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Revision: 1.81
Committed: Mon Oct 6 18:26:35 2008 UTC (15 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.80: +85 -31 lines
Log Message:
refactored drop code a bit, and hopefully fixed some bugs with it.

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 elmex 1.81 drop_object (op, tmp);
615    
616     if (!tmp->destroyed () && !tmp->is_in_map_or_inv ())
617     {
618     // if nothing happened with the object we give it back
619     op->insert (tmp);
620     }
621     }
622    
623     /* In contrast to drop_object (op, tmp, nrof) above this function takes the
624     * already split off object, and feeds it to the event handlers and does
625     * other magic with it.
626     *
627     * <droppper> is the object that dropped this object and <obj> is the
628     * object that was dropped.
629     *
630     * Make sure to check what happened with <obj> after this function returns!
631     * Otherwise you may leak this object.
632     */
633    
634     void
635     drop_object (object *dropper, object *obj)
636     {
637     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
638 elmex 1.2 return;
639 elmex 1.81
640     // safe guard for programming errors:
641     if (obj->destroyed () || obj->is_in_map_or_inv ())
642     {
643     LOG (llevError, "BUG: A plugin destroyed or put the object somewhere without overriding the DROP event (%s)!", obj->debug_desc ());
644     return;
645     }
646 elmex 1.1
647 elmex 1.81 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
648 elmex 1.2 {
649 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
650     dropper->statusmsg ("The god who lent it to you retrieves it.");
651 root 1.28
652 elmex 1.81 obj->destroy ();
653     dropper->update_stats ();
654 elmex 1.1 return;
655     }
656    
657 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
658     floor;
659     floor = floor->above)
660     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
661 elmex 1.5 return;
662 elmex 1.1
663 elmex 1.81 // safe guard for programming errors:
664     if (obj->destroyed () || obj->is_in_map_or_inv ())
665 elmex 1.71 {
666 elmex 1.81 LOG (llevError, "BUG: A plugin destroyed or put the object somewhere without overriding the DROP_ON event (%s)!", obj->debug_desc ());
667     return;
668 elmex 1.71 }
669 elmex 1.1
670 elmex 1.81 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
671     if (!sell_item (obj, dropper))
672     return;
673 elmex 1.1
674 elmex 1.81 /* If nothing special happened with this object, the default action is to
675     * insert it below the dropper:
676     */
677    
678     obj->x = dropper->x;
679     obj->y = dropper->y;
680    
681     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
682 elmex 1.1 }
683    
684 root 1.69 void
685 root 1.14 drop (object *op, object *tmp)
686 elmex 1.1 {
687 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
688     * somehow, players get an invisible object in the container, and the
689     * old logic would skip over invisible objects - works fine for the
690     * playes inventory, but drop inventory wants to use the next value.
691     */
692     if (tmp->invisible)
693     {
694     /* if the following is the case, it must be in an container. */
695     if (tmp->env && tmp->env->type != PLAYER)
696     {
697     /* Just toss the object - probably shouldn't be hanging
698     * around anyways
699     */
700 root 1.79 tmp->destroy ();
701 root 1.14 return;
702     }
703     else
704     {
705 root 1.70 while (tmp && tmp->invisible)
706 root 1.14 tmp = tmp->below;
707 root 1.10 }
708 elmex 1.1 }
709    
710 root 1.14 if (tmp == NULL)
711     {
712     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
713 elmex 1.1 return;
714     }
715 root 1.70
716 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
717     {
718     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
719 elmex 1.1 return;
720     }
721 root 1.70
722 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
723     {
724 elmex 1.1 #if 0
725     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
726 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
727 elmex 1.1 #endif
728     return;
729     }
730    
731 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
732     op->contr->last_used = tmp->below ? tmp->below
733     : tmp->above ? tmp->above
734     : 0;
735 elmex 1.1
736 root 1.14 if (op->container)
737     {
738     if (op->type == PLAYER)
739 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
740 root 1.14 else
741 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
742 root 1.14 }
743     else
744     {
745     if (op->type == PLAYER)
746 root 1.26 drop_object (op, tmp, op->contr->count);
747 root 1.14 else
748 root 1.26 drop_object (op, tmp, 0);
749 elmex 1.1 }
750 root 1.26
751 root 1.14 if (op->type == PLAYER)
752     op->contr->count = 0;
753 elmex 1.1 }
754    
755     /* Command will drop all items that have not been locked */
756 root 1.14 int
757     command_dropall (object *op, char *params)
758     {
759    
760     if (op->inv == NULL)
761     {
762     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
763     return 0;
764     }
765 elmex 1.1
766 root 1.70 object *curinv = op->inv;
767     object *nextinv;
768 elmex 1.1
769     /*
770 root 1.14 This is the default. Drops everything not locked or considered
771     not something that should be dropped.
