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/cvs/deliantra/server/server/c_object.C
Revision: 1.92
Committed: Mon Feb 23 01:57:15 2009 UTC (15 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79, rel-2_78
Changes since 1.91: +0 -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 1.88 * 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 1.23 /* We are only dropping some of the items. We split the current object
592 elmex 1.2 * off
593     */
594 root 1.69 if (!can_split (op, tmp, nrof))
595 elmex 1.80 return;
596 elmex 1.1
597 elmex 1.81 drop_object (op, tmp);
598    
599 elmex 1.82 if (!tmp->destroyed () && !tmp->is_inserted ())
600 elmex 1.81 {
601     // if nothing happened with the object we give it back
602     op->insert (tmp);
603     }
604     }
605    
606     /* In contrast to drop_object (op, tmp, nrof) above this function takes the
607     * already split off object, and feeds it to the event handlers and does
608     * other magic with it.
609     *
610     * <droppper> is the object that dropped this object and <obj> is the
611     * object that was dropped.
612     *
613     * Make sure to check what happened with <obj> after this function returns!
614     * Otherwise you may leak this object.
615     */
616     void
617     drop_object (object *dropper, object *obj)
618     {
619     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
620 elmex 1.2 return;
621 elmex 1.81
622 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
623     return;
624 elmex 1.1
625 elmex 1.81 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
626 elmex 1.2 {
627 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
628     dropper->statusmsg ("The god who lent it to you retrieves it.");
629 root 1.28
630 elmex 1.81 obj->destroy ();
631     dropper->update_stats ();
632 elmex 1.1 return;
633     }
634    
635 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
636     floor;
637     floor = floor->above)
638     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
639 elmex 1.5 return;
640 elmex 1.1
641 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
642     return;
643 elmex 1.1
644 elmex 1.81 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
645     if (!sell_item (obj, dropper))
646     return;
647 elmex 1.1
648 elmex 1.81 /* If nothing special happened with this object, the default action is to
649     * insert it below the dropper:
650     */
651    
652     obj->x = dropper->x;
653     obj->y = dropper->y;
654    
655     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
656 elmex 1.1 }
657    
658 root 1.69 void
659 root 1.14 drop (object *op, object *tmp)
660 elmex 1.1 {
661 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
662     * somehow, players get an invisible object in the container, and the
663     * old logic would skip over invisible objects - works fine for the
664     * playes inventory, but drop inventory wants to use the next value.
665     */
666     if (tmp->invisible)
667     {
668     /* if the following is the case, it must be in an container. */
669     if (tmp->env && tmp->env->type != PLAYER)
670     {
671     /* Just toss the object - probably shouldn't be hanging
672     * around anyways
673     */
674 root 1.79 tmp->destroy ();
675 root 1.14 return;
676     }
677     else
678     {
679 root 1.70 while (tmp && tmp->invisible)
680 root 1.14 tmp = tmp->below;
681 root 1.10 }
682 elmex 1.1 }
683    
684 root 1.14 if (tmp == NULL)
685     {
686     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
687 elmex 1.1 return;
688     }
689 root 1.70
690 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
691     {
692     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
693 elmex 1.1 return;
694     }
695 root 1.70
696 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
697     {
698 elmex 1.1 #if 0
699     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
700 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
701 elmex 1.1 #endif
702     return;
703     }
704    
705 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
706     op->contr->last_used = tmp->below ? tmp->below
707     : tmp->above ? tmp->above
708 root 1.91 : (object *)0;
709 elmex 1.1
710 root 1.14 if (op->container)
711     {
712     if (op->type == PLAYER)
713 root 1.26 put_object_in_sack (op, op->container, tmp, op->contr->count);
714 root 1.14 else
715 root 1.26 put_object_in_sack (op, op->container, tmp, 0);
716 root 1.14 }
717     else
718     {
719     if (op->type == PLAYER)
720 root 1.26 drop_object (op, tmp, op->contr->count);
721 root 1.14 else
722 root 1.26 drop_object (op, tmp, 0);
723 elmex 1.1 }
724 root 1.26
725 root 1.14 if (op->type == PLAYER)
726     op->contr->count = 0;
727 elmex 1.1 }
728    
729     /* Command will drop all items that have not been locked */
730 root 1.14 int
731     command_dropall (object *op, char *params)
732     {
733    
734     if (op->inv == NULL)
735     {
736     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
737     return 0;
738     }
739 elmex 1.1
740 root 1.70 object *curinv = op->inv;
741     object *nextinv;
742 elmex 1.1
743     /*
744 root 1.14 This is the default. Drops everything not locked or considered
745     not something that should be dropped.
