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Revision: 1.90
Committed: Mon Jan 12 19:12:17 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_77
Changes since 1.89: +5 -1 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 1.88 * Copyright (©) 2005,2006,2007,2008,2009 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 1.87 skill = find_skill_by_name_fuzzy (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     /* A little special because we do want to pass the full params along
152     * as it includes the object to throw.
153 root 1.14 */
154     int
155     command_throw (object *op, char *params)
156 elmex 1.1 {
157 root 1.51 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
158 root 1.14 return do_skill (op, op, skop, op->facing, params);
159     else
160 root 1.51 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
161    
162 root 1.14 return 0;
163 elmex 1.1 }
164    
165 root 1.14 int
166     command_apply (object *op, char *params)
167 elmex 1.1 {
168 root 1.14 if (!params)
169     {
170     player_apply_below (op);
171     return 0;
172     }
173     else
174     {
175 root 1.51 apply_flag aflag = (apply_flag)0;
176 root 1.14
177     while (*params == ' ')
178     params++;
179 root 1.51
180 root 1.14 if (!strncmp (params, "-a ", 3))
181     {
182     aflag = AP_APPLY;
183     params += 3;
184     }
185 root 1.51
186 root 1.14 if (!strncmp (params, "-u ", 3))
187     {
188     aflag = AP_UNAPPLY;
189     params += 3;
190     }
191 root 1.51
192 root 1.14 while (*params == ' ')
193     params++;
194 elmex 1.1
195 root 1.51 if (object *inv = find_best_apply_object_match (op, params, aflag))
196     player_apply (op, inv, aflag, 0);
197 root 1.14 else
198     new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
199 elmex 1.1 }
200 root 1.51
201 elmex 1.1 return 0;
202     }
203    
204     /*
205     * Check if an item op can be put into a sack. If pl exists then tell
206     * a player the reason of failure.
207     * returns 1 if it will fit, 0 if it will not. nrof is the number of
208     * objects (op) we want to put in. We specify it separately instead of
209     * using op->nrof because often times, a player may have specified a
210     * certain number of objects to drop, so we can pass that number, and
211     * not need to use split_ob and stuff.
212     */
213 root 1.14 int
214     sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
215     {
216     if (!QUERY_FLAG (sack, FLAG_APPLIED))
217     {
218     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
219     return 0;
220     }
221 root 1.66
222 root 1.14 if (sack == op)
223     {
224     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
225     return 0;
226     }
227 root 1.66
228 root 1.14 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
229     {
230     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
231     return 0;
232     }
233 root 1.66
234 root 1.14 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
235     {
236     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
237     return 0;
238     }
239 root 1.66
240 root 1.14 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
241     (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242     * (100 - sack->stats.Str) / 100) > sack->weight_limit)
243     {
244     new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
245     return 0;
246 elmex 1.1 }
247 root 1.66
248 root 1.14 /* All other checks pass, must be OK */
249     return 1;
250 elmex 1.1 }
251    
252     /* Pick up commands follow */
253 root 1.14
254 elmex 1.1 /* pl = player (not always - monsters can use this now)
255     * op is the object to put tmp into,
256     * tmp is the object to pick up, nrof is the number to
257     * pick up (0 means all of them)
258     */
259 root 1.14 static void
260     pick_up_object (object *pl, object *op, object *tmp, int nrof)
261 elmex 1.1 {
262 root 1.14 object *env = tmp->env;
263     uint32 weight, effective_weight_limit;
264 root 1.66 int tmp_nrof = tmp->number_of ();
265 root 1.14
266     /* IF the player is flying & trying to take the item out of a container
267     * that is in his inventory, let him. tmp->env points to the container
268     * (sack, luggage, etc), tmp->env->env then points to the player (nested
269     * containers not allowed as of now)
270     */
271 root 1.29 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
272 root 1.14 {
273 root 1.72 pl->failmsg ("You are levitating, you can't reach the ground! "