772     */
773 elmex 1.1 /*
774 root 1.14 Care must be taken that the next item pointer is not to money as
775     the drop() routine will do unknown things to it when dropping
776     in a shop. --Tero.Pelander@utu.fi
777     */
778    
779 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
780    
781 root 1.70 if (!params)
782 root 1.14 {
783 root 1.70 while (curinv)
784 root 1.14 {
785     nextinv = curinv->below;
786 root 1.70
787 root 1.14 while (nextinv && nextinv->type == MONEY)
788     nextinv = nextinv->below;
789 root 1.70
790 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
791     curinv->type != FOOD && curinv->type != KEY &&
792     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
793     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
794     {
795     drop (op, curinv);
796 elmex 1.61 if (--cnt <= 0) break;
797 root 1.14 }
798 root 1.70
799 root 1.14 curinv = nextinv;
800     }
801     }
802     else if (strcmp (params, "weapons") == 0)
803     {
804 root 1.70 while (curinv)
805 root 1.14 {
806     nextinv = curinv->below;
807 root 1.70
808 root 1.14 while (nextinv && nextinv->type == MONEY)
809     nextinv = nextinv->below;
810 root 1.70
811 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
812     {
813     drop (op, curinv);
814 elmex 1.61 if (--cnt <= 0) break;
815 root 1.14 }
816 root 1.70
817 root 1.14 curinv = nextinv;
818     }
819     }
820     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
821     {
822 root 1.70 while (curinv)
823 root 1.14 {
824     nextinv = curinv->below;
825 root 1.70
826 root 1.14 while (nextinv && nextinv->type == MONEY)
827     nextinv = nextinv->below;
828 root 1.70
829 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
830     {
831     drop (op, curinv);
832 elmex 1.61 if (--cnt <= 0) break;
833 root 1.14 }
834 root 1.70
835 root 1.10 curinv = nextinv;
836 root 1.14 }
837     }
838     else if (strcmp (params, "misc") == 0)
839     {
840 root 1.70 while (curinv)
841 root 1.14 {
842     nextinv = curinv->below;
843 root 1.70
844 root 1.14 while (nextinv && nextinv->type == MONEY)
845     nextinv = nextinv->below;
846 root 1.70
847 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
848     {
849     switch (curinv->type)
850     {
851 root 1.15 case HORN:
852     case BOOK:
853     case SPELLBOOK:
854     case GIRDLE:
855     case AMULET:
856     case RING:
857     case CLOAK:
858     case BOOTS:
859     case GLOVES:
860     case BRACERS:
861     case SCROLL:
862     case ARMOUR_IMPROVER:
863     case WEAPON_IMPROVER:
864     case WAND:
865     case ROD:
866     case POTION:
867     drop (op, curinv);
868     curinv = nextinv;
869     break;
870     default:
871     curinv = nextinv;
872     break;
873 root 1.14 }
874 root 1.70
875 elmex 1.61 if (--cnt <= 0) break;
876 root 1.14 }
877 root 1.70
878 root 1.10 curinv = nextinv;
879     }
880 elmex 1.1 }
881 root 1.28
882 elmex 1.61 if (cnt <= 0)
883 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
884 elmex 1.61
885 elmex 1.1 /* draw_look(op);*/
886     return 0;
887     }
888    
889 elmex 1.81
890     /* This function tries to drop all objects in the <objs> vector.
