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/cvs/deliantra/server/server/c_object.C
Revision: 1.33
Committed: Tue Jan 2 11:08:36 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +0 -16 lines
Log Message:
add some robustness checks, add map find/load locking

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22
23 Object (handling) commands
24 */
25
26 #include <global.h>
27 #include <loader.h>
28 #include <skills.h>
29 #include <sproto.h>
30 #include <living.h>
31 #include <math.h>
32
33 /*
34 * Object id parsing functions
35 */
36
37 #define ADD_ITEM(NEW,COUNT)\
38 if(!first) {\
39 first = new objectlink;\
40 last=first;\
41 } else {\
42 last->next = new objectlink;\
43 last=last->next;\
44 }\
45 last->next=0;\
46 last->ob=(NEW);\
47 last->id=(COUNT);
48
49 /**
50 * Search the inventory of 'pl' for what matches best with params.
51 * we use item_matched_string above - this gives us consistent behaviour
52 * between many commands. Return the best match, or NULL if no match.
53 * aflag is used with apply -u , and apply -a to
54 * only unapply applied, or apply unapplied objects
55 **/
56 static object *
57 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
58 {
59 object *tmp, *best = NULL;
60 int match_val = 0, tmpmatch;
61
62 for (tmp = pl->inv; tmp; tmp = tmp->below)
63 {
64 if (tmp->invisible)
65 continue;
66 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val)
67 {
68 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
69 continue;
70 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
71 continue;
72 match_val = tmpmatch;
73 best = tmp;
74 }
75 }
76 return best;
77 }
78
79 /**
80 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
81 **/
82 object *
83 find_best_object_match (object *pl, const char *params)
84 {
85 return find_best_apply_object_match (pl, params, AP_NULL);
86 }
87
88 int
89 command_uskill (object *pl, char *params)
90 {
91 if (!params)
92 {
93 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
94 return 0;
95 }
96 return use_skill (pl, params);
97 }
98
99 int
100 command_rskill (object *pl, char *params)
101 {
102 object *skill;
103
104 if (!params)
105 {
106 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
107 return 0;
108 }
109 skill = find_skill_by_name (pl, params);
110
111 if (!skill)
112 {
113 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
114 return 0;
115 }
116 return change_skill (pl, skill, 0);
117 }
118
119
120 /* These functions (command_search, command_disarm) are really just wrappers for
121 * things like 'use_skill ...'). In fact, they should really be obsoleted
122 * and replaced with those.
123 */
124 int
125 command_search (object *op, char *params)
126 {
127 return use_skill (op, skill_names[SK_FIND_TRAPS]);
128 }
129
130 int
131 command_disarm (object *op, char *params)
132 {
133 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
134 }
135
136
137 /* A little special because we do want to pass the full params along
138 * as it includes the object to throw.
139 */
140 int
141 command_throw (object *op, char *params)
142 {
143 object *skop;
144
145 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
146 if (skop)
147 return do_skill (op, op, skop, op->facing, params);
148 else
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
151 }
152 return 0;
153 }
154
155
156 int
157 command_apply (object *op, char *params)
158 {
159 if (!params)
160 {
161 player_apply_below (op);
162 return 0;
163 }
164 else
165 {
166 apply_flag aflag = (apply_flag) 0;
167 object *inv;
168
169 while (*params == ' ')
170 params++;
171 if (!strncmp (params, "-a ", 3))
172 {
173 aflag = AP_APPLY;
174 params += 3;
175 }
176 if (!strncmp (params, "-u ", 3))
177 {
178 aflag = AP_UNAPPLY;
179 params += 3;
180 }
181 while (*params == ' ')
182 params++;
183
184 inv = find_best_apply_object_match (op, params, aflag);
185 if (inv)
186 {
187 player_apply (op, inv, aflag, 0);
188 }
189 else
190 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
191 }
192 return 0;
193 }
194
195 /*
196 * Check if an item op can be put into a sack. If pl exists then tell
197 * a player the reason of failure.
198 * returns 1 if it will fit, 0 if it will not. nrof is the number of
199 * objects (op) we want to put in. We specify it separately instead of
200 * using op->nrof because often times, a player may have specified a
201 * certain number of objects to drop, so we can pass that number, and
202 * not need to use split_ob and stuff.