274     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275     "or waiting till the levitation effect wears off.>");
276 root 1.14 return;
277     }
278 root 1.18
279 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
280     return;
281 root 1.18
282 root 1.67 if (nrof > tmp_nrof || nrof <= 0)
283 root 1.14 nrof = tmp_nrof;
284 root 1.18
285 root 1.14 /* Figure out how much weight this object will add to the player */
286     weight = tmp->weight * nrof;
287     if (tmp->inv)
288     weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
289 root 1.18
290 root 1.64 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291 root 1.18
292 root 1.14 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293     {
294     new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
295     return;
296 elmex 1.1 }
297 root 1.18
298 root 1.66 if (!can_split (pl, tmp, nrof))
299     return;
300 root 1.39
301 root 1.14 if (QUERY_FLAG (tmp, FLAG_UNPAID))
302 root 1.69 {
303     tmp->flag.reset (FLAG_UNPAID);
304     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));
305     tmp->flag.set (FLAG_UNPAID);
306     }
307 root 1.14 else
308 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309 root 1.14
310 root 1.69 op->insert (tmp);
311 elmex 1.1 }
312    
313 root 1.18 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 root 1.14 void
315     pick_up (object *op, object *alt)
316 elmex 1.1 {
317 root 1.14 int need_fix_tmp = 0;
318     object *tmp = NULL;
319 root 1.19 maptile *tmp_map = NULL;
320 root 1.14 int count;
321    
322     /* Decide which object to pick. */
323     if (alt)
324     {
325     if (!can_pick (op, alt))
326     {
327     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
328     goto leave;
329     }
330 root 1.64
331 root 1.14 tmp = alt;
332     }
333     else
334     {
335     if (op->below == NULL || !can_pick (op, op->below))
336     {
337     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338     goto leave;
339 elmex 1.1 }
340 root 1.18
341 root 1.14 tmp = op->below;
342     }
343    
344     /* Try to catch it. */
345     tmp_map = tmp->map;
346     tmp = stop_item (tmp);
347     if (tmp == NULL)
348     goto leave;
349 root 1.64
350 root 1.14 need_fix_tmp = 1;
351     if (!can_pick (op, tmp))
352     goto leave;
353    
354     if (op->type == PLAYER)
355     {
356     count = op->contr->count;
357     if (count == 0)
358     count = tmp->nrof;
359 elmex 1.1 }
360 root 1.14 else
361     count = tmp->nrof;
362 elmex 1.1
363 root 1.14 /* container is open, so use it */
364 root 1.64 if (tmp->flag [FLAG_STARTEQUIP])
365     alt = op;
366     else if (op->container)
367 root 1.14 {
368     alt = op->container;
369     if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
370 elmex 1.1 goto leave;
371 root 1.14 }
372     else
373     { /* non container pickup */
374     for (alt = op->inv; alt; alt = alt->below)
375     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
376     alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377     break; /* perfect match */
378    
379     if (!alt)
380     for (alt = op->inv; alt; alt = alt->below)
381     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
382     break; /* General container comes next */
383 root 1.39
384 root 1.14 if (!alt)
385     alt = op; /* No free containers */
386     }
387 root 1.21
388 root 1.14 if (tmp->env == alt)
389     {
390     /* here it could be possible to check rent,
391     * if someone wants to implement it
392     */
393     alt = op;
394 elmex 1.1 }
395 root 1.64
396 elmex 1.1 #ifdef PICKUP_DEBUG
397 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);
398 elmex 1.1 #endif
399    
400 root 1.14 /* startequip items are not allowed to be put into containers: */
401     if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 elmex 1.1 {
403 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
404     goto leave;
405 elmex 1.1 }
406    
407 root 1.14 pick_up_object (op, alt, tmp, count);
408 root 1.18
409     if (tmp->destroyed () || tmp->env)
410 root 1.14 need_fix_tmp = 0;
411 root 1.18
412 root 1.14 if (op->type == PLAYER)
413     op->contr->count = 0;
414 root 1.18
415 root 1.14 goto leave;
416 elmex 1.1
417 root 1.14 leave:
418     if (need_fix_tmp)
419     fix_stopped_item (tmp, tmp_map, op);
420 elmex 1.1 }
421    
422     /* This takes (picks up) and item. op is the player
423     * who issued the command. params is a string to
424     * match against the item name. Basically, always
425     * returns zero, but that should be improved.
