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Revision: 1.80
Committed: Sun Oct 5 12:40:21 2008 UTC (15 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.79: +6 -1 lines
Log Message:
fixed 1 minor and 1 major bug in drop_object.

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 1.80 return;
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 root 1.78 op->statusmsg ("The god who lent it to you retrieves it.");
621 root 1.28
622 root 1.79 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 1.71 {
639     if (!sell_item (tmp, op))
640 elmex 1.80 {
641     // if we can't sell it we don't drop it, so give it back to the seller
642     op->insert (tmp);
643     return;
644     }
645 elmex 1.71 }
646 elmex 1.1
647 elmex 1.2 tmp->x = op->x;
648     tmp->y = op->y;
649 elmex 1.1
650 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
651 elmex 1.1 }
652    
653 root 1.69 void
654 root 1.14 drop (object *op, object *tmp)
655 elmex 1.1 {
656 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
657     * somehow, players get an invisible object in the container, and the
658     * old logic would skip over invisible objects - works fine for the
659     * playes inventory, but drop inventory wants to use the next value.
660     */
661     if (tmp->invisible)
662     {
663     /* if the following is the case, it must be in an container. */
664     if (tmp->env && tmp->env->type != PLAYER)
665     {
666     /* Just toss the object - probably shouldn't be hanging
667     * around anyways
668     */
669 root 1.79 tmp->destroy ();
670 root 1.14 return;
671     }
672     else
673     {
674 root 1.70 while (tmp && tmp->invisible)
675 root 1.14 tmp = tmp->below;
676 root 1.10 }
677 elmex 1.1 }
678    
679 root 1.14 if (tmp == NULL)
680     {
681     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
682 elmex 1.1 return;
683     }
684 root 1.70
685 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
686     {
687     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
688 elmex 1.1 return;
689     }
690 root 1.70
691 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
692     {
693 elmex 1.1 #if 0
694     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
695 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
696 elmex 1.1 #endif
697     return;
698     }
699    
700 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
701     op->contr->last_used = tmp->below ? tmp->below
702     : tmp->above ? tmp->above
703     : 0;
704 elmex 1.1
705 root 1.14 if (op->container)
706     {
707     if (op->type == PLAYER)
708 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
709 root 1.14 else
710 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
711 root 1.14 }
712     else
713     {
714     if (op->type == PLAYER)
715 root 1.26 drop_object (op, tmp, op->contr->count);
716 root 1.14 else
717 root 1.26 drop_object (op, tmp, 0);
718 elmex 1.1 }
719 root 1.26
720 root 1.14 if (op->type == PLAYER)
721     op->contr->count = 0;
722 elmex 1.1 }
723    
724     /* Command will drop all items that have not been locked */
725 root 1.14 int
726     command_dropall (object *op, char *params)
727     {
728    
729     if (op->inv == NULL)
730     {
731     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
732     return 0;
733     }
734 elmex 1.1
735 root 1.70 object *curinv = op->inv;
736     object *nextinv;
737 elmex 1.1
738     /*
739 root 1.14 This is the default. Drops everything not locked or considered
740     not something that should be dropped.
