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Revision: 1.83
Committed: Tue Oct 14 20:11:22 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72, rel-2_73
Changes since 1.82: +4 -3 lines
Log Message:
*** empty log message ***

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 root 1.83 * 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     *
529 elmex 1.1 * Note that the 'sack' in question can now be a transport,
530     * so this function isn't named very good anymore.
531     */
532 root 1.14 void
533     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
534 elmex 1.1 {
535 root 1.14 object *tmp2, *sack2;
536     char buf[MAX_BUF];
537    
538     if (sack == tmp)
539     return; /* Can't put an object in itself */
540 root 1.18
541 root 1.14 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
542     {
543     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
544     return;
545 elmex 1.1 }
546 root 1.18
547 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
548     {
549     /* Eneq(@csd.uu.se): If the object to be dropped is a container
550     * we instead move the contents of that container into the active
551     * container, this is only done if the object has something in it.
552     */
553     sack2 = tmp;
554     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
555 root 1.18
556 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
557     {
558     tmp = tmp2->below;
559 root 1.18
560 root 1.14 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
561 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
562 root 1.14 else
563     {
564     sprintf (buf, "Your %s fills up.", query_name (sack));
565     new_draw_info (NDI_UNIQUE, 0, op, buf);
566     break;
567 root 1.10 }
568     }
569 root 1.18
570 root 1.14 return;
571     }
572    
573     /* Don't worry about this for containers - our caller should have
574     * already checked this.
575     */
576     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
577     return;
578    
579     if (QUERY_FLAG (tmp, FLAG_APPLIED))
580 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
581     return;
582 elmex 1.1
583 root 1.14 /* we want to put some portion of the item into the container */
584 root 1.69 if (!can_split (op, tmp, nrof))
585     return;
586 root 1.14
587     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
588 root 1.69 sack->insert (tmp);
589 elmex 1.1 }
590    
591     /*
592     * This function was part of drop, now is own function.
593     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
594     * nrof objects is tried to dropped.
595     * This is used when dropping objects onto the floor.
596     */
597 elmex 1.2 void
598 root 1.14 drop_object (object *op, object *tmp, uint32 nrof)
599 elmex 1.1 {
600 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
601     return;
602 elmex 1.1
603 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
604     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
605 root 1.14 return; /* can't unapply it */
606 elmex 1.2
607 root 1.38 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
608    
609 root 1.23 /* We are only dropping some of the items. We split the current object
610 elmex 1.2 * off
611     */
612 root 1.69 if (!can_split (op, tmp, nrof))
613 elmex 1.80 return;
614 elmex 1.1
615 elmex 1.81 drop_object (op, tmp);
616    
617 elmex 1.82 if (!tmp->destroyed () && !tmp->is_inserted ())
618 elmex 1.81 {
619     // if nothing happened with the object we give it back
620     op->insert (tmp);
621     }
622     }
623    
624     /* In contrast to drop_object (op, tmp, nrof) above this function takes the
625     * already split off object, and feeds it to the event handlers and does
626     * other magic with it.
627     *
628     * <droppper> is the object that dropped this object and <obj> is the
629     * object that was dropped.
630     *
631     * Make sure to check what happened with <obj> after this function returns!
632     * Otherwise you may leak this object.
633     */
634    
635     void
636     drop_object (object *dropper, object *obj)
637     {
638     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
639 elmex 1.2 return;
640 elmex 1.81
641 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
642     return;
643 elmex 1.1
644 elmex 1.81 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
645 elmex 1.2 {
646 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
647     dropper->statusmsg ("The god who lent it to you retrieves it.");
648 root 1.28
649 elmex 1.81 obj->destroy ();
650     dropper->update_stats ();
651 elmex 1.1 return;
652     }
653    
654 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
655     floor;
656     floor = floor->above)
657     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
658 elmex 1.5 return;
659 elmex 1.1
660 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
661     return;
662 elmex 1.1
663 elmex 1.81 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
664     if (!sell_item (obj, dropper))
665     return;
666 elmex 1.1
667 elmex 1.81 /* If nothing special happened with this object, the default action is to
668     * insert it below the dropper:
669     */
670    
671     obj->x = dropper->x;
672     obj->y = dropper->y;
673    
674     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
675 elmex 1.1 }
676    
677 root 1.69 void
678 root 1.14 drop (object *op, object *tmp)
679 elmex 1.1 {
680 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
681     * somehow, players get an invisible object in the container, and the
682     * old logic would skip over invisible objects - works fine for the
683     * playes inventory, but drop inventory wants to use the next value.