426     */
427 root 1.14 int
428     command_take (object *op, char *params)
429 elmex 1.1 {
430 root 1.14 object *tmp, *next;
431 elmex 1.1
432 root 1.14 if (op->container)
433     tmp = op->container->inv;
434     else
435     {
436     tmp = op->above;
437     if (tmp)
438     while (tmp->above)
439 root 1.21 tmp = tmp->above;
440    
441 root 1.14 if (!tmp)
442     tmp = op->below;
443 elmex 1.1 }
444    
445 root 1.39 if (!tmp)
446 root 1.14 {
447     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
448     return 0;
449 elmex 1.1 }
450    
451 root 1.14 /* Makes processing easier */
452     if (params && *params == '\0')
453 root 1.39 params = 0;
454 elmex 1.1
455 elmex 1.62 int cnt = MAX_ITEM_PER_DROP;
456    
457 root 1.14 while (tmp)
458     {
459     next = tmp->below;
460 elmex 1.1
461 root 1.14 if (tmp->invisible)
462     {
463     tmp = next;
464     continue;
465     }
466 root 1.35
467 root 1.14 /* This following two if and else if could be merged into line
468     * but that probably will make it more difficult to read, and
469     * not make it any more efficient
470     */
471     if (params && item_matched_string (op, tmp, params))
472 elmex 1.62 {
473 root 1.74 if (--cnt < 0) break;
474 elmex 1.62 pick_up (op, tmp);
475     }
476 root 1.14 else if (can_pick (op, tmp) && !params)
477     {
478 root 1.74 if (--cnt < 0) break;
479 root 1.14 pick_up (op, tmp);
480     break;
481 root 1.10 }
482 root 1.35
483 root 1.14 tmp = next;
484     }
485 root 1.35
486 root 1.73 if (cnt < 0)
487 elmex 1.62 {
488     op->failmsg ("Couldn't pick up so many items at once.");
489     return 0;
490     }
491    
492 root 1.14 if (!params && !tmp)
493     {
494 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
495 root 1.14 if (!tmp->invisible)
496     {
497 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
498 root 1.10 break;
499 root 1.14 }
500 root 1.35
501 root 1.14 if (!tmp)
502     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
503 elmex 1.1 }
504 root 1.35
505 root 1.14 return 0;
506 elmex 1.1 }
507    
508     /*
509 root 1.83 * This function was part of drop, now is own function.
510     * Player 'op' tries to put object 'tmp' into sack 'sack',
511     * if nrof is non zero, then nrof objects is tried to put into sack.
512     *
513 elmex 1.1 * Note that the 'sack' in question can now be a transport,
514     * so this function isn't named very good anymore.
515     */
516 root 1.14 void
517     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
518 elmex 1.1 {
519 root 1.14 object *tmp2, *sack2;
520     char buf[MAX_BUF];
521    
522     if (sack == tmp)
523     return; /* Can't put an object in itself */
524 root 1.18
525 root 1.14 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
526     {
527     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
528     return;
529 elmex 1.1 }
530 root 1.18
531 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
532     {
533     /* Eneq(@csd.uu.se): If the object to be dropped is a container
534     * we instead move the contents of that container into the active
535     * container, this is only done if the object has something in it.
536     */
537     sack2 = tmp;
538     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
539 root 1.18
540 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
541     {
542     tmp = tmp2->below;
543 root 1.18
544 root 1.14 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
545 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
546 root 1.14 else
547     {
548     sprintf (buf, "Your %s fills up.", query_name (sack));
549     new_draw_info (NDI_UNIQUE, 0, op, buf);
550     break;
551 root 1.10 }
552     }
553 root 1.18
554 root 1.14 return;
555     }
556    
557     /* Don't worry about this for containers - our caller should have
558     * already checked this.
559     */
560     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
561     return;
562    
563     if (QUERY_FLAG (tmp, FLAG_APPLIED))
564 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
565     return;
566 elmex 1.1
567 root 1.14 /* we want to put some portion of the item into the container */
568 root 1.69 if (!can_split (op, tmp, nrof))
569     return;
570 root 1.14
571     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
572 root 1.69 sack->insert (tmp);
573 elmex 1.1 }
574    
575     /*
576     * This function was part of drop, now is own function.
577     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
578     * nrof objects is tried to dropped.
579     * This is used when dropping objects onto the floor.