891     * <dropper> is the object that wants to drop them.
892     * <cnt> can be a 0 pointer or a pointer to the maximum number of
893     * drop operations to perform.
894     *
895     * Returns true if at least one item was dropped.
896     */
897     bool
898     drop_vector (object *dropper, vector<object *> &objs, int *cnt)
899     {
900     vector<object *>::iterator i;
901    
902     bool did_one = false;
903    
904     for (i = objs.begin (); i != objs.end (); i++)
905     {
906     drop (dropper, *i);
907     if (cnt && --*cnt <= 0) break;
908     did_one = true;
909     }
910    
911     return did_one;
912     }
913    
914 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
915     * comma seperated list.
916     */
917 root 1.14 int
918     command_drop (object *op, char *params)
919 elmex 1.1 {
920 root 1.14 object *tmp, *next;
921     int did_one = 0;
922 elmex 1.1
923 root 1.14 if (!params)
924     {
925     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
926     return 0;
927     }
928     else
929     {
930 elmex 1.81 vector<object *> matched_objs;
931 elmex 1.61
932 root 1.14 for (tmp = op->inv; tmp; tmp = next)
933     {
934     next = tmp->below;
935     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
936     continue;
937 elmex 1.61
938 root 1.14 if (item_matched_string (op, tmp, params))
939 elmex 1.81 matched_objs.push_back (tmp);
940 root 1.10 }
941 elmex 1.61
942 elmex 1.81 int cnt = MAX_ITEM_PER_DROP;
943    
944     if (!drop_vector (op, matched_objs, &cnt))
945 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
946 elmex 1.61
947     if (cnt <= 0)
948 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
949 elmex 1.1 }
950 root 1.14
951     return 0;
952 elmex 1.1 }
953    
954 root 1.14 int
955     command_examine (object *op, char *params)
956 elmex 1.1 {
957 root 1.14 if (!params)
958     {
959     object *tmp = op->below;
960    
961 root 1.36 while (tmp && !tmp->client_visible ())
962 root 1.14 tmp = tmp->below;
963 root 1.65
964 root 1.14 if (tmp)
965     examine (op, tmp);
966     }
967     else
968     {
969     object *tmp = find_best_object_match (op, params);
970    
971     if (tmp)
972     examine (op, tmp);
973     else
974 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
975 root 1.14 }
976 root 1.65
977 elmex 1.1 return 0;
978     }
979    
980     /* op should be a player.
981     * we return the object the player has marked with the 'mark' command
982     * below. If no match is found (or object has changed), we return
983     * NULL. We leave it up to the calling function to print messages if
984     * nothing is found.
985     */
986 root 1.14 object *
987     find_marked_object (object *op)
988 elmex 1.1 {
989 root 1.14 object *tmp;
990    
991     if (!op || !op->contr)
992     return NULL;
993 root 1.20
994 root 1.14 if (!op->contr->mark)
995     {
996 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
997 root 1.20 return 0;
998 elmex 1.1 }
999 root 1.20
1000 root 1.14 /* This may seem like overkill, but we need to make sure that they
1001     * player hasn't dropped the item. We use count on the off chance that
1002     * an item got reincarnated at some point.