684     */
685     if (tmp->invisible)
686     {
687     /* if the following is the case, it must be in an container. */
688     if (tmp->env && tmp->env->type != PLAYER)
689     {
690     /* Just toss the object - probably shouldn't be hanging
691     * around anyways
692     */
693 root 1.79 tmp->destroy ();
694 root 1.14 return;
695     }
696     else
697     {
698 root 1.70 while (tmp && tmp->invisible)
699 root 1.14 tmp = tmp->below;
700 root 1.10 }
701 elmex 1.1 }
702    
703 root 1.14 if (tmp == NULL)
704     {
705     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
706 elmex 1.1 return;
707     }
708 root 1.70
709 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
710     {
711     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
712 elmex 1.1 return;
713     }
714 root 1.70
715 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
716     {
717 elmex 1.1 #if 0
718     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
719 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
720 elmex 1.1 #endif
721     return;
722     }
723    
724 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
725     op->contr->last_used = tmp->below ? tmp->below
726     : tmp->above ? tmp->above
727     : 0;
728 elmex 1.1
729 root 1.14 if (op->container)
730     {
731     if (op->type == PLAYER)
732 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
733 root 1.14 else
734 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
735 root 1.14 }
736     else
737     {
738     if (op->type == PLAYER)
739 root 1.26 drop_object (op, tmp, op->contr->count);
740 root 1.14 else
741 root 1.26 drop_object (op, tmp, 0);
742 elmex 1.1 }
743 root 1.26
744 root 1.14 if (op->type == PLAYER)
745     op->contr->count = 0;
746 elmex 1.1 }
747    
748     /* Command will drop all items that have not been locked */
749 root 1.14 int
750     command_dropall (object *op, char *params)
751     {
752    
753     if (op->inv == NULL)
754     {
755     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
756     return 0;
757     }
758 elmex 1.1
759 root 1.70 object *curinv = op->inv;
760     object *nextinv;
761 elmex 1.1
762     /*
763 root 1.14 This is the default. Drops everything not locked or considered
764     not something that should be dropped.
765     */
766 elmex 1.1 /*
767 root 1.14 Care must be taken that the next item pointer is not to money as
768     the drop() routine will do unknown things to it when dropping
769     in a shop. --Tero.Pelander@utu.fi
770     */
771    
772 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
773    
774 root 1.70 if (!params)
775 root 1.14 {
776 root 1.70 while (curinv)
777 root 1.14 {
778     nextinv = curinv->below;
779 root 1.70
780 root 1.14 while (nextinv && nextinv->type == MONEY)
781     nextinv = nextinv->below;
782 root 1.70
783 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
784     curinv->type != FOOD && curinv->type != KEY &&
785     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
786     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
787     {
788     drop (op, curinv);
789 elmex 1.61 if (--cnt <= 0) break;
790 root 1.14 }
791 root 1.70
792 root 1.14 curinv = nextinv;
793     }
794     }
795     else if (strcmp (params, "weapons") == 0)
796     {
797 root 1.70 while (curinv)
798 root 1.14 {
799     nextinv = curinv->below;
800 root 1.70
801 root 1.14 while (nextinv && nextinv->type == MONEY)
802     nextinv = nextinv->below;
803 root 1.70
804 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
805     {
806     drop (op, curinv);
807 elmex 1.61 if (--cnt <= 0) break;
808 root 1.14 }
809 root 1.70
810 root 1.14 curinv = nextinv;
811     }
812     }
813     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
814     {
815 root 1.70 while (curinv)
816 root 1.14 {
817     nextinv = curinv->below;
818 root 1.70
819 root 1.14 while (nextinv && nextinv->type == MONEY)
820     nextinv = nextinv->below;
821 root 1.70
822 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
823     {
824     drop (op, curinv);
