14 return 1;
1357 elmex 1.1 }
1358