1003     */
1004     for (tmp = op->inv; tmp; tmp = tmp->below)
1005     {
1006     if (tmp->invisible)
1007     continue;
1008 root 1.20
1009 root 1.14 if (tmp == op->contr->mark)
1010     {
1011 root 1.20 if (!tmp->destroyed ())
1012 root 1.14 return tmp;
1013     else
1014     {
1015 root 1.20 op->contr->mark = 0;
1016 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1017 root 1.20 return 0;
1018 root 1.10 }
1019     }
1020 elmex 1.1 }
1021 root 1.20
1022     return 0;
1023 elmex 1.1 }
1024 root 1.14
1025 root 1.42 std::string
1026     object::describe_monster (object *who)
1027 root 1.14 {
1028 root 1.42 dynbuf_text buf (512, 512);
1029    
1030     object *mon = head ? head : this;
1031 root 1.14
1032     if (QUERY_FLAG (mon, FLAG_UNDEAD))
1033 root 1.77 buf << "It is an undead force.\r";
1034 root 1.42
1035     if (mon->level > who->level)
1036 root 1.77 buf << "It is likely more powerful than you.\r";
1037 root 1.42 else if (mon->level < who->level)
1038 root 1.77 buf << "It is likely less powerful than you.\r";
1039 root 1.14 else
1040 root 1.77 buf << "It is probably as powerful as you.\r";
1041 root 1.42
1042 root 1.14 if (mon->attacktype & AT_ACID)
1043 root 1.77 buf << "You seem to smell an acrid odor.\r";
1044 elmex 1.1
1045 root 1.14 /* Anyone know why this used to use the clone value instead of the
1046     * maxhp field? This seems that it should give more accurate results.
1047     */
1048     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1049     { /* From 1-4 */
1050 root 1.15 case 1:
1051 root 1.77 buf << "It is in a bad shape.\r";
1052 root 1.15 break;
1053     case 2:
1054 root 1.77 buf << "It is hurt.\r";
1055 root 1.15 break;
1056     case 3:
1057 root 1.77 buf << "It is somewhat hurt.\r";
1058 root 1.15 break;
1059     case 4:
1060 root 1.77 buf << "It is in excellent shape.\r";
1061 root 1.15 break;
1062 elmex 1.1 }
1063 root 1.42
1064     if (present_in_ob (POISONING, mon))
1065 root 1.77 buf << "It looks very ill.\r";
1066    
1067     buf << '\n';
1068 root 1.42
1069     return buf;
1070 elmex 1.1 }
1071    
1072     /* tmp is the object being described, pl is who is examing it. */
1073 root 1.41 const char *
1074 root 1.14 long_desc (object *tmp, object *pl)
1075     {
1076 root 1.46 static std::string s;
1077    
1078     return (s = tmp->long_desc (pl)).c_str ();
1079 root 1.42 }
1080 elmex 1.1
1081 root 1.42 std::string
1082     object::long_desc (object *who)
1083     {
1084     std::string buf (query_name (this));
1085 elmex 1.1
1086 root 1.42 switch (type)
1087 root 1.14 {
1088 root 1.15 case RING:
1089     case SKILL:
1090     case WEAPON:
1091     case ARMOUR:
1092     case BRACERS:
1093     case HELMET:
1094     case SHIELD:
1095     case BOOTS:
1096     case GLOVES:
1097     case AMULET:
1098     case GIRDLE:
1099     case BOW:
1100     case ARROW:
1101     case CLOAK:
1102     case FOOD:
1103     case DRINK:
1104     case FLESH:
1105     case SKILL_TOOL:
1106     case POWER_CRYSTAL:
1107 root 1.42 {
1108     const char *cp = ::describe_item (this, who);
1109 root 1.14
1110 root 1.42 if (*cp)
1111     {
1112     buf.append (" ");
1113     buf.append (cp);
1114     }
1115     }
1116 elmex 1.1 }
1117 root 1.15
1118 root 1.14 return buf;
1119 elmex 1.1 }
1120    
1121 root 1.42 /* op is the player
1122     * tmp is the monster being examined.