825 elmex 1.61 if (--cnt <= 0) break;
826 root 1.14 }
827 root 1.70
828 root 1.10 curinv = nextinv;
829 root 1.14 }
830     }
831     else if (strcmp (params, "misc") == 0)
832     {
833 root 1.70 while (curinv)
834 root 1.14 {
835     nextinv = curinv->below;
836 root 1.70
837 root 1.14 while (nextinv && nextinv->type == MONEY)
838     nextinv = nextinv->below;
839 root 1.70
840 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
841     {
842     switch (curinv->type)
843     {
844 root 1.15 case HORN:
845     case BOOK:
846     case SPELLBOOK:
847     case GIRDLE:
848     case AMULET:
849     case RING:
850     case CLOAK:
851     case BOOTS:
852     case GLOVES:
853     case BRACERS:
854     case SCROLL:
855     case ARMOUR_IMPROVER:
856     case WEAPON_IMPROVER:
857     case WAND:
858     case ROD:
859     case POTION:
860     drop (op, curinv);
861     curinv = nextinv;
862     break;
863     default:
864     curinv = nextinv;
865     break;
866 root 1.14 }
867 root 1.70
868 elmex 1.61 if (--cnt <= 0) break;
869 root 1.14 }
870 root 1.70
871 root 1.10 curinv = nextinv;
872     }
873 elmex 1.1 }
874 root 1.28
875 elmex 1.61 if (cnt <= 0)
876 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
877 elmex 1.61
878 elmex 1.1 /* draw_look(op);*/
879     return 0;
880     }
881    
882 elmex 1.81
883     /* This function tries to drop all objects in the <objs> vector.
884     * <dropper> is the object that wants to drop them.
885     * <cnt> can be a 0 pointer or a pointer to the maximum number of
886     * drop operations to perform.
887     *
888     * Returns true if at least one item was dropped.
889     */
890     bool
891     drop_vector (object *dropper, vector<object *> &objs, int *cnt)
892     {
893     vector<object *>::iterator i;
894    
895     bool did_one = false;
896    
897     for (i = objs.begin (); i != objs.end (); i++)
898     {
899     drop (dropper, *i);
900     if (cnt && --*cnt <= 0) break;
901     did_one = true;
902     }
903    
904     return did_one;
905     }
906    
907 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
908     * comma seperated list.
909     */
910 root 1.14 int
911     command_drop (object *op, char *params)
912 elmex 1.1 {
913 root 1.14 object *tmp, *next;
914     int did_one = 0;
915 elmex 1.1
916 root 1.14 if (!params)
917     {
918     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
919     return 0;
920     }
921     else
922     {
923 elmex 1.81 vector<object *> matched_objs;
924 elmex 1.61
925 root 1.14 for (tmp = op->inv; tmp; tmp = next)
926     {
927     next = tmp->below;
928     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
929     continue;
930 elmex 1.61
931 root 1.14 if (item_matched_string (op, tmp, params))
932 elmex 1.81 matched_objs.push_back (tmp);
933 root 1.10 }
934 elmex 1.61
935 elmex 1.81 int cnt = MAX_ITEM_PER_DROP;
936    
937     if (!drop_vector (op, matched_objs, &cnt))
938 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
939 elmex 1.61
940     if (cnt <= 0)
941 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
942 elmex 1.1 }
943 root 1.14
944     return 0;
945 elmex 1.1 }
946    
947 root 1.14 int
948     command_examine (object *op, char *params)
949 elmex 1.1 {
950 root 1.14 if (!params)
951     {
952     object *tmp = op->below;
953    
954 root 1.36 while (tmp && !tmp->client_visible ())
955 root 1.14 tmp = tmp->below;
956 root 1.65
957 root 1.14 if (tmp)
958     examine (op, tmp);
959     }
960     else
961     {
962     object *tmp = find_best_object_match (op, params);
963    
964     if (tmp)
965     examine (op, tmp);
966     else
967 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
968 root 1.14 }
969 root 1.65
970 elmex 1.1 return 0;
971     }
972    
973     /* op should be a player.
974     * we return the object the player has marked with the 'mark' command
975     * below. If no match is found (or object has changed), we return
976     * NULL. We leave it up to the calling function to print messages if
977     * nothing is found.