203 */
204 int
205 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
206 {
207
208 if (!QUERY_FLAG (sack, FLAG_APPLIED))
209 {
210 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
211 return 0;
212 }
213 if (sack == op)
214 {
215 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
216 return 0;
217 }
218 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
219 {
220 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
221 return 0;
222 }
223 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
224 {
225 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
226 return 0;
227 }
228 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
229 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
230 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
231 {
232 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
233 return 0;
234 }
235 /* All other checks pass, must be OK */
236 return 1;
237 }
238
239 /* Pick up commands follow */
240
241 /* pl = player (not always - monsters can use this now)
242 * op is the object to put tmp into,
243 * tmp is the object to pick up, nrof is the number to
244 * pick up (0 means all of them)
245 */
246 static void
247 pick_up_object (object *pl, object *op, object *tmp, int nrof)
248 {
249 /* buf needs to be big (more than 256 chars) because you can get
250 * very long item names.
251 */
252 char buf[HUGE_BUF];
253 object *env = tmp->env;
254 uint32 weight, effective_weight_limit;
255 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
256
257 /* IF the player is flying & trying to take the item out of a container
258 * that is in his inventory, let him. tmp->env points to the container
259 * (sack, luggage, etc), tmp->env->env then points to the player (nested
260 * containers not allowed as of now)
261 */
262 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
263 {
264 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
265 return;
266 }
267
268 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
269 return;
270
271 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
272 {
273 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
274 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
275
276 if (pl->type == PLAYER)
277 esrv_del_item (pl->contr, tmp->count);
278
279 tmp->destroy ();
280 return;
281 }
282
283 if (nrof > tmp_nrof || nrof == 0)
284 nrof = tmp_nrof;
285
286 /* Figure out how much weight this object will add to the player */
287 weight = tmp->weight * nrof;
288 if (tmp->inv)
289 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
290
291 if (pl->stats.Str <= MAX_STAT)
292 effective_weight_limit = weight_limit[pl->stats.Str];
293 else
294 effective_weight_limit = weight_limit[MAX_STAT];
295
296 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
297 {
298 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
299 return;
300 }
301
302 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
303 SET_FLAG (tmp, FLAG_WAS_WIZ);
304
305 if (nrof != tmp_nrof)
306 {
307 object *tmp2 = tmp;
308
309 tmp = get_split_ob (tmp, nrof);
310 if (!tmp)
311 {
312 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
313 return;
314 }
315
316 /* Tell a client what happened rest of objects */
317 if (pl->type == PLAYER)
318 {
319 if (tmp2->destroyed ())
320 esrv_del_item (pl->contr, tmp2->count);
321 else
322 esrv_send_item (pl, tmp2);
323 }
324 }
325 else
326 {
327 /* If the object is in a container, send a delete to the client.
328 * - we are moving all the items from the container to elsewhere,
329 * so it needs to be deleted.
330 */
331 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
332 {
333 if (tmp->env && pl->type == PLAYER)
334 esrv_del_item (pl->contr, tmp->count);
335 tmp->remove (); /* Unlink it */
336 }
337 }
338 if (QUERY_FLAG (tmp, FLAG_UNPAID))
339 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
340 else
341 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
342 new_draw_info (NDI_UNIQUE, 0, pl, buf);
343
344 tmp = insert_ob_in_ob (tmp, op);
345
346 /* All the stuff below deals with client/server code, and is only
347 * usable by players
348 */
349 if (pl->type != PLAYER)
350 return;
351
352 esrv_send_item (pl, tmp);
353 /* These are needed to update the weight for the container we
354 * are putting the object in.