741     */
742 elmex 1.1 /*
743 root 1.14 Care must be taken that the next item pointer is not to money as
744     the drop() routine will do unknown things to it when dropping
745     in a shop. --Tero.Pelander@utu.fi
746     */
747    
748 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
749    
750 root 1.70 if (!params)
751 root 1.14 {
752 root 1.70 while (curinv)
753 root 1.14 {
754     nextinv = curinv->below;
755 root 1.70
756 root 1.14 while (nextinv && nextinv->type == MONEY)
757     nextinv = nextinv->below;
758 root 1.70
759 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
760     curinv->type != FOOD && curinv->type != KEY &&
761     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
762     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
763     {
764     drop (op, curinv);
765 elmex 1.61 if (--cnt <= 0) break;
766 root 1.14 }
767 root 1.70
768 root 1.14 curinv = nextinv;
769     }
770     }
771     else if (strcmp (params, "weapons") == 0)
772     {
773 root 1.70 while (curinv)
774 root 1.14 {
775     nextinv = curinv->below;
776 root 1.70
777 root 1.14 while (nextinv && nextinv->type == MONEY)
778     nextinv = nextinv->below;
779 root 1.70
780 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
781     {
782     drop (op, curinv);
783 elmex 1.61 if (--cnt <= 0) break;
784 root 1.14 }
785 root 1.70
786 root 1.14 curinv = nextinv;
787     }
788     }
789     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
790     {
791 root 1.70 while (curinv)
792 root 1.14 {
793     nextinv = curinv->below;
794 root 1.70
795 root 1.14 while (nextinv && nextinv->type == MONEY)
796     nextinv = nextinv->below;
797 root 1.70
798 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
799     {
800     drop (op, curinv);
801 elmex 1.61 if (--cnt <= 0) break;
802 root 1.14 }
803 root 1.70
804 root 1.10 curinv = nextinv;
805 root 1.14 }
806     }
807     else if (strcmp (params, "misc") == 0)
808     {
809 root 1.70 while (curinv)
810 root 1.14 {
811     nextinv = curinv->below;
812 root 1.70
813 root 1.14 while (nextinv && nextinv->type == MONEY)
814     nextinv = nextinv->below;
815 root 1.70
816 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
817     {
818     switch (curinv->type)
819     {
820 root 1.15 case HORN:
821     case BOOK:
822     case SPELLBOOK:
823     case GIRDLE:
824     case AMULET:
825     case RING:
826     case CLOAK:
827     case BOOTS:
828     case GLOVES:
829     case BRACERS:
830     case SCROLL:
831     case ARMOUR_IMPROVER:
832     case WEAPON_IMPROVER:
833     case WAND:
834     case ROD:
835     case POTION:
836     drop (op, curinv);
837     curinv = nextinv;
838     break;
839     default:
840     curinv = nextinv;
841     break;
842 root 1.14 }
843 root 1.70
844 elmex 1.61 if (--cnt <= 0) break;
845 root 1.14 }
846 root 1.70
847 root 1.10 curinv = nextinv;
848     }
849 elmex 1.1 }
850 root 1.28
851 elmex 1.61 if (cnt <= 0)
852 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
853 elmex 1.61
854 elmex 1.1 /* draw_look(op);*/
855     return 0;
856     }
857    
858     /* Object op wants to drop object(s) params. params can be a
859     * comma seperated list.
860     */
861 root 1.14 int
862     command_drop (object *op, char *params)
863 elmex 1.1 {
864 root 1.14 object *tmp, *next;
865     int did_one = 0;
866 elmex 1.1
867 root 1.14 if (!params)
868     {
869     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
870     return 0;
871     }
872     else
873     {
874 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
875    
876 root 1.14 for (tmp = op->inv; tmp; tmp = next)
877     {
878     next = tmp->below;
879     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
880     continue;
881 elmex 1.61
882 root 1.14 if (item_matched_string (op, tmp, params))
883     {
884     drop (op, tmp);
885 elmex 1.61 if (--cnt <= 0) break;
886 root 1.14 did_one = 1;
887 root 1.10 }
888     }
889 elmex 1.61
890 root 1.14 if (!did_one)
891     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
892 elmex 1.61
893     if (cnt <= 0)
894 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
895 elmex 1.1 }
896 root 1.14
897     return 0;
898 elmex 1.1 }
899    
900 root 1.14 int
901     command_examine (object *op, char *params)
902 elmex 1.1 {
903 root 1.14 if (!params)
904     {
905     object *tmp = op->below;
906    
907 root 1.36 while (tmp && !tmp->client_visible ())
908 root 1.14 tmp = tmp->below;
909 root 1.65
910 root 1.14 if (tmp)
911     examine (op, tmp);
912     }
913     else
914     {
915     object *tmp = find_best_object_match (op, params);
916    
917     if (tmp)
918     examine (op, tmp);
919     else
920 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
921 root 1.14 }
922 root 1.65
923 elmex 1.1 return 0;
924     }
925    
926     /* op should be a player.
927     * we return the object the player has marked with the 'mark' command
928     * below. If no match is found (or object has changed), we return
929     * NULL. We leave it up to the calling function to print messages if
930     * nothing is found.