580     */
581 elmex 1.2 void
582 root 1.14 drop_object (object *op, object *tmp, uint32 nrof)
583 elmex 1.1 {
584 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
585     return;
586 elmex 1.1
587 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
588     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
589 root 1.14 return; /* can't unapply it */
590 elmex 1.2
591 root 1.38 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
592    
593 root 1.23 /* We are only dropping some of the items. We split the current object
594 elmex 1.2 * off
595     */
596 root 1.69 if (!can_split (op, tmp, nrof))
597 elmex 1.80 return;
598 elmex 1.1
599 elmex 1.81 drop_object (op, tmp);
600    
601 elmex 1.82 if (!tmp->destroyed () && !tmp->is_inserted ())
602 elmex 1.81 {
603     // if nothing happened with the object we give it back
604     op->insert (tmp);
605     }
606     }
607    
608     /* In contrast to drop_object (op, tmp, nrof) above this function takes the
609     * already split off object, and feeds it to the event handlers and does
610     * other magic with it.
611     *
612     * <droppper> is the object that dropped this object and <obj> is the
613     * object that was dropped.
614     *
615     * Make sure to check what happened with <obj> after this function returns!
616     * Otherwise you may leak this object.
617     */
618    
619     void
620     drop_object (object *dropper, object *obj)
621     {
622     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
623 elmex 1.2 return;
624 elmex 1.81
625 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
626     return;
627 elmex 1.1
628 elmex 1.81 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
629 elmex 1.2 {
630 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
631     dropper->statusmsg ("The god who lent it to you retrieves it.");
632 root 1.28
633 elmex 1.81 obj->destroy ();
634     dropper->update_stats ();
635 elmex 1.1 return;
636     }
637    
638 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
639     floor;
640     floor = floor->above)
641     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
642 elmex 1.5 return;
643 elmex 1.1
644 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
645     return;
646 elmex 1.1
647 elmex 1.81 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
648     if (!sell_item (obj, dropper))
649     return;
650 elmex 1.1
651 elmex 1.81 /* If nothing special happened with this object, the default action is to
652     * insert it below the dropper:
653     */
654    
655     obj->x = dropper->x;
656     obj->y = dropper->y;
657    
658     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
659 elmex 1.1 }
660    
661 root 1.69 void
662 root 1.14 drop (object *op, object *tmp)
663 elmex 1.1 {
664 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
665     * somehow, players get an invisible object in the container, and the
666     * old logic would skip over invisible objects - works fine for the
667     * playes inventory, but drop inventory wants to use the next value.
668     */
669     if (tmp->invisible)
670     {
671     /* if the following is the case, it must be in an container. */
672     if (tmp->env && tmp->env->type != PLAYER)
673     {
674     /* Just toss the object - probably shouldn't be hanging
675     * around anyways
676     */
677 root 1.79 tmp->destroy ();
678 root 1.14 return;
679     }
680     else
681     {
682 root 1.70 while (tmp && tmp->invisible)
683 root 1.14 tmp = tmp->below;
684 root 1.10 }
685 elmex 1.1 }
686    
687 root 1.14 if (tmp == NULL)
688     {
689     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
690 elmex 1.1 return;
691     }
692 root 1.70
693 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
694     {
695     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
696 elmex 1.1 return;
697     }
698 root 1.70
699 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
700     {
701 elmex 1.1 #if 0
702     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
703 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
704 elmex 1.1 #endif
705     return;
706     }
707    
708 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
709     op->contr->last_used = tmp->below ? tmp->below
710     : tmp->above ? tmp->above
711     : 0;
712 elmex 1.1
713 root 1.14 if (op->container)
714     {
715     if (op->type == PLAYER)
716 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
717 root 1.14 else
718 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
719 root 1.14 }
720     else
721     {
722     if (op->type == PLAYER)
723 root 1.26 drop_object (op, tmp, op->contr->count);
724 root 1.14 else
725 root 1.26 drop_object (op, tmp, 0);
726 elmex 1.1 }
727 root 1.26
728 root 1.14 if (op->type == PLAYER)
729     op->contr->count = 0;
730 elmex 1.1 }
731    
732     /* Command will drop all items that have not been locked */
733 root 1.14 int
734     command_dropall (object *op, char *params)
735     {
736    
737     if (op->inv == NULL)
738     {
739     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
740     return 0;
741     }
742 elmex 1.1
743 root 1.70 object *curinv = op->inv;
744     object *nextinv;
745 elmex 1.1
746     /*
747 root 1.14 This is the default. Drops everything not locked or considered
748     not something that should be dropped.