355 */
356 if (op != pl)
357 {
358 esrv_update_item (UPD_WEIGHT, pl, op);
359 esrv_send_item (pl, pl);
360 }
361
362 /* Update the container the object was in */
363 if (env && env != pl && env != op)
364 esrv_update_item (UPD_WEIGHT, pl, env);
365 }
366
367 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
368 void
369 pick_up (object *op, object *alt)
370 {
371 int need_fix_tmp = 0;
372 object *tmp = NULL;
373 maptile *tmp_map = NULL;
374 int count;
375
376 /* Decide which object to pick. */
377 if (alt)
378 {
379 if (!can_pick (op, alt))
380 {
381 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
382 goto leave;
383 }
384 tmp = alt;
385 }
386 else
387 {
388 if (op->below == NULL || !can_pick (op, op->below))
389 {
390 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
391 goto leave;
392 }
393
394 tmp = op->below;
395 }
396
397 /* Try to catch it. */
398 tmp_map = tmp->map;
399 tmp = stop_item (tmp);
400 if (tmp == NULL)
401 goto leave;
402 need_fix_tmp = 1;
403 if (!can_pick (op, tmp))
404 goto leave;
405
406 if (op->type == PLAYER)
407 {
408 count = op->contr->count;
409 if (count == 0)
410 count = tmp->nrof;
411 }
412 else
413 count = tmp->nrof;
414
415 /* container is open, so use it */
416 if (op->container)
417 {
418 alt = op->container;
419 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
420 goto leave;
421 }
422 else
423 { /* non container pickup */
424 for (alt = op->inv; alt; alt = alt->below)
425 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
426 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
427 break; /* perfect match */
428
429 if (!alt)
430 for (alt = op->inv; alt; alt = alt->below)
431 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
432 break; /* General container comes next */
433 if (!alt)
434 alt = op; /* No free containers */
435 }
436
437 if (tmp->env == alt)
438 {
439 /* here it could be possible to check rent,
440 * if someone wants to implement it
441 */
442 alt = op;
443 }
444 #ifdef PICKUP_DEBUG
445 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
446 #endif
447
448 /* startequip items are not allowed to be put into containers: */
449 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
450 {
451 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
452 goto leave;
453 }
454
455 pick_up_object (op, alt, tmp, count);
456
457 if (tmp->destroyed () || tmp->env)
458 need_fix_tmp = 0;
459
460 if (op->type == PLAYER)
461 op->contr->count = 0;
462
463 goto leave;
464
465 leave:
466 if (need_fix_tmp)
467 fix_stopped_item (tmp, tmp_map, op);
468 }
469
470
471 /* This takes (picks up) and item. op is the player
472 * who issued the command. params is a string to
473 * match against the item name. Basically, always
474 * returns zero, but that should be improved.
475 */
476 int
477 command_take (object *op, char *params)
478 {
479 object *tmp, *next;
480
481 if (op->container)
482 tmp = op->container->inv;
483 else
484 {
485 tmp = op->above;
486 if (tmp)
487 while (tmp->above)
488 tmp = tmp->above;
489
490 if (!tmp)
491 tmp = op->below;
492 }
493
494 if (tmp == NULL)
495 {
496 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
497 return 0;
498 }
499
500 /* Makes processing easier */
501 if (params && *params == '\0')
502 params = NULL;
503
504 while (tmp)
505 {
506 next = tmp->below;
507
508 if (tmp->invisible)
509 {
510 tmp = next;
511 continue;
512 }
513 /* This following two if and else if could be merged into line
514 * but that probably will make it more difficult to read, and
515 * not make it any more efficient
516 */
517 if (params && item_matched_string (op, tmp, params))
518 {
519 pick_up (op, tmp);
520 }
521 else if (can_pick (op, tmp) && !params)
522 {
523 pick_up (op, tmp);
524 break;
525 }
526 tmp = next;
527 /* Might as well just skip over the player immediately -
528 * we know it can't be picked up
529 */
530 if (tmp == op)
531 tmp = tmp->below;
532 }
533 if (!params && !tmp)
534 {
535 for (tmp = op->below; tmp != NULL; tmp = tmp->next)
536 if (!tmp->invisible)
537 {
538 char buf[MAX_BUF];
539
540 sprintf (buf, "You can't pick up a %s.", &tmp->name);
541 new_draw_info (NDI_UNIQUE, 0, op, buf);
542 break;
543 }
544 if (!tmp)
545 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
546 }
547 return 0;
548 }
549
550
551 /*
552 * This function was part of drop, now is own function.
553 * Player 'op' tries to put object 'tmp' into sack 'sack',
554 * if nrof is non zero, then nrof objects is tried to put into sack.
555 * Note that the 'sack' in question can now be a transport,
556 * so this function isn't named very good anymore.
557 */
558 void
559 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
560 {
561 object *tmp2, *sack2;
562 char buf[MAX_BUF];
563
564 if (sack == tmp)
565 return; /* Can't put an object in itself */
566
567 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
568 {
569 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
570 return;
571 }
572
573 if (tmp->type == CONTAINER && tmp->inv)
574 {
575
576 /* Eneq(@csd.uu.se): If the object to be dropped is a container
577 * we instead move the contents of that container into the active
578 * container, this is only done if the object has something in it.