931     */
932 root 1.14 object *
933     find_marked_object (object *op)
934 elmex 1.1 {
935 root 1.14 object *tmp;
936    
937     if (!op || !op->contr)
938     return NULL;
939 root 1.20
940 root 1.14 if (!op->contr->mark)
941     {
942 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
943 root 1.20 return 0;
944 elmex 1.1 }
945 root 1.20
946 root 1.14 /* This may seem like overkill, but we need to make sure that they
947     * player hasn't dropped the item. We use count on the off chance that
948     * an item got reincarnated at some point.
949     */
950     for (tmp = op->inv; tmp; tmp = tmp->below)
951     {
952     if (tmp->invisible)
953     continue;
954 root 1.20
955 root 1.14 if (tmp == op->contr->mark)
956     {
957 root 1.20 if (!tmp->destroyed ())
958 root 1.14 return tmp;
959     else
960     {
961 root 1.20 op->contr->mark = 0;
962 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
963 root 1.20 return 0;
964 root 1.10 }
965     }
966 elmex 1.1 }
967 root 1.20
968     return 0;
969 elmex 1.1 }
970 root 1.14
971 root 1.42 std::string
972     object::describe_monster (object *who)
973 root 1.14 {
974 root 1.42 dynbuf_text buf (512, 512);
975    
976     object *mon = head ? head : this;
977 root 1.14
978     if (QUERY_FLAG (mon, FLAG_UNDEAD))
979 root 1.77 buf << "It is an undead force.\r";
980 root 1.42
981     if (mon->level > who->level)
982 root 1.77 buf << "It is likely more powerful than you.\r";
983 root 1.42 else if (mon->level < who->level)
984 root 1.77 buf << "It is likely less powerful than you.\r";
985 root 1.14 else
986 root 1.77 buf << "It is probably as powerful as you.\r";
987 root 1.42
988 root 1.14 if (mon->attacktype & AT_ACID)
989 root 1.77 buf << "You seem to smell an acrid odor.\r";
990 elmex 1.1
991 root 1.14 /* Anyone know why this used to use the clone value instead of the
992     * maxhp field? This seems that it should give more accurate results.
993     */
994     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
995     { /* From 1-4 */
996 root 1.15 case 1:
997 root 1.77 buf << "It is in a bad shape.\r";
998 root 1.15 break;
999     case 2:
1000 root 1.77 buf << "It is hurt.\r";
1001 root 1.15 break;
1002     case 3:
1003 root 1.77 buf << "It is somewhat hurt.\r";
1004 root 1.15 break;
1005     case 4:
1006 root 1.77 buf << "It is in excellent shape.\r";
1007 root 1.15 break;
1008 elmex 1.1 }
1009 root 1.42
1010     if (present_in_ob (POISONING, mon))
1011 root 1.77 buf << "It looks very ill.\r";
1012    
1013     buf << '\n';
1014 root 1.42
1015     return buf;
1016 elmex 1.1 }
1017    
1018     /* tmp is the object being described, pl is who is examing it. */
1019 root 1.41 const char *
1020 root 1.14 long_desc (object *tmp, object *pl)
1021     {
1022 root 1.46 static std::string s;
1023    
1024     return (s = tmp->long_desc (pl)).c_str ();
1025 root 1.42 }
1026 elmex 1.1
1027 root 1.42 std::string
1028     object::long_desc (object *who)
1029     {
1030     std::string buf (query_name (this));
1031 elmex 1.1
1032 root 1.42 switch (type)
1033 root 1.14 {
1034 root 1.15 case RING:
1035     case SKILL:
1036     case WEAPON:
1037     case ARMOUR:
1038     case BRACERS:
1039     case HELMET:
1040     case SHIELD:
1041     case BOOTS:
1042     case GLOVES:
1043     case AMULET:
1044     case GIRDLE:
1045     case BOW:
1046     case ARROW:
1047     case CLOAK:
1048     case FOOD:
1049     case DRINK:
1050     case FLESH:
1051     case SKILL_TOOL:
1052     case POWER_CRYSTAL:
1053 root 1.42 {
1054     const char *cp = ::describe_item (this, who);
1055 root 1.14
1056 root 1.42 if (*cp)
1057     {
1058     buf.append (" ");
1059     buf.append (cp);
1060     }
1061     }
1062 elmex 1.1 }
1063 root 1.15
1064 root 1.14 return buf;
1065 elmex 1.1 }
1066    
1067 root 1.42 /* op is the player
1068     * tmp is the monster being examined.