749     */
750 elmex 1.1 /*
751 root 1.14 Care must be taken that the next item pointer is not to money as
752     the drop() routine will do unknown things to it when dropping
753     in a shop. --Tero.Pelander@utu.fi
754     */
755    
756 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
757    
758 root 1.70 if (!params)
759 root 1.14 {
760 root 1.70 while (curinv)
761 root 1.14 {
762     nextinv = curinv->below;
763 root 1.70
764 root 1.14 while (nextinv && nextinv->type == MONEY)
765     nextinv = nextinv->below;
766 root 1.70
767 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
768     curinv->type != FOOD && curinv->type != KEY &&
769     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
770     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
771     {
772     drop (op, curinv);
773 elmex 1.61 if (--cnt <= 0) break;
774 root 1.14 }
775 root 1.70
776 root 1.14 curinv = nextinv;
777     }
778     }
779     else if (strcmp (params, "weapons") == 0)
780     {
781 root 1.70 while (curinv)
782 root 1.14 {
783     nextinv = curinv->below;
784 root 1.70
785 root 1.14 while (nextinv && nextinv->type == MONEY)
786     nextinv = nextinv->below;
787 root 1.70
788 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789     {
790     drop (op, curinv);
791 elmex 1.61 if (--cnt <= 0) break;
792 root 1.14 }
793 root 1.70
794 root 1.14 curinv = nextinv;
795     }
796     }
797     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798     {
799 root 1.70 while (curinv)
800 root 1.14 {
801     nextinv = curinv->below;
802 root 1.70
803 root 1.14 while (nextinv && nextinv->type == MONEY)
804     nextinv = nextinv->below;
805 root 1.70
806 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807     {
808     drop (op, curinv);
809 elmex 1.61 if (--cnt <= 0) break;
810 root 1.14 }
811 root 1.70
812 root 1.10 curinv = nextinv;
813 root 1.14 }
814     }
815     else if (strcmp (params, "misc") == 0)
816     {
817 root 1.70 while (curinv)
818 root 1.14 {
819     nextinv = curinv->below;
820 root 1.70
821 root 1.14 while (nextinv && nextinv->type == MONEY)
822     nextinv = nextinv->below;
823 root 1.70
824 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
825     {
826     switch (curinv->type)
827     {
828 root 1.15 case HORN:
829     case BOOK:
830     case SPELLBOOK:
831     case GIRDLE:
832     case AMULET:
833     case RING:
834     case CLOAK:
835     case BOOTS:
836     case GLOVES:
837     case BRACERS:
838     case SCROLL:
839     case ARMOUR_IMPROVER:
840     case WEAPON_IMPROVER:
841     case WAND:
842     case ROD:
843     case POTION:
844     drop (op, curinv);
845     curinv = nextinv;
846     break;
847     default:
848     curinv = nextinv;
849     break;
850 root 1.14 }
851 root 1.70
852 elmex 1.61 if (--cnt <= 0) break;
853 root 1.14 }
854 root 1.70
855 root 1.10 curinv = nextinv;
856     }
857 elmex 1.1 }
858 root 1.28
859 elmex 1.61 if (cnt <= 0)
860 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861 elmex 1.61
862 elmex 1.1 /* draw_look(op);*/
863     return 0;
864     }
865    
866 elmex 1.81
867     /* This function tries to drop all objects in the <objs> vector.
868     * <dropper> is the object that wants to drop them.
869     * <cnt> can be a 0 pointer or a pointer to the maximum number of
870     * drop operations to perform.
871     *
872     * Returns true if at least one item was dropped.
873     */
874     bool
875     drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876     {
877     vector<object *>::iterator i;
878    
879     bool did_one = false;
880    
881     for (i = objs.begin (); i != objs.end (); i++)
882     {
883     drop (dropper, *i);
884     if (cnt && --*cnt <= 0) break;
885     did_one = true;
886     }
887    
888     return did_one;
889     }
890    
891 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
892     * comma seperated list.