746     */
747 elmex 1.1 /*
748 root 1.14 Care must be taken that the next item pointer is not to money as
749     the drop() routine will do unknown things to it when dropping
750     in a shop. --Tero.Pelander@utu.fi
751     */
752    
753 elmex 1.61 int cnt = MAX_ITEM_PER_DROP;
754    
755 root 1.70 if (!params)
756 root 1.14 {
757 root 1.70 while (curinv)
758 root 1.14 {
759     nextinv = curinv->below;
760 root 1.70
761 root 1.14 while (nextinv && nextinv->type == MONEY)
762     nextinv = nextinv->below;
763 root 1.70
764 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
765     curinv->type != FOOD && curinv->type != KEY &&
766     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
767     !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
768     {
769     drop (op, curinv);
770 elmex 1.61 if (--cnt <= 0) break;
771 root 1.14 }
772 root 1.70
773 root 1.14 curinv = nextinv;
774     }
775     }
776     else if (strcmp (params, "weapons") == 0)
777     {
778 root 1.70 while (curinv)
779 root 1.14 {
780     nextinv = curinv->below;
781 root 1.70
782 root 1.14 while (nextinv && nextinv->type == MONEY)
783     nextinv = nextinv->below;
784 root 1.70
785 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
786     {
787     drop (op, curinv);
788 elmex 1.61 if (--cnt <= 0) break;
789 root 1.14 }
790 root 1.70
791 root 1.14 curinv = nextinv;
792     }
793     }
794     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
795     {
796 root 1.70 while (curinv)
797 root 1.14 {
798     nextinv = curinv->below;
799 root 1.70
800 root 1.14 while (nextinv && nextinv->type == MONEY)
801     nextinv = nextinv->below;
802 root 1.70
803 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
804     {
805     drop (op, curinv);
806 elmex 1.61 if (--cnt <= 0) break;
807 root 1.14 }
808 root 1.70
809 root 1.10 curinv = nextinv;
810 root 1.14 }
811     }
812     else if (strcmp (params, "misc") == 0)
813     {
814 root 1.70 while (curinv)
815 root 1.14 {
816     nextinv = curinv->below;
817 root 1.70
818 root 1.14 while (nextinv && nextinv->type == MONEY)
819     nextinv = nextinv->below;
820 root 1.70
821 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
822     {
823     switch (curinv->type)
824     {
825 root 1.15 case HORN:
826     case BOOK:
827     case SPELLBOOK:
828     case GIRDLE:
829     case AMULET:
830     case RING:
831     case CLOAK:
832     case BOOTS:
833     case GLOVES:
834     case BRACERS:
835     case SCROLL:
836     case ARMOUR_IMPROVER:
837     case WEAPON_IMPROVER:
838     case WAND:
839     case ROD:
840     case POTION:
841     drop (op, curinv);
842     curinv = nextinv;
843     break;
844     default:
845     curinv = nextinv;
846     break;
847 root 1.14 }
848 root 1.70
849 elmex 1.61 if (--cnt <= 0) break;
850 root 1.14 }
851 root 1.70
852 root 1.10 curinv = nextinv;
853     }
854 elmex 1.1 }
855 root 1.28
856 elmex 1.61 if (cnt <= 0)
857 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
858 elmex 1.61
859 elmex 1.1 /* draw_look(op);*/
860     return 0;
861     }
862    
863 elmex 1.81
864     /* This function tries to drop all objects in the <objs> vector.
865     * <dropper> is the object that wants to drop them.
866     * <cnt> can be a 0 pointer or a pointer to the maximum number of
867     * drop operations to perform.
868     *
869     * Returns true if at least one item was dropped.
870     */
871     bool
872     drop_vector (object *dropper, vector<object *> &objs, int *cnt)
873     {
874     vector<object *>::iterator i;
875    
876     bool did_one = false;
877    
878     for (i = objs.begin (); i != objs.end (); i++)
879     {
880     drop (dropper, *i);
881     if (cnt && --*cnt <= 0) break;
882     did_one = true;
883     }
884    
885     return did_one;
886     }
887    
888 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
889     * comma seperated list.