1069     */
1070 root 1.14 void
1071 root 1.42 examine_monster (object *op, object *tmp)
1072 root 1.14 {
1073 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1074     }
1075 root 1.14
1076 root 1.42 std::string
1077     object::describe (object *who)
1078     {
1079     dynbuf_text buf (1024, 1024);
1080 root 1.14
1081 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1082 elmex 1.1
1083 root 1.42 if (custom_name)
1084 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1085 elmex 1.1
1086 root 1.42 switch (type)
1087 root 1.14 {
1088 root 1.15 case SPELLBOOK:
1089 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1090 root 1.77 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1091 root 1.15 break;
1092 root 1.10
1093 root 1.15 case BOOK:
1094 root 1.42 if (msg)
1095 root 1.77 buf << "Something is written in it.\r";
1096 root 1.15 break;
1097 root 1.10
1098 root 1.15 case CONTAINER:
1099 root 1.77 if (race)
1100 root 1.15 {
1101 root 1.42 if (weight_limit && stats.Str < 100)
1102 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1103 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1104 root 1.15 else
1105 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1106 root 1.15 }
1107 root 1.42 else if (weight_limit && stats.Str < 100)
1108 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1109 root 1.15 break;
1110    
1111     case WAND:
1112 root 1.42 if (flag [FLAG_IDENTIFIED])
1113 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1114 root 1.15 break;
1115 root 1.14 }
1116    
1117 root 1.42 if (materialname && !msg)
1118 root 1.77 buf.printf ("It is made of: %s.\r", &materialname);
1119 root 1.14
1120 root 1.42 if (who)
1121     /* Where to wear this item */
1122     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1123 root 1.48 if (slot[i].info)
1124 root 1.14 {
1125 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1126 root 1.42
1127 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1128     buf.printf ("(%d)", -slot[i].info);
1129 root 1.42
1130 root 1.77 buf << ".\r";
1131 root 1.14 }
1132    
1133 root 1.42 if (weight)
1134 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1135 root 1.42
1136     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1137 root 1.14 {
1138 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));
1139 root 1.14
1140 root 1.42 if (is_in_shop (who))
1141 root 1.14 {
1142 root 1.42 if (flag [FLAG_UNPAID])
1143 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1144 root 1.14 else
1145 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");
1146 root 1.14 }
1147 elmex 1.1 }
1148    
1149 root 1.42 if (flag [FLAG_MONSTER])
1150     buf << describe_monster (who);
1151 root 1.14
1152     /* Is this item buildable? */
1153 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1154 root 1.77 buf << "This is a buildable item.\r";
1155 root 1.14
1156     /* Does the object have a message? Don't show message for all object
1157     * types - especially if the first entry is a match
1158     */
1159 root 1.75 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1160 root 1.14 {
1161     /* This is just a hack so when identifying the items, we print
1162     * out the extra message
1163     */
1164 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1165 root 1.77 buf << "The object has a story:\r";
1166 elmex 1.1
1167 root 1.42 buf << msg << '\n';
1168 elmex 1.1 }
1169 root 1.42
1170     buf << '\n';
1171    
1172     return std::string (buf.linearise (), buf.size ());
1173     }
1174    
1175 root 1.14 static void
1176     display_new_pickup (object *op)
1177     {
1178     int i = op->contr->mode;
1179 elmex 1.1
1180 root 1.14 if (!(i & PU_NEWMODE))
1181     return;
1182 elmex 1.1
1183 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1184     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1185     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1186     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1187 elmex 1.1
1188 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1189 elmex 1.1
1190 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1191     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1192     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1193 elmex 1.1
1194 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1195     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1196 elmex 1.1
1197 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1198     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1199     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1200 elmex 1.1
1201 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1202     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1203     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1204     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1205 elmex 1.1