893     */
894 root 1.14 int
895     command_drop (object *op, char *params)
896 elmex 1.1 {
897 root 1.14 object *tmp, *next;
898     int did_one = 0;
899 elmex 1.1
900 root 1.14 if (!params)
901     {
902     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
903     return 0;
904     }
905     else
906     {
907 elmex 1.81 vector<object *> matched_objs;
908 elmex 1.61
909 root 1.14 for (tmp = op->inv; tmp; tmp = next)
910     {
911     next = tmp->below;
912     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
913     continue;
914 elmex 1.61
915 root 1.14 if (item_matched_string (op, tmp, params))
916 elmex 1.81 matched_objs.push_back (tmp);
917 root 1.10 }
918 elmex 1.61
919 elmex 1.81 int cnt = MAX_ITEM_PER_DROP;
920    
921     if (!drop_vector (op, matched_objs, &cnt))
922 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
923 elmex 1.61
924     if (cnt <= 0)
925 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
926 elmex 1.1 }
927 root 1.14
928     return 0;
929 elmex 1.1 }
930    
931 root 1.14 int
932     command_examine (object *op, char *params)
933 elmex 1.1 {
934 root 1.14 if (!params)
935     {
936     object *tmp = op->below;
937    
938 root 1.36 while (tmp && !tmp->client_visible ())
939 root 1.14 tmp = tmp->below;
940 root 1.65
941 root 1.14 if (tmp)
942     examine (op, tmp);
943     }
944     else
945     {
946     object *tmp = find_best_object_match (op, params);
947    
948     if (tmp)
949     examine (op, tmp);
950     else
951 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
952 root 1.14 }
953 root 1.65
954 elmex 1.1 return 0;
955     }
956    
957     /* op should be a player.
958     * we return the object the player has marked with the 'mark' command
959     * below. If no match is found (or object has changed), we return
960     * NULL. We leave it up to the calling function to print messages if
961     * nothing is found.
962     */
963 root 1.14 object *
964     find_marked_object (object *op)
965 elmex 1.1 {
966 root 1.14 object *tmp;
967    
968     if (!op || !op->contr)
969     return NULL;
970 root 1.20
971 root 1.14 if (!op->contr->mark)
972     {
973 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
974 root 1.20 return 0;
975 elmex 1.1 }
976 root 1.20
977 root 1.14 /* This may seem like overkill, but we need to make sure that they
978     * player hasn't dropped the item. We use count on the off chance that
979     * an item got reincarnated at some point.
980     */
981     for (tmp = op->inv; tmp; tmp = tmp->below)
982     {
983     if (tmp->invisible)
984     continue;
985 root 1.20
986 root 1.14 if (tmp == op->contr->mark)
987     {
988 root 1.20 if (!tmp->destroyed ())
989 root 1.14 return tmp;
990     else
991     {
992 root 1.20 op->contr->mark = 0;
993 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
994 root 1.20 return 0;
995 root 1.10 }
996     }
997 elmex 1.1 }
998 root 1.20
999     return 0;
1000 elmex 1.1 }
1001 root 1.14
1002 root 1.42 std::string
1003     object::describe_monster (object *who)
1004 root 1.14 {
1005 root 1.42 dynbuf_text buf (512, 512);
1006    
1007     object *mon = head ? head : this;
1008 root 1.14
1009     if (QUERY_FLAG (mon, FLAG_UNDEAD))
1010 root 1.77 buf << "It is an undead force.\r";
1011 root 1.42
1012     if (mon->level > who->level)
1013 root 1.77 buf << "It is likely more powerful than you.\r";
1014 root 1.42 else if (mon->level < who->level)
1015 root 1.77 buf << "It is likely less powerful than you.\r";
1016 root 1.14 else
1017 root 1.77 buf << "It is probably as powerful as you.\r";
1018 root 1.42
1019 root 1.14 if (mon->attacktype & AT_ACID)
1020 root 1.77 buf << "You seem to smell an acrid odor.\r";
1021 elmex 1.1
1022 root 1.14 /* Anyone know why this used to use the clone value instead of the
1023     * maxhp field? This seems that it should give more accurate results.