890     */
891 root 1.14 int
892     command_drop (object *op, char *params)
893 elmex 1.1 {
894 root 1.14 object *tmp, *next;
895     int did_one = 0;
896 elmex 1.1
897 root 1.14 if (!params)
898     {
899     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
900     return 0;
901     }
902     else
903     {
904 elmex 1.81 vector<object *> matched_objs;
905 elmex 1.61
906 root 1.14 for (tmp = op->inv; tmp; tmp = next)
907     {
908     next = tmp->below;
909     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
910     continue;
911 elmex 1.61
912 root 1.14 if (item_matched_string (op, tmp, params))
913 elmex 1.81 matched_objs.push_back (tmp);
914 root 1.10 }
915 elmex 1.61
916 elmex 1.81 int cnt = MAX_ITEM_PER_DROP;
917    
918     if (!drop_vector (op, matched_objs, &cnt))
919 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
920 elmex 1.61
921     if (cnt <= 0)
922 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
923 elmex 1.1 }
924 root 1.14
925     return 0;
926 elmex 1.1 }
927    
928 root 1.14 int
929     command_examine (object *op, char *params)
930 elmex 1.1 {
931 root 1.14 if (!params)
932     {
933     object *tmp = op->below;
934    
935 root 1.36 while (tmp && !tmp->client_visible ())
936 root 1.14 tmp = tmp->below;
937 root 1.65
938 root 1.14 if (tmp)
939     examine (op, tmp);
940     }
941     else
942     {
943     object *tmp = find_best_object_match (op, params);
944    
945     if (tmp)
946     examine (op, tmp);
947     else
948 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
949 root 1.14 }
950 root 1.65
951 elmex 1.1 return 0;
952     }
953    
954     /* op should be a player.
955     * we return the object the player has marked with the 'mark' command
956     * below. If no match is found (or object has changed), we return
957     * NULL. We leave it up to the calling function to print messages if
958     * nothing is found.
959     */
960 root 1.14 object *
961     find_marked_object (object *op)
962 elmex 1.1 {
963 root 1.14 object *tmp;
964    
965     if (!op || !op->contr)
966     return NULL;
967 root 1.20
968 root 1.14 if (!op->contr->mark)
969     {
970 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
971 root 1.20 return 0;
972 elmex 1.1 }
973 root 1.20
974 root 1.14 /* This may seem like overkill, but we need to make sure that they
975     * player hasn't dropped the item. We use count on the off chance that
976     * an item got reincarnated at some point.
977     */
978     for (tmp = op->inv; tmp; tmp = tmp->below)
979     {
980     if (tmp->invisible)
981     continue;
982 root 1.20
983 root 1.14 if (tmp == op->contr->mark)
984     {
985 root 1.20 if (!tmp->destroyed ())
986 root 1.14 return tmp;
987     else
988     {
989 root 1.20 op->contr->mark = 0;
990 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
991 root 1.20 return 0;
992 root 1.10 }
993     }
994 elmex 1.1 }
995 root 1.20
996     return 0;
997 elmex 1.1 }
998 root 1.14
999 root 1.42 std::string
1000     object::describe_monster (object *who)
1001 root 1.14 {
1002 root 1.42 dynbuf_text buf (512, 512);
1003    
1004     object *mon = head ? head : this;
1005 root 1.14
1006     if (QUERY_FLAG (mon, FLAG_UNDEAD))
1007 root 1.77 buf << "It is an undead force.\r";
1008 root 1.42
1009     if (mon->level > who->level)
1010 root 1.77 buf << "It is likely more powerful than you.\r";
1011 root 1.42 else if (mon->level < who->level)
1012 root 1.77 buf << "It is likely less powerful than you.\r";
1013 root 1.14 else
1014 root 1.77 buf << "It is probably as powerful as you.\r";
1015 root 1.42
1016 root 1.14 if (mon->attacktype & AT_ACID)
1017 root 1.77 buf << "You seem to smell an acrid odor.\r";
1018 elmex 1.1
1019 root 1.14 /* Anyone know why this used to use the clone value instead of the
1020     * maxhp field? This seems that it should give more accurate results.