579 */
580 sack2 = tmp;
581 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
582
583 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
584 {
585 tmp = tmp2->below;
586
587 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
588 {
589 put_object_in_sack (op, sack, tmp2, 0);
590 }
591 else
592 {
593 sprintf (buf, "Your %s fills up.", query_name (sack));
594 new_draw_info (NDI_UNIQUE, 0, op, buf);
595 break;
596 }
597 }
598
599 esrv_update_item (UPD_WEIGHT, op, sack2);
600 return;
601 }
602
603 /* Don't worry about this for containers - our caller should have
604 * already checked this.
605 */
606 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
607 return;
608
609 if (QUERY_FLAG (tmp, FLAG_APPLIED))
610 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
611 return;
612
613 /* we want to put some portion of the item into the container */
614 if (nrof && tmp->nrof != nrof)
615 {
616 object *tmp2 = tmp;
617
618 tmp = get_split_ob (tmp, nrof);
619
620 if (!tmp)
621 {
622 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
623 return;
624 }
625 /* Tell a client what happened other objects */
626 if (tmp2->destroyed ())
627 esrv_del_item (op->contr, tmp2->count);
628 else /* this can proably be replaced with an update */
629 esrv_send_item (op, tmp2);
630 }
631 else
632 tmp->remove ();
633
634 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
635 tmp2 = insert_ob_in_ob (tmp, sack);
636 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
637 /* in object.c */
638
639 /* If an object merged (and thus, different object), we need to
640 * delete the original.
641 */
642 if (tmp2 != tmp)
643 esrv_del_item (op->contr, tmp->count);
644
645 esrv_send_item (op, tmp2);
646
647 /* update the sacks weight */
648 esrv_update_item (UPD_WEIGHT, op, sack);
649 }
650
651 /*
652 * This function was part of drop, now is own function.
653 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
654 * nrof objects is tried to dropped.
655 * This is used when dropping objects onto the floor.
656 */
657 void
658 drop_object (object *op, object *tmp, uint32 nrof)
659 {
660 char buf[MAX_BUF];
661 object *floor;
662
663 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
664 return;
665
666 if (QUERY_FLAG (tmp, FLAG_APPLIED))
667 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
668 return; /* can't unapply it */
669
670 /* We are only dropping some of the items. We split the current object
671 * off
672 */
673 if (nrof && tmp->nrof != nrof)
674 {
675 object *tmp2 = tmp;
676
677 tmp = get_split_ob (tmp, nrof);
678 if (!tmp)
679 {
680 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
681 return;
682 }
683 /* Tell a client what happened rest of objects. tmp2 is now the
684 * original object
685 */
686 if (op->type == PLAYER)
687 {
688 if (tmp2->destroyed ())
689 esrv_del_item (op->contr, tmp2->count);
690 else
691 esrv_send_item (op, tmp2);
692 }
693 }
694 else
695 tmp->remove ();
696
697 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
698 return;
699
700 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
701 {
702 sprintf (buf, "You drop the %s.", query_name (tmp));
703 new_draw_info (NDI_UNIQUE, 0, op, buf);
704 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
705
706 if (op->type == PLAYER)
707 esrv_del_item (op->contr, tmp->count);
708
709 tmp->destroy ();
710 op->update_stats ();
711 return;
712 }
713
714 if (op->type == PLAYER)
715 esrv_del_item (op->contr, tmp->count);
716
717 /* Call this before we update the various windows/players. At least
718 * that we, we know the weight is correct.
719 */
720 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
721 /* in object.c */
722
723 if (op->type == PLAYER)
724 {
725 /* Need to update the weight for the player */
726 esrv_send_item (op, op);
727 op->contr->ns->floorbox_update ();
728 }
729
730 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
731 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
732 return;
733
734 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
735 sell_item (tmp, op);
736
737 tmp->x = op->x;
738 tmp->y = op->y;
739
740 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
741 }
742
743 void
744 drop (object *op, object *tmp)
745 {
746 /* Hopeful fix for disappearing objects when dropping from a container -
747 * somehow, players get an invisible object in the container, and the
748 * old logic would skip over invisible objects - works fine for the
749 * playes inventory, but drop inventory wants to use the next value.