1024     */
1025     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1026     { /* From 1-4 */
1027 root 1.15 case 1:
1028 root 1.77 buf << "It is in a bad shape.\r";
1029 root 1.15 break;
1030     case 2:
1031 root 1.77 buf << "It is hurt.\r";
1032 root 1.15 break;
1033     case 3:
1034 root 1.77 buf << "It is somewhat hurt.\r";
1035 root 1.15 break;
1036     case 4:
1037 root 1.77 buf << "It is in excellent shape.\r";
1038 root 1.15 break;
1039 elmex 1.1 }
1040 root 1.42
1041     if (present_in_ob (POISONING, mon))
1042 root 1.77 buf << "It looks very ill.\r";
1043    
1044     buf << '\n';
1045 root 1.42
1046     return buf;
1047 elmex 1.1 }
1048    
1049     /* tmp is the object being described, pl is who is examing it. */
1050 root 1.41 const char *
1051 root 1.14 long_desc (object *tmp, object *pl)
1052     {
1053 root 1.46 static std::string s;
1054    
1055     return (s = tmp->long_desc (pl)).c_str ();
1056 root 1.42 }
1057 elmex 1.1
1058 root 1.42 std::string
1059     object::long_desc (object *who)
1060     {
1061 root 1.88 std::string buf (query_name ());
1062 elmex 1.1
1063 root 1.42 switch (type)
1064 root 1.14 {
1065 root 1.15 case RING:
1066     case SKILL:
1067     case WEAPON:
1068     case ARMOUR:
1069     case BRACERS:
1070     case HELMET:
1071     case SHIELD:
1072     case BOOTS:
1073     case GLOVES:
1074     case AMULET:
1075     case GIRDLE:
1076     case BOW:
1077     case ARROW:
1078     case CLOAK:
1079     case FOOD:
1080     case DRINK:
1081     case FLESH:
1082     case SKILL_TOOL:
1083 elmex 1.89 case LAMP:
1084 root 1.15 case POWER_CRYSTAL:
1085 root 1.42 {
1086     const char *cp = ::describe_item (this, who);
1087 root 1.14
1088 root 1.42 if (*cp)
1089     {
1090     buf.append (" ");
1091     buf.append (cp);
1092     }
1093     }
1094 elmex 1.1 }
1095 root 1.15
1096 root 1.14 return buf;
1097 elmex 1.1 }
1098    
1099 root 1.42 /* op is the player
1100     * tmp is the monster being examined.
1101     */
1102 root 1.14 void
1103 root 1.42 examine_monster (object *op, object *tmp)
1104 root 1.14 {
1105 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106     }
1107 root 1.14
1108 root 1.42 std::string
1109     object::describe (object *who)
1110     {
1111     dynbuf_text buf (1024, 1024);
1112 root 1.14
1113 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1114 elmex 1.1
1115 root 1.42 if (custom_name)
1116 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1117 elmex 1.1
1118 root 1.42 switch (type)
1119 root 1.14 {
1120 root 1.15 case SPELLBOOK:
1121 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1122 root 1.84 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1123 root 1.15 break;
1124 root 1.10
1125 root 1.15 case BOOK:
1126 root 1.42 if (msg)
1127 root 1.77 buf << "Something is written in it.\r";
1128 root 1.15 break;
1129 root 1.10
1130 root 1.15 case CONTAINER:
1131 root 1.77 if (race)
1132 root 1.15 {
1133 root 1.42 if (weight_limit && stats.Str < 100)
1134 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1135 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1136 root 1.15 else
1137 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1138 root 1.15 }
1139 root 1.42 else if (weight_limit && stats.Str < 100)
1140 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1141 root 1.15 break;
1142    
1143     case WAND:
1144 root 1.42 if (flag [FLAG_IDENTIFIED])
1145 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1146 root 1.15 break;
1147 root 1.14 }
1148    
1149 root 1.42 if (materialname && !msg)
1150 root 1.90 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1151     << materialname
1152     << '\r';
1153 root 1.14
1154 root 1.42 if (who)
1155     /* Where to wear this item */
1156     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1157 root 1.48 if (slot[i].info)
1158 root 1.14 {
1159 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1160 root 1.42
1161 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1162     buf.printf ("(%d)", -slot[i].info);
1163 root 1.42
1164 root 1.77 buf << ".\r";
1165 root 1.14 }
1166    
1167 root 1.42 if (weight)
1168 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1169 root 1.42
1170     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1171 root 1.14 {
1172 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));
1173 root 1.14
1174 root 1.42 if (is_in_shop (who))
1175 root 1.14 {
1176 root 1.42 if (flag [FLAG_UNPAID])
1177 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1178 root 1.14 else
1179 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");
1180 root 1.14 }
1181 elmex 1.1 }
1182    
1183 root 1.42 if (flag [FLAG_MONSTER])
1184     buf << describe_monster (who);
1185 root 1.14
1186     /* Is this item buildable? */
1187 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1188 root 1.77 buf << "This is a buildable item.\r";
1189 root 1.14
1190     /* Does the object have a message? Don't show message for all object
1191     * types - especially if the first entry is a match
1192     */
1193 root 1.75 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1194 root 1.14 {
1195 root 1.90 buf << '\r';
1196    
1197 root 1.14 /* This is just a hack so when identifying the items, we print
1198     * out the extra message
1199     */