1206 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1207     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1208     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1209     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1210 elmex 1.1
1211 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1212     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1213     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1214     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1215 elmex 1.1
1216 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1217 elmex 1.1
1218 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1219 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1220 elmex 1.1
1221 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1222     }
1223 elmex 1.1
1224 root 1.14 int
1225     command_pickup (object *op, char *params)
1226 elmex 1.1 {
1227     uint32 i;
1228 root 1.14 static const char *names[] = {
1229     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1230     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1231 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1232     "jewels", "flesh", NULL
1233 root 1.14 };
1234     static uint32 modes[] = {
1235     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1236     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1237 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1238     PU_JEWELS, PU_FLESH, 0
1239 root 1.14 };
1240    
1241     if (!params)
1242     {
1243     /* if the new mode is used, just print the settings */
1244     if (op->contr->mode & PU_NEWMODE)
1245     {
1246     display_new_pickup (op);
1247     return 1;
1248     }
1249     if (1)
1250     LOG (llevDebug, "command_pickup: !params\n");
1251     set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1252     return 0;
1253     }
1254 elmex 1.1
1255 root 1.14 while (*params == ' ' && *params)
1256     params++;
1257 elmex 1.1
1258 root 1.14 if (*params == '+' || *params == '-')
1259     {
1260 elmex 1.1 int mode;
1261 root 1.14
1262     for (mode = 0; names[mode]; mode++)
1263     {
1264     if (!strcmp (names[mode], params + 1))
1265     {
1266 elmex 1.1 i = op->contr->mode;
1267 root 1.14 if (!(i & PU_NEWMODE))
1268     i = PU_NEWMODE;
1269     if (*params == '+')
1270     i = i | modes[mode];
1271 elmex 1.1 else
1272 root 1.14 i = i & ~modes[mode];
1273 elmex 1.1 op->contr->mode = i;
1274 root 1.14 display_new_pickup (op);
1275 elmex 1.1 return 1;
1276 root 1.14 }
1277     }
1278     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1279 elmex 1.1 return 1;
1280 root 1.14 }
1281 elmex 1.1
1282 root 1.14 if (sscanf (params, "%u", &i) != 1)
1283     {
1284     if (1)
1285     LOG (llevDebug, "command_pickup: params==NULL\n");
1286     new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1287     return 1;
1288     }
1289     set_pickup_mode (op, i);
1290 elmex 1.1
1291     return 1;
1292     }
1293    
1294 root 1.14 void
1295     set_pickup_mode (object *op, int i)
1296     {
1297     switch (op->contr->mode = i)
1298     {
1299 root 1.15 case 0:
1300     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1301     break;
1302     case 1:
1303     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1304     break;
1305     case 2:
1306     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1307     break;
1308     case 3:
1309     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1310     break;
1311     case 4:
1312     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1313     break;
1314     case 5:
1315     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1316     break;
1317     case 6:
1318     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1319     break;
1320     case 7:
1321     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1322     break;
1323 elmex 1.1 }
1324     }
1325    
1326 root 1.14 int
1327     command_search_items (object *op, char *params)
1328 elmex 1.1 {
1329 root 1.14 char buf[MAX_BUF];
1330 elmex 1.1
1331 root 1.14 if (settings.search_items == FALSE)
1332     return 1;
1333 elmex 1.1
1334 root 1.14 if (params == NULL)
1335     {
1336     if (op->contr->search_str[0] == '\0')
1337     {
1338     new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1339     new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1340     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1341 root 1.10 return 1;
1342     }
1343 root 1.42
1344 root 1.14 op->contr->search_str[0] = '\0';
1345     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1346 root 1.31 op->update_stats ();
1347 elmex 1.1 return 1;
1348 root 1.14 }
1349 root 1.42
1350 root 1.14 if ((int) strlen (params) >= MAX_BUF)
1351     {
1352     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1353     return 1;
1354     }
1355 root 1.42
1356 root 1.14 strcpy (op->contr->search_str, params);
1357     sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1358     new_draw_info (NDI_UNIQUE, 0, op, buf);
1359 root 1.31 op->update_stats ();
1360 root 1.14 return 1;
1361 elmex 1.1 }
1362