750 */
751 if (tmp->invisible)
752 {
753 /* if the following is the case, it must be in an container. */
754 if (tmp->env && tmp->env->type != PLAYER)
755 {
756 /* Just toss the object - probably shouldn't be hanging
757 * around anyways
758 */
759 tmp->remove ();
760 tmp->destroy ();
761 return;
762 }
763 else
764 {
765 while (tmp != NULL && tmp->invisible)
766 tmp = tmp->below;
767 }
768 }
769
770 if (tmp == NULL)
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
773 return;
774 }
775 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
778 return;
779 }
780 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
781 {
782 #if 0
783 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
784 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
785 #endif
786 return;
787 }
788
789 if (op->type == PLAYER && op->contr->last_used == tmp)
790 op->contr->last_used = tmp->below ? tmp->below
791 : tmp->above ? tmp->above
792 : 0;
793
794 if (op->container)
795 {
796 if (op->type == PLAYER)
797 put_object_in_sack (op, op->container, tmp, op->contr->count);
798 else
799 put_object_in_sack (op, op->container, tmp, 0);
800 }
801 else
802 {
803 if (op->type == PLAYER)
804 drop_object (op, tmp, op->contr->count);
805 else
806 drop_object (op, tmp, 0);
807 }
808
809 if (op->type == PLAYER)
810 op->contr->count = 0;
811 }
812
813
814
815 /* Command will drop all items that have not been locked */
816 int
817 command_dropall (object *op, char *params)
818 {
819
820 object *curinv, *nextinv;
821
822 if (op->inv == NULL)
823 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
825 return 0;
826 }
827
828 curinv = op->inv;
829
830 /*
831 This is the default. Drops everything not locked or considered
832 not something that should be dropped.
833 */
834 /*
835 Care must be taken that the next item pointer is not to money as
836 the drop() routine will do unknown things to it when dropping
837 in a shop. --Tero.Pelander@utu.fi
838 */
839
840 if (params == NULL)
841 {
842 while (curinv != NULL)
843 {
844 nextinv = curinv->below;
845 while (nextinv && nextinv->type == MONEY)
846 nextinv = nextinv->below;
847 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
848 curinv->type != FOOD && curinv->type != KEY &&
849 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
850 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
851 {
852 drop (op, curinv);
853 }
854 curinv = nextinv;
855 }
856 }
857
858 else if (strcmp (params, "weapons") == 0)
859 {
860 while (curinv != NULL)
861 {
862 nextinv = curinv->below;
863 while (nextinv && nextinv->type == MONEY)
864 nextinv = nextinv->below;
865 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
866 {
867 drop (op, curinv);
868 }
869 curinv = nextinv;
870 }
871 }
872
873 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
874 {
875 while (curinv != NULL)
876 {
877 nextinv = curinv->below;
878 while (nextinv && nextinv->type == MONEY)
879 nextinv = nextinv->below;
880 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
881 {
882 drop (op, curinv);
883 }
884 curinv = nextinv;
885 }
886 }
887
888 else if (strcmp (params, "misc") == 0)
889 {
890 while (curinv != NULL)
891 {
892 nextinv = curinv->below;
893 while (nextinv && nextinv->type == MONEY)
894 nextinv = nextinv->below;
895 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
896 {
897 switch (curinv->type)
898 {
899 case HORN:
900 case BOOK:
901 case SPELLBOOK:
902 case GIRDLE:
903 case AMULET:
904 case RING:
905 case CLOAK:
906 case BOOTS:
907 case GLOVES:
908 case BRACERS:
909 case SCROLL:
910 case ARMOUR_IMPROVER:
911 case WEAPON_IMPROVER:
912 case WAND:
913 case ROD:
914 case POTION:
915 drop (op, curinv);
916 curinv = nextinv;
917 break;
918 default:
919 curinv = nextinv;
920 break;
921 }
922 }
923 curinv = nextinv;
924 }
925 }
926
927 op->contr->ns->floorbox_update ();
928
929 /* draw_look(op);*/
930 return 0;
931 }
932
933 /* Object op wants to drop object(s) params. params can be a
934 * comma seperated list.