1021     */
1022     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1023     { /* From 1-4 */
1024 root 1.15 case 1:
1025 root 1.77 buf << "It is in a bad shape.\r";
1026 root 1.15 break;
1027     case 2:
1028 root 1.77 buf << "It is hurt.\r";
1029 root 1.15 break;
1030     case 3:
1031 root 1.77 buf << "It is somewhat hurt.\r";
1032 root 1.15 break;
1033     case 4:
1034 root 1.77 buf << "It is in excellent shape.\r";
1035 root 1.15 break;
1036 elmex 1.1 }
1037 root 1.42
1038     if (present_in_ob (POISONING, mon))
1039 root 1.77 buf << "It looks very ill.\r";
1040    
1041     buf << '\n';
1042 root 1.42
1043     return buf;
1044 elmex 1.1 }
1045    
1046     /* tmp is the object being described, pl is who is examing it. */
1047 root 1.41 const char *
1048 root 1.14 long_desc (object *tmp, object *pl)
1049     {
1050 root 1.46 static std::string s;
1051    
1052     return (s = tmp->long_desc (pl)).c_str ();
1053 root 1.42 }
1054 elmex 1.1
1055 root 1.42 std::string
1056     object::long_desc (object *who)
1057     {
1058 root 1.88 std::string buf (query_name ());
1059 elmex 1.1
1060 root 1.42 switch (type)
1061 root 1.14 {
1062 root 1.15 case RING:
1063     case SKILL:
1064     case WEAPON:
1065     case ARMOUR:
1066     case BRACERS:
1067     case HELMET:
1068     case SHIELD:
1069     case BOOTS:
1070     case GLOVES:
1071     case AMULET:
1072     case GIRDLE:
1073     case BOW:
1074     case ARROW:
1075     case CLOAK:
1076     case FOOD:
1077     case DRINK:
1078     case FLESH:
1079     case SKILL_TOOL:
1080 elmex 1.89 case LAMP:
1081 root 1.15 case POWER_CRYSTAL:
1082 root 1.42 {
1083     const char *cp = ::describe_item (this, who);
1084 root 1.14
1085 root 1.42 if (*cp)
1086     {
1087     buf.append (" ");
1088     buf.append (cp);
1089     }
1090     }
1091 elmex 1.1 }
1092 root 1.15
1093 root 1.14 return buf;
1094 elmex 1.1 }
1095    
1096 root 1.42 /* op is the player
1097     * tmp is the monster being examined.
1098     */
1099 root 1.14 void
1100 root 1.42 examine_monster (object *op, object *tmp)
1101 root 1.14 {
1102 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1103     }
1104 root 1.14
1105 root 1.42 std::string
1106     object::describe (object *who)
1107     {
1108     dynbuf_text buf (1024, 1024);
1109 root 1.14
1110 root 1.77 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1111 elmex 1.1
1112 root 1.42 if (custom_name)
1113 root 1.77 buf.printf ("You call it %s.\r", &custom_name);
1114 elmex 1.1
1115 root 1.42 switch (type)
1116 root 1.14 {
1117 root 1.15 case SPELLBOOK:
1118 root 1.42 if (flag [FLAG_IDENTIFIED] && inv)
1119 root 1.84 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1120 root 1.15 break;
1121 root 1.10
1122 root 1.15 case BOOK:
1123 root 1.42 if (msg)
1124 root 1.77 buf << "Something is written in it.\r";
1125 root 1.15 break;
1126 root 1.10
1127 root 1.15 case CONTAINER:
1128 root 1.77 if (race)
1129 root 1.15 {
1130 root 1.42 if (weight_limit && stats.Str < 100)
1131 root 1.77 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1132 root 1.42 &race, weight_limit / (10.0 * (100 - stats.Str)));
1133 root 1.15 else
1134 root 1.77 buf.printf ("It can hold only %s.\r", &race);
1135 root 1.15 }
1136 root 1.42 else if (weight_limit && stats.Str < 100)
1137 root 1.77 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1138 root 1.15 break;
1139    
1140     case WAND:
1141 root 1.42 if (flag [FLAG_IDENTIFIED])
1142 root 1.77 buf.printf ("It has %d charges left.\r", stats.food);
1143 root 1.15 break;
1144 root 1.14 }
1145    
1146 root 1.42 if (materialname && !msg)
1147 root 1.90 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1148     << materialname
1149     << '\r';
1150 root 1.14
1151 root 1.42 if (who)
1152     /* Where to wear this item */
1153     for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1154 root 1.48 if (slot[i].info)
1155 root 1.14 {
1156 root 1.48 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1157 root 1.42
1158 root 1.48 if (slot[i].info < -1 && who->slot[i].info)
1159     buf.printf ("(%d)", -slot[i].info);
1160 root 1.42
1161 root 1.77 buf << ".\r";
1162 root 1.14 }
1163    
1164 root 1.42 if (weight)
1165 root 1.77 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1166 root 1.42
1167     if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1168 root 1.14 {
1169 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));
1170 root 1.14
1171 root 1.42 if (is_in_shop (who))
1172 root 1.14 {
1173 root 1.42 if (flag [FLAG_UNPAID])
1174 root 1.77 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1175 root 1.14 else
1176 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");
1177 root 1.14 }
1178 elmex 1.1 }
1179    
1180 root 1.42 if (flag [FLAG_MONSTER])
1181     buf << describe_monster (who);
1182 root 1.14
1183     /* Is this item buildable? */
1184 root 1.42 if (flag [FLAG_IS_BUILDABLE])
1185 root 1.77 buf << "This is a buildable item.\r";
1186 root 1.14
1187     /* Does the object have a message? Don't show message for all object
1188     * types - especially if the first entry is a match
1189     */
1190 root 1.75 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1191 root 1.14 {
1192 root 1.90 buf << '\r';
1193    
1194 root 1.14 /* This is just a hack so when identifying the items, we print
1195     * out the extra message
1196     */