978     */
979 root 1.14 object *
980     find_marked_object (object *op)
981 elmex 1.1 {
982 root 1.14 object *tmp;
983    
984     if (!op || !op->contr)
985     return NULL;
986 root 1.20
987 root 1.14 if (!op->contr->mark)
988     {
989 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
990 root 1.20 return 0;
991 elmex 1.1 }
992 root 1.20
993 root 1.14 /* This may seem like overkill, but we need to make sure that they
994     * player hasn't dropped the item. We use count on the off chance that
995     * an item got reincarnated at some point.
996     */
997     for (tmp = op->inv; tmp; tmp = tmp->below)
998     {
999     if (tmp->invisible)
1000     continue;
1001 root 1.20
1002 root 1.14 if (tmp == op->contr->mark)
1003     {
1004 root 1.20 if (!tmp->destroyed ())
1005 root 1.14 return tmp;
1006     else
1007     {
1008 root 1.20 op->contr->mark = 0;
1009 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1010 root 1.20 return 0;
1011 root 1.10 }
1012     }
1013 elmex 1.1 }
1014 root 1.20
1015     return 0;
1016 elmex 1.1 }
1017 root 1.14
1018 root 1.42 std::string
1019     object::describe_monster (object *who)
1020 root 1.14 {
1021 root 1.42 dynbuf_text buf (512, 512);
1022    
1023     object *mon = head ? head : this;
1024 root 1.14
1025     if (QUERY_FLAG (mon, FLAG_UNDEAD))
1026 root 1.77 buf << "It is an undead force.\r";
1027 root 1.42
1028     if (mon->level > who->level)
1029 root 1.77 buf << "It is likely more powerful than you.\r";
1030 root 1.42 else if (mon->level < who->level)
1031 root 1.77 buf << "It is likely less powerful than you.\r";
1032 root 1.14 else
1033 root 1.77 buf << "It is probably as powerful as you.\r";
1034 root 1.42
1035 root 1.14 if (mon->attacktype & AT_ACID)
1036 root 1.77 buf << "You seem to smell an acrid odor.\r";
1037 elmex 1.1
1038 root 1.14 /* Anyone know why this used to use the clone value instead of the
1039     * maxhp field? This seems that it should give more accurate results.
1040     */
1041     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1042     { /* From 1-4 */
1043 root 1.15 case 1:
1044 root 1.77 buf << "It is in a bad shape.\r";
1045 root 1.15 break;
1046     case 2:
1047 root 1.77 buf << "It is hurt.\r";
1048 root 1.15 break;
1049     case 3:
1050 root 1.77 buf << "It is somewhat hurt.\r";
1051 root 1.15 break;
1052     case 4:
1053 root 1.77 buf << "It is in excellent shape.\r";
1054 root 1.15 break;
1055 elmex 1.1 }
1056 root 1.42
1057     if (present_in_ob (POISONING, mon))
1058 root 1.77 buf << "It looks very ill.\r";
1059    
1060     buf << '\n';
1061 root 1.42
1062     return buf;
1063 elmex 1.1 }
1064    
1065     /* tmp is the object being described, pl is who is examing it. */
1066 root 1.41 const char *
1067 root 1.14 long_desc (object *tmp, object *pl)
1068     {
1069 root 1.46 static std::string s;
1070    
1071     return (s = tmp->long_desc (pl)).c_str ();
1072 root 1.42 }
1073 elmex 1.1
1074 root 1.42 std::string
1075     object::long_desc (object *who)
1076     {
1077     std::string buf (query_name (this));
1078 elmex 1.1
1079 root 1.42 switch (type)
1080 root 1.14 {
1081 root 1.15 case RING:
1082     case SKILL:
1083     case WEAPON:
1084     case ARMOUR:
1085     case BRACERS:
1086     case HELMET:
1087     case SHIELD:
1088     case BOOTS:
1089     case GLOVES:
1090     case AMULET:
1091     case GIRDLE:
1092     case BOW:
1093     case ARROW:
1094     case CLOAK:
1095     case FOOD:
1096     case DRINK:
1097     case FLESH:
1098     case SKILL_TOOL:
1099     case POWER_CRYSTAL:
1100 root 1.42 {
1101     const char *cp = ::describe_item (this, who);
1102 root 1.14
1103 root 1.42 if (*cp)
1104     {
1105     buf.append (" ");
1106     buf.append (cp);
1107     }
1108     }
1109 elmex 1.1 }
1110 root 1.15
1111 root 1.14 return buf;
1112 elmex 1.1 }
1113    
1114 root 1.42 /* op is the player
1115     * tmp is the monster being examined.