1123     */
1124 root 1.14 void
1125 root 1.42 examine_monster (object *op, object *tmp)
1126 root 1.14 {
1127 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1128     }
1129 root 1.14
1130 root 1.42 std::string
1131     object::describe (object *who)
1132     {
1133     dynbuf_text buf (1024, 1024);
1134 root 1.14
1135 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1136 elmex 1.1
1137 root 1.42 if (custom_name)
1138 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1139 elmex 1.1
1140 root 1.42 switch (type)
1141 root 1.14 {
1142 root 1.15 case SPELLBOOK:
1143 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1144 root 1.77 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1145 root 1.15 break;
1146 root 1.10
1147 root 1.15 case BOOK:
1148 root 1.42 if (msg)
1149 root 1.77 buf << "Something is written in it.\r";
1150 root 1.15 break;
1151 root 1.10
1152 root 1.15 case CONTAINER:
1153 root 1.77 if (race)
1154 root 1.15 {
1155 root 1.42 if (weight_limit && stats.Str < 100)
1156 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1157 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1158 root 1.15 else
1159 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1160 root 1.15 }
1161 root 1.42 else if (weight_limit && stats.Str < 100)
1162 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1163 root 1.15 break;
1164    
1165     case WAND:
1166 root 1.42 if (flag [FLAG_IDENTIFIED])
1167 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1168 root 1.15 break;
1169 root 1.14 }
1170    
1171 root 1.42 if (materialname && !msg)
1172 root 1.77 buf.printf ("It is made of: %s.\r", &materialname);
1173 root 1.14
1174 root 1.42 if (who)
1175     /* Where to wear this item */
1176     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1177 root 1.48 if (slot[i].info)
1178 root 1.14 {
1179 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1180 root 1.42
1181 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1182     buf.printf ("(%d)", -slot[i].info);
1183 root 1.42
1184 root 1.77 buf << ".\r";
1185 root 1.14 }
1186    
1187 root 1.42 if (weight)
1188 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1189 root 1.42
1190     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1191 root 1.14 {
1192 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));
1193 root 1.14
1194 root 1.42 if (is_in_shop (who))
1195 root 1.14 {
1196 root 1.42 if (flag [FLAG_UNPAID])
1197 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1198 root 1.14 else
1199 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");
1200 root 1.14 }
1201 elmex 1.1 }
1202    
1203 root 1.42 if (flag [FLAG_MONSTER])
1204     buf << describe_monster (who);
1205 root 1.14
1206     /* Is this item buildable? */
1207 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1208 root 1.77 buf << "This is a buildable item.\r";
1209 root 1.14
1210     /* Does the object have a message? Don't show message for all object
1211     * types - especially if the first entry is a match
1212     */
1213 root 1.75 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1214 root 1.14 {
1215     /* This is just a hack so when identifying the items, we print
1216     * out the extra message
1217     */
1218 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1219 root 1.77 buf << "The object has a story:\r";
1220 elmex 1.1
1221 root 1.42 buf << msg << '\n';
1222 elmex 1.1 }
1223 root 1.42
1224     buf << '\n';
1225    
1226     return std::string (buf.linearise (), buf.size ());
1227     }
1228    
1229 root 1.14 static void
1230     display_new_pickup (object *op)
1231     {
1232     int i = op->contr->mode;
1233 elmex 1.1
1234 root 1.14 if (!(i & PU_NEWMODE))
1235     return;
1236 elmex 1.1
1237 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1238     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1239     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1240     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1241 elmex 1.1
1242 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1243 elmex 1.1
1244 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1245     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1246     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1247 elmex 1.1
1248 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1249     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1250 elmex 1.1
1251 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1252     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1253     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1254 elmex 1.1
1255 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1256     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1257     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1258     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1259 elmex 1.1