935 */
936
937 int
938 command_drop (object *op, char *params)
939 {
940 object *tmp, *next;
941 int did_one = 0;
942
943 if (!params)
944 {
945 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
946 return 0;
947 }
948 else
949 {
950 for (tmp = op->inv; tmp; tmp = next)
951 {
952 next = tmp->below;
953 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
954 continue;
955 if (item_matched_string (op, tmp, params))
956 {
957 drop (op, tmp);
958 did_one = 1;
959 }
960 }
961 if (!did_one)
962 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
963 }
964 if (op->type == PLAYER)
965 {
966 op->contr->count = 0;
967 op->contr->ns->floorbox_update ();
968 };
969
970 /* draw_look(op);*/
971 return 0;
972 }
973
974 int
975 command_examine (object *op, char *params)
976 {
977 if (!params)
978 {
979 object *tmp = op->below;
980
981 while (tmp && !LOOK_OBJ (tmp))
982 tmp = tmp->below;
983 if (tmp)
984 examine (op, tmp);
985 }
986 else
987 {
988 object *tmp = find_best_object_match (op, params);
989
990 if (tmp)
991 examine (op, tmp);
992 else
993 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
994 }
995 return 0;
996 }
997
998 /* op should be a player.
999 * we return the object the player has marked with the 'mark' command
1000 * below. If no match is found (or object has changed), we return
1001 * NULL. We leave it up to the calling function to print messages if
1002 * nothing is found.
1003 */
1004 object *
1005 find_marked_object (object *op)
1006 {
1007 object *tmp;
1008
1009 if (!op || !op->contr)
1010 return NULL;
1011
1012 if (!op->contr->mark)
1013 {
1014 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1015 return 0;
1016 }
1017
1018 /* This may seem like overkill, but we need to make sure that they
1019 * player hasn't dropped the item. We use count on the off chance that
1020 * an item got reincarnated at some point.
1021 */
1022 for (tmp = op->inv; tmp; tmp = tmp->below)
1023 {
1024 if (tmp->invisible)
1025 continue;
1026
1027 if (tmp == op->contr->mark)
1028 {
1029 if (!tmp->destroyed ())
1030 return tmp;
1031 else
1032 {
1033 op->contr->mark = 0;
1034 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1035 return 0;
1036 }
1037 }
1038 }
1039
1040 return 0;
1041 }
1042
1043
1044 /* op should be a player, params is any params.
1045 * If no params given, we print out the currently marked object.
1046 * otherwise, try to find a matching object - try best match first.
1047 */
1048 int
1049 command_mark (object *op, char *params)
1050 {
1051 if (!op->contr)
1052 return 1;
1053
1054 if (!params)
1055 {
1056 object *mark = find_marked_object (op);
1057
1058 if (!mark)
1059 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1060 else
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1062 }
1063 else
1064 {
1065 object *mark1 = find_best_object_match (op, params);
1066
1067 if (!mark1)
1068 {
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1070 return 1;
1071 }
1072 else
1073 {
1074 op->contr->mark = mark1;
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1076 return 0;
1077 }
1078 }
1079
1080 return 0; /*shouldnt get here */
1081 }
1082
1083
1084 /* op is the player
1085 * tmp is the monster being examined.
1086 */
1087 void
1088 examine_monster (object *op, object *tmp)
1089 {
1090 object *mon = tmp->head ? tmp->head : tmp;
1091
1092 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1093 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1094 if (mon->level > op->level)
1095 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1096 else if (mon->level < op->level)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1098 else
1099 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1100 if (mon->attacktype & AT_ACID)
1101 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1102
1103 /* Anyone know why this used to use the clone value instead of the
1104 * maxhp field? This seems that it should give more accurate results.