1116     */
1117 root 1.14 void
1118 root 1.42 examine_monster (object *op, object *tmp)
1119 root 1.14 {
1120 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1121     }
1122 root 1.14
1123 root 1.42 std::string
1124     object::describe (object *who)
1125     {
1126     dynbuf_text buf (1024, 1024);
1127 root 1.14
1128 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1129 elmex 1.1
1130 root 1.42 if (custom_name)
1131 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1132 elmex 1.1
1133 root 1.42 switch (type)
1134 root 1.14 {
1135 root 1.15 case SPELLBOOK:
1136 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1137 root 1.77 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1138 root 1.15 break;
1139 root 1.10
1140 root 1.15 case BOOK:
1141 root 1.42 if (msg)
1142 root 1.77 buf << "Something is written in it.\r";
1143 root 1.15 break;
1144 root 1.10
1145 root 1.15 case CONTAINER:
1146 root 1.77 if (race)
1147 root 1.15 {
1148 root 1.42 if (weight_limit && stats.Str < 100)
1149 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1150 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1151 root 1.15 else
1152 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1153 root 1.15 }
1154 root 1.42 else if (weight_limit && stats.Str < 100)
1155 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1156 root 1.15 break;
1157    
1158     case WAND:
1159 root 1.42 if (flag [FLAG_IDENTIFIED])
1160 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1161 root 1.15 break;
1162 root 1.14 }
1163    
1164 root 1.42 if (materialname && !msg)
1165 root 1.77 buf.printf ("It is made of: %s.\r", &materialname);
1166 root 1.14
1167 root 1.42 if (who)
1168     /* Where to wear this item */
1169     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1170 root 1.48 if (slot[i].info)
1171 root 1.14 {
1172 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1173 root 1.42
1174 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1175     buf.printf ("(%d)", -slot[i].info);
1176 root 1.42
1177 root 1.77 buf << ".\r";
1178 root 1.14 }
1179    
1180 root 1.42 if (weight)
1181 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1182 root 1.42
1183     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1184 root 1.14 {
1185 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));
1186 root 1.14
1187 root 1.42 if (is_in_shop (who))
1188 root 1.14 {
1189 root 1.42 if (flag [FLAG_UNPAID])
1190 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1191 root 1.14 else
1192 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");
1193 root 1.14 }
1194 elmex 1.1 }
1195    
1196 root 1.42 if (flag [FLAG_MONSTER])
1197     buf << describe_monster (who);
1198 root 1.14
1199     /* Is this item buildable? */
1200 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1201 root 1.77 buf << "This is a buildable item.\r";
1202 root 1.14
1203     /* Does the object have a message? Don't show message for all object
1204     * types - especially if the first entry is a match
1205     */
1206 root 1.75 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1207 root 1.14 {
1208     /* This is just a hack so when identifying the items, we print
1209     * out the extra message
1210     */
1211 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1212 root 1.77 buf << "The object has a story:\r";
1213 elmex 1.1
1214 root 1.42 buf << msg << '\n';
1215 elmex 1.1 }
1216 root 1.42
1217     buf << '\n';
1218    
1219     return std::string (buf.linearise (), buf.size ());
1220     }
1221    
1222 root 1.14 static void
1223     display_new_pickup (object *op)
1224     {
1225     int i = op->contr->mode;
1226 elmex 1.1
1227 root 1.14 if (!(i & PU_NEWMODE))
1228     return;
1229 elmex 1.1
1230 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1231     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1232     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1233     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1234 elmex 1.1
1235 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1236 elmex 1.1
1237 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1238     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1239     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1240 elmex 1.1
1241 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1242     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1243 elmex 1.1
1244 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1245     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1246     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1247 elmex 1.1
1248 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1249     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1250     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1251     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1252 elmex 1.1