1260 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1261     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1262     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1263     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1264 elmex 1.1
1265 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1266     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1267     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1268     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1269 elmex 1.1
1270 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1271 elmex 1.1
1272 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1273 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1274 elmex 1.1
1275 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1276     }
1277 elmex 1.1
1278 root 1.14 int
1279     command_pickup (object *op, char *params)
1280 elmex 1.1 {
1281     uint32 i;
1282 root 1.14 static const char *names[] = {
1283     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1284     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1285 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1286     "jewels", "flesh", NULL
1287 root 1.14 };
1288     static uint32 modes[] = {
1289     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1290     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1291 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1292     PU_JEWELS, PU_FLESH, 0
1293 root 1.14 };
1294    
1295     if (!params)
1296     {
1297     /* if the new mode is used, just print the settings */
1298     if (op->contr->mode & PU_NEWMODE)
1299     {
1300     display_new_pickup (op);
1301     return 1;
1302     }
1303     if (1)
1304     LOG (llevDebug, "command_pickup: !params\n");
1305     set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1306     return 0;
1307     }
1308 elmex 1.1
1309 root 1.14 while (*params == ' ' && *params)
1310     params++;
1311 elmex 1.1
1312 root 1.14 if (*params == '+' || *params == '-')
1313     {
1314 elmex 1.1 int mode;
1315 root 1.14
1316     for (mode = 0; names[mode]; mode++)
1317     {
1318     if (!strcmp (names[mode], params + 1))
1319     {
1320 elmex 1.1 i = op->contr->mode;
1321 root 1.14 if (!(i & PU_NEWMODE))
1322     i = PU_NEWMODE;
1323     if (*params == '+')
1324     i = i | modes[mode];
1325 elmex 1.1 else
1326 root 1.14 i = i & ~modes[mode];
1327 elmex 1.1 op->contr->mode = i;
1328 root 1.14 display_new_pickup (op);
1329 elmex 1.1 return 1;
1330 root 1.14 }
1331     }
1332     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1333 elmex 1.1 return 1;
1334 root 1.14 }
1335 elmex 1.1
1336 root 1.14 if (sscanf (params, "%u", &i) != 1)
1337     {
1338     if (1)
1339     LOG (llevDebug, "command_pickup: params==NULL\n");
1340     new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1341     return 1;
1342     }
1343     set_pickup_mode (op, i);
1344 elmex 1.1
1345     return 1;
1346     }
1347    
1348 root 1.14 void
1349     set_pickup_mode (object *op, int i)
1350     {
1351     switch (op->contr->mode = i)
1352     {
1353 root 1.15 case 0:
1354     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1355     break;
1356     case 1:
1357     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1358     break;
1359     case 2:
1360     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1361     break;
1362     case 3:
1363     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1364     break;
1365     case 4:
1366     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1367     break;
1368     case 5:
1369     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1370     break;
1371     case 6:
1372     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1373     break;
1374     case 7:
1375     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1376     break;
1377 elmex 1.1 }
1378     }
1379    
1380 root 1.14 int
1381     command_search_items (object *op, char *params)
1382 elmex 1.1 {
1383 root 1.14 char buf[MAX_BUF];
1384 elmex 1.1
1385 root 1.14 if (settings.search_items == FALSE)
1386     return 1;
1387 elmex 1.1
1388 root 1.14 if (params == NULL)
1389     {
1390     if (op->contr->search_str[0] == '\0')
1391     {
1392     new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1393     new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1394     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1395 root 1.10 return 1;
1396     }
1397 root 1.42
1398 root 1.14 op->contr->search_str[0] = '\0';
1399     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1400 root 1.31 op->update_stats ();
1401 elmex 1.1 return 1;
1402 root 1.14 }
1403 root 1.42
1404 root 1.14 if ((int) strlen (params) >= MAX_BUF)
1405     {
1406     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1407     return 1;
1408     }
1409 root 1.42
1410 root 1.14 strcpy (op->contr->search_str, params);
1411     sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1412     new_draw_info (NDI_UNIQUE, 0, op, buf);
1413 root 1.31 op->update_stats ();
1414 root 1.14 return 1;
1415 elmex 1.1 }
1416