1105 */
1106 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1107 { /* From 1-4 */
1108 case 1:
1109 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1110 break;
1111 case 2:
1112 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1113 break;
1114 case 3:
1115 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1116 break;
1117 case 4:
1118 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1119 break;
1120 }
1121 if (present_in_ob (POISONING, mon) != NULL)
1122 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1123 }
1124
1125
1126 /* tmp is the object being described, pl is who is examing it. */
1127 char *
1128 long_desc (object *tmp, object *pl)
1129 {
1130 static char buf[VERY_BIG_BUF];
1131 char *cp;
1132
1133 if (tmp == NULL)
1134 return "";
1135
1136 buf[0] = '\0';
1137 switch (tmp->type)
1138 {
1139 case RING:
1140 case SKILL:
1141 case WEAPON:
1142 case ARMOUR:
1143 case BRACERS:
1144 case HELMET:
1145 case SHIELD:
1146 case BOOTS:
1147 case GLOVES:
1148 case AMULET:
1149 case GIRDLE:
1150 case BOW:
1151 case ARROW:
1152 case CLOAK:
1153 case FOOD:
1154 case DRINK:
1155 case FLESH:
1156 case SKILL_TOOL:
1157 case POWER_CRYSTAL:
1158 if (*(cp = describe_item (tmp, pl)) != '\0')
1159 {
1160 int len;
1161
1162 assign (buf, query_name (tmp));
1163 len = strlen (buf);
1164 if (len < VERY_BIG_BUF - 5)
1165 {
1166 /* Since we know the length, we save a few cpu cycles by using
1167 * it instead of calling strcat */
1168 strcpy (buf + len, " ");
1169 len++;
1170 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1171 }
1172 }
1173 }
1174
1175 if (buf[0] == '\0')
1176 assign (buf, query_name (tmp));
1177
1178 return buf;
1179 }
1180
1181 void
1182 examine (object *op, object *tmp)
1183 {
1184 char buf[VERY_BIG_BUF];
1185 int i;
1186
1187 if (tmp == NULL || tmp->type == CLOSE_CON)
1188 return;
1189
1190 strcpy (buf, "That is ");
1191 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1192 buf[VERY_BIG_BUF - 1] = 0;
1193
1194 new_draw_info (NDI_UNIQUE, 0, op, buf);
1195 buf[0] = '\0';
1196
1197 if (tmp->custom_name)
1198 {
1199 strcpy (buf, "You call it ");
1200 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1201 buf[VERY_BIG_BUF - 1] = 0;
1202 new_draw_info (NDI_UNIQUE, 0, op, buf);
1203 buf[0] = '\0';
1204 }
1205
1206 switch (tmp->type)
1207 {
1208 case SPELLBOOK:
1209 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1210 {
1211 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1212 }
1213 break;
1214
1215 case BOOK:
1216 if (tmp->msg != NULL)
1217 strcpy (buf, "Something is written in it.");
1218 break;
1219
1220 case CONTAINER:
1221 if (tmp->race != NULL)
1222 {
1223 if (tmp->weight_limit && tmp->stats.Str < 100)
1224 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1225 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1226 else
1227 sprintf (buf, "It can hold only %s.", &tmp->race);
1228 }
1229 else if (tmp->weight_limit && tmp->stats.Str < 100)
1230 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1231 break;
1232
1233 case WAND:
1234 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1235 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1236 break;
1237 }
1238
1239 if (buf[0] != '\0')
1240 new_draw_info (NDI_UNIQUE, 0, op, buf);
1241
1242 if (tmp->materialname != NULL && !tmp->msg)
1243 {
1244 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1245 new_draw_info (NDI_UNIQUE, 0, op, buf);
1246 }
1247 /* Where to wear this item */
1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249 {
1250 if (tmp->body_info[i] < -1)
1251 {
1252 if (op->body_info[i])
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1254 else
1255 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1256 }
1257 else if (tmp->body_info[i])
1258 {
1259 if (op->body_info[i])
1260 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1261 else
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1263 }
1264 }
1265
1266 if (tmp->weight)
1267 {
1268 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1269 new_draw_info (NDI_UNIQUE, 0, op, buf);
1270 }
1271
1272 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1273 {
1274 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1275 new_draw_info (NDI_UNIQUE, 0, op, buf);
1276 if (is_in_shop (op))
1277 {
1278 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1279 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1280 else
1281 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1282 new_draw_info (NDI_UNIQUE, 0, op, buf);
1283 }
1284 }
1285
1286 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1287 examine_monster (op, tmp);
1288
1289 /* Is this item buildable? */
1290 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1291 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1292
1293 /* Does the object have a message? Don't show message for all object
1294 * types - especially if the first entry is a match
1295 */
1296 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1297 {
1298
1299 /* This is just a hack so when identifying the items, we print
1300 * out the extra message
1301 */
1302 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1303 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1304
1305 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1306 }
1307 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1308 }
1309
1310 /*
1311 * inventory prints object's inventory. If inv==NULL then print player's
1312 * inventory.