1253 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1254     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1255     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1256     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1257 elmex 1.1
1258 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1259     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1260     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1261     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1262 elmex 1.1
1263 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1264 elmex 1.1
1265 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1266 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1267 elmex 1.1
1268 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1269     }
1270 elmex 1.1
1271 root 1.14 int
1272     command_pickup (object *op, char *params)
1273 elmex 1.1 {
1274     uint32 i;
1275 root 1.14 static const char *names[] = {
1276     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1277     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1278 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1279     "jewels", "flesh", NULL
1280 root 1.14 };
1281     static uint32 modes[] = {
1282     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1283     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1284 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1285     PU_JEWELS, PU_FLESH, 0
1286 root 1.14 };
1287    
1288     if (!params)
1289     {
1290     /* if the new mode is used, just print the settings */
1291     if (op->contr->mode & PU_NEWMODE)
1292     {
1293     display_new_pickup (op);
1294     return 1;
1295     }
1296     if (1)
1297     LOG (llevDebug, "command_pickup: !params\n");
1298     set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1299     return 0;
1300     }
1301 elmex 1.1
1302 root 1.14 while (*params == ' ' && *params)
1303     params++;
1304 elmex 1.1
1305 root 1.14 if (*params == '+' || *params == '-')
1306     {
1307 elmex 1.1 int mode;
1308 root 1.14
1309     for (mode = 0; names[mode]; mode++)
1310     {
1311     if (!strcmp (names[mode], params + 1))
1312     {
1313 elmex 1.1 i = op->contr->mode;
1314 root 1.14 if (!(i & PU_NEWMODE))
1315     i = PU_NEWMODE;
1316     if (*params == '+')
1317     i = i | modes[mode];
1318 elmex 1.1 else
1319 root 1.14 i = i & ~modes[mode];
1320 elmex 1.1 op->contr->mode = i;
1321 root 1.14 display_new_pickup (op);
1322 elmex 1.1 return 1;
1323 root 1.14 }
1324     }
1325     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1326 elmex 1.1 return 1;
1327 root 1.14 }
1328 elmex 1.1
1329 root 1.14 if (sscanf (params, "%u", &i) != 1)
1330     {
1331     if (1)
1332     LOG (llevDebug, "command_pickup: params==NULL\n");
1333     new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1334     return 1;
1335     }
1336     set_pickup_mode (op, i);
1337 elmex 1.1
1338     return 1;
1339     }
1340    
1341 root 1.14 void
1342     set_pickup_mode (object *op, int i)
1343     {
1344     switch (op->contr->mode = i)
1345     {
1346 root 1.15 case 0:
1347     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1348     break;
1349     case 1:
1350     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1351     break;
1352     case 2:
1353     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1354     break;
1355     case 3:
1356     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1357     break;
1358     case 4:
1359     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1360     break;
1361     case 5:
1362     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1363     break;
1364     case 6:
1365     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1366     break;
1367     case 7:
1368     new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1369     break;
1370 elmex 1.1 }
1371     }
1372    
1373 root 1.14 int
1374     command_search_items (object *op, char *params)
1375 elmex 1.1 {
1376 root 1.14 char buf[MAX_BUF];
1377 elmex 1.1
1378 root 1.14 if (settings.search_items == FALSE)
1379     return 1;
1380 elmex 1.1
1381 root 1.14 if (params == NULL)
1382     {
1383     if (op->contr->search_str[0] == '\0')
1384     {
1385     new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1386     new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1387     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1388 root 1.10 return 1;
1389     }
1390 root 1.42
1391 root 1.14 op->contr->search_str[0] = '\0';
1392     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1393 root 1.31 op->update_stats ();
1394 elmex 1.1 return 1;
1395 root 1.14 }
1396 root 1.42
1397 root 1.14 if ((int) strlen (params) >= MAX_BUF)
1398     {
1399     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1400     return 1;
1401     }
1402 root 1.42
1403 root 1.14 strcpy (op->contr->search_str, params);
1404     sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1405     new_draw_info (NDI_UNIQUE, 0, op, buf);
1406 root 1.31 op->update_stats ();
1407 root 1.14 return 1;
1408 elmex 1.1 }
1409