1200 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1201 root 1.77 buf << "The object has a story:\r";
1202 elmex 1.1
1203 root 1.42 buf << msg << '\n';
1204 elmex 1.1 }
1205 root 1.42
1206     buf << '\n';
1207    
1208     return std::string (buf.linearise (), buf.size ());
1209     }
1210    
1211 root 1.14 static void
1212     display_new_pickup (object *op)
1213     {
1214     int i = op->contr->mode;
1215 elmex 1.1
1216 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1217     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1218     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1219 elmex 1.1
1220 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1221 elmex 1.1
1222 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1223     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1224     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1225 elmex 1.1
1226 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1227     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1228 elmex 1.1
1229 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1230     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1231     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1232 elmex 1.1
1233 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1234     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1235     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1236     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1237 elmex 1.1
1238 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1239     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1240     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1241     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1242 elmex 1.1
1243 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1244     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1245     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1246     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1247 elmex 1.1
1248 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1249 elmex 1.1
1250 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1251 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1252 elmex 1.1
1253 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1254     }
1255 elmex 1.1
1256 root 1.14 int
1257     command_pickup (object *op, char *params)
1258 elmex 1.1 {
1259     uint32 i;
1260 root 1.14 static const char *names[] = {
1261     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1262     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1263 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1264     "jewels", "flesh", NULL
1265 root 1.14 };
1266     static uint32 modes[] = {
1267     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1268     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1269 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1270     PU_JEWELS, PU_FLESH, 0
1271 root 1.14 };
1272    
1273     if (!params)
1274     {
1275     /* if the new mode is used, just print the settings */
1276 root 1.85 display_new_pickup (op);
1277 root 1.14 return 0;
1278     }
1279 elmex 1.1
1280 root 1.14 while (*params == ' ' && *params)
1281     params++;
1282 elmex 1.1
1283 root 1.14 if (*params == '+' || *params == '-')
1284     {
1285 elmex 1.1 int mode;
1286 root 1.14
1287     for (mode = 0; names[mode]; mode++)
1288     {
1289     if (!strcmp (names[mode], params + 1))
1290     {
1291 elmex 1.1 i = op->contr->mode;
1292 root 1.85
1293 root 1.14 if (*params == '+')
1294     i = i | modes[mode];
1295 elmex 1.1 else
1296 root 1.14 i = i & ~modes[mode];
1297 root 1.85
1298 elmex 1.1 op->contr->mode = i;
1299 root 1.14 display_new_pickup (op);
1300 elmex 1.1 return 1;
1301 root 1.14 }
1302     }
1303     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1304 elmex 1.1 return 1;
1305 root 1.14 }
1306 elmex 1.1
1307 root 1.14 if (sscanf (params, "%u", &i) != 1)
1308     {
1309 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1310 root 1.14 return 1;
1311     }
1312 root 1.85
1313 root 1.86 if (i <= PU_RATIO)
1314     i |= op->contr->mode & ~PU_RATIO;
1315    
1316 root 1.85 op->contr->mode = i;
1317 elmex 1.1
1318     return 1;
1319     }
1320    
1321 root 1.14 int
1322     command_search_items (object *op, char *params)
1323 elmex 1.1 {
1324 root 1.14 char buf[MAX_BUF];
1325 elmex 1.1
1326 root 1.14 if (params == NULL)
1327     {
1328     if (op->contr->search_str[0] == '\0')
1329     {
1330 root 1.85 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1331 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1332     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1333 root 1.10 return 1;
1334     }
1335 root 1.42
1336 root 1.14 op->contr->search_str[0] = '\0';
1337     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1338 root 1.31 op->update_stats ();
1339 elmex 1.1 return 1;
1340 root 1.14 }
1341 root 1.42
1342 root 1.85 if (strlen (params) >= MAX_BUF)
1343 root 1.14 {
1344     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1345     return 1;
1346     }
1347 root 1.42
1348 root 1.14 strcpy (op->contr->search_str, params);
1349 root 1.85 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1350 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, buf);
1351 root 1.31 op->update_stats ();
1352 root 1.85
1353 root 1.14 return 1;
1354 elmex 1.1 }
1355