1197 root 1.42 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1198 root 1.77 buf << "The object has a story:\r";
1199 elmex 1.1
1200 root 1.42 buf << msg << '\n';
1201 elmex 1.1 }
1202 root 1.42
1203     buf << '\n';
1204    
1205     return std::string (buf.linearise (), buf.size ());
1206     }
1207    
1208 root 1.14 static void
1209     display_new_pickup (object *op)
1210     {
1211     int i = op->contr->mode;
1212 elmex 1.1
1213 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1214     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1215     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1216 elmex 1.1
1217 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1218 elmex 1.1
1219 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1220     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1221     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1222 elmex 1.1
1223 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1224     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1225 elmex 1.1
1226 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1227     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1228     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1229 elmex 1.1
1230 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1231     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1232     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1233     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1234 elmex 1.1
1235 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1236     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1237     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1238     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1239 elmex 1.1
1240 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1241     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1242     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1243     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1244 elmex 1.1
1245 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1246 elmex 1.1
1247 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1248 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1249 elmex 1.1
1250 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1251     }
1252 elmex 1.1
1253 root 1.14 int
1254     command_pickup (object *op, char *params)
1255 elmex 1.1 {
1256     uint32 i;
1257 root 1.14 static const char *names[] = {
1258     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1259     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1260 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1261     "jewels", "flesh", NULL
1262 root 1.14 };
1263     static uint32 modes[] = {
1264     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1265     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1266 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1267     PU_JEWELS, PU_FLESH, 0
1268 root 1.14 };
1269    
1270     if (!params)
1271     {
1272     /* if the new mode is used, just print the settings */
1273 root 1.85 display_new_pickup (op);
1274 root 1.14 return 0;
1275     }
1276 elmex 1.1
1277 root 1.14 while (*params == ' ' && *params)
1278     params++;
1279 elmex 1.1
1280 root 1.14 if (*params == '+' || *params == '-')
1281     {
1282 elmex 1.1 int mode;
1283 root 1.14
1284     for (mode = 0; names[mode]; mode++)
1285     {
1286     if (!strcmp (names[mode], params + 1))
1287     {
1288 elmex 1.1 i = op->contr->mode;
1289 root 1.85
1290 root 1.14 if (*params == '+')
1291     i = i | modes[mode];
1292 elmex 1.1 else
1293 root 1.14 i = i & ~modes[mode];
1294 root 1.85
1295 elmex 1.1 op->contr->mode = i;
1296 root 1.14 display_new_pickup (op);
1297 elmex 1.1 return 1;
1298 root 1.14 }
1299     }
1300     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1301 elmex 1.1 return 1;
1302 root 1.14 }
1303 elmex 1.1
1304 root 1.14 if (sscanf (params, "%u", &i) != 1)
1305     {
1306 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1307 root 1.14 return 1;
1308     }
1309 root 1.85
1310 root 1.86 if (i <= PU_RATIO)
1311     i |= op->contr->mode & ~PU_RATIO;
1312    
1313 root 1.85 op->contr->mode = i;
1314 elmex 1.1
1315     return 1;
1316     }
1317    
1318 root 1.14 int
1319     command_search_items (object *op, char *params)
1320 elmex 1.1 {
1321 root 1.14 char buf[MAX_BUF];
1322 elmex 1.1
1323 root 1.14 if (params == NULL)
1324     {
1325     if (op->contr->search_str[0] == '\0')
1326     {
1327 root 1.85 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1328 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1329     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1330 root 1.10 return 1;
1331     }
1332 root 1.42
1333 root 1.14 op->contr->search_str[0] = '\0';
1334     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1335 root 1.31 op->update_stats ();
1336 elmex 1.1 return 1;
1337 root 1.14 }
1338 root 1.42
1339 root 1.85 if (strlen (params) >= MAX_BUF)
1340 root 1.14 {
1341     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1342     return 1;
1343     }
1344 root 1.42
1345 root 1.14 strcpy (op->contr->search_str, params);
1346 root 1.85 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1347 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, buf);
1348 root 1.31 op->update_stats ();
1349 root 1.85
1350 root 1.14 return 1;
1351 elmex 1.1 }
1352