1313 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1314 */
1315 void
1316 inventory (object *op, object *inv)
1317 {
1318 object *tmp;
1319 char *in;
1320 int items = 0, length;
1321
1322 if (inv == NULL && op == NULL)
1323 {
1324 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1325 return;
1326 }
1327 tmp = inv ? inv->inv : op->inv;
1328
1329 while (tmp)
1330 {
1331 if ((!tmp->invisible &&
1332 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1333 items++;
1334 tmp = tmp->below;
1335 }
1336 if (inv == NULL)
1337 { /* player's inventory */
1338 if (items == 0)
1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1341 return;
1342 }
1343 else
1344 {
1345 length = 28;
1346 in = "";
1347 if (op)
1348 clear_win_info (op);
1349 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1350 }
1351 }
1352 else
1353 {
1354 if (items == 0)
1355 return;
1356 else
1357 {
1358 length = 28;
1359 in = " ";
1360 }
1361 }
1362 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1363 {
1364 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1365 continue;
1366 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1367 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1368 query_name (tmp), tmp->count, query_weight (tmp));
1369 else
1370 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1371 }
1372 if (!inv && op)
1373 {
1374 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1375 }
1376 }
1377
1378 static void
1379 display_new_pickup (object *op)
1380 {
1381 int i = op->contr->mode;
1382
1383 if (!(i & PU_NEWMODE))
1384 return;
1385
1386 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1387 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1389 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1390
1391 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1392
1393 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1394 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1395 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1396
1397 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1398 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1399
1400 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1401 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1403
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1406 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1408
1409 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1412 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1413
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1415 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1417 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1418
1419 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1420
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1422 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1423
1424 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1425 }
1426
1427 int
1428 command_pickup (object *op, char *params)
1429 {
1430 uint32 i;
1431 static const char *names[] = {
1432 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1433 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1434 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1435 "jewels", "flesh", NULL
1436 };
1437 static uint32 modes[] = {
1438 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1439 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1440 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1441 PU_JEWELS, PU_FLESH, 0
1442 };
1443
1444 if (!params)
1445 {
1446 /* if the new mode is used, just print the settings */
1447 if (op->contr->mode & PU_NEWMODE)
1448 {
1449 display_new_pickup (op);
1450 return 1;
1451 }
1452 if (1)
1453 LOG (llevDebug, "command_pickup: !params\n");
1454 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1455 return 0;
1456 }
1457
1458 while (*params == ' ' && *params)
1459 params++;
1460
1461 if (*params == '+' || *params == '-')
1462 {
1463 int mode;
1464
1465 for (mode = 0; names[mode]; mode++)
1466 {
1467 if (!strcmp (names[mode], params + 1))
1468 {
1469 i = op->contr->mode;
1470 if (!(i & PU_NEWMODE))
1471 i = PU_NEWMODE;
1472 if (*params == '+')
1473 i = i | modes[mode];
1474 else
1475 i = i & ~modes[mode];
1476 op->contr->mode = i;
1477 display_new_pickup (op);
1478 return 1;
1479 }
1480 }
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1482 return 1;
1483 }
1484
1485 if (sscanf (params, "%u", &i) != 1)
1486 {
1487 if (1)
1488 LOG (llevDebug, "command_pickup: params==NULL\n");
1489 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1490 return 1;
1491 }
1492 set_pickup_mode (op, i);
1493
1494 return 1;
1495 }
1496
1497 void
1498 set_pickup_mode (object *op, int i)
1499 {
1500 switch (op->contr->mode = i)
1501 {
1502 case 0:
1503 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1504 break;
1505 case 1:
1506 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1507 break;
1508 case 2:
1509 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1510 break;
1511 case 3:
1512 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1513 break;
1514 case 4:
1515 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1516 break;
1517 case 5:
1518 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1519 break;
1520 case 6:
1521 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1522 break;
1523 case 7:
1524 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1525 break;
1526 }
1527 }
1528
1529 int
1530 command_search_items (object *op, char *params)
1531 {
1532 char buf[MAX_BUF];
1533
1534 if (settings.search_items == FALSE)
1535 return 1;
1536
1537 if (params == NULL)
1538 {
1539 if (op->contr->search_str[0] == '\0')
1540 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1542 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1543 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1544 return 1;
1545 }
1546 op->contr->search_str[0] = '\0';
1547 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1548 op->update_stats ();
1549 return 1;
1550 }
1551 if ((int) strlen (params) >= MAX_BUF)
1552 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1554 return 1;
1555 }
1556 strcpy (op->contr->search_str, params);
1557 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1558 new_draw_info (NDI_UNIQUE, 0, op, buf);
1559 op->update_stats ();
1560 return 1;
1561 }
1562