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/cvs/deliantra/server/server/c_object.C
Revision: 1.36
Committed: Tue Jan 9 21:32:42 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +1 -1 lines
Log Message:
- added $cf::WAIT_FOR_TICK*
- tuned map-scheduler and player-scheduler
- added $op->inv_recursive
- added objects_size/objects($index) and actives_size/actives($index)
  for access to the object and actives vector.
- more robust player loader
- removed _perl_data attribute support
- SIGINT/TERM/HUP are now safe as they are handled synchronously.
- replaced LOOK_OBJ by client_visible
- cleanups

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 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
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The author can be reached via e-mail to <crossfire@schmorp.de>
23
24 Object (handling) commands
25 */
26
27 #include <global.h>
28 #include <loader.h>
29 #include <skills.h>
30 #include <sproto.h>
31 #include <living.h>
32 #include <math.h>
33
34 /*
35 * Object id parsing functions
36 */
37
38 #define ADD_ITEM(NEW,COUNT)\
39 if(!first) {\
40 first = new objectlink;\
41 last=first;\
42 } else {\
43 last->next = new objectlink;\
44 last=last->next;\
45 }\
46 last->next=0;\
47 last->ob=(NEW);\
48 last->id=(COUNT);
49
50 /**
51 * Search the inventory of 'pl' for what matches best with params.
52 * we use item_matched_string above - this gives us consistent behaviour
53 * between many commands. Return the best match, or NULL if no match.
54 * aflag is used with apply -u , and apply -a to
55 * only unapply applied, or apply unapplied objects
56 **/
57 static object *
58 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
59 {
60 object *tmp, *best = NULL;
61 int match_val = 0, tmpmatch;
62
63 for (tmp = pl->inv; tmp; tmp = tmp->below)
64 {
65 if (tmp->invisible)
66 continue;
67 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val)
68 {
69 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
70 continue;
71 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
72 continue;
73 match_val = tmpmatch;
74 best = tmp;
75 }
76 }
77 return best;
78 }
79
80 /**
81 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
82 **/
83 object *
84 find_best_object_match (object *pl, const char *params)
85 {
86 return find_best_apply_object_match (pl, params, AP_NULL);
87 }
88
89 int
90 command_uskill (object *pl, char *params)
91 {
92 if (!params)
93 {
94 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
95 return 0;
96 }
97 return use_skill (pl, params);
98 }
99
100 int
101 command_rskill (object *pl, char *params)
102 {
103 object *skill;
104
105 if (!params)
106 {
107 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
108 return 0;
109 }
110 skill = find_skill_by_name (pl, params);
111
112 if (!skill)
113 {
114 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
115 return 0;
116 }
117 return change_skill (pl, skill, 0);
118 }
119
120
121 /* These functions (command_search, command_disarm) are really just wrappers for
122 * things like 'use_skill ...'). In fact, they should really be obsoleted
123 * and replaced with those.
124 */
125 int
126 command_search (object *op, char *params)
127 {
128 return use_skill (op, skill_names[SK_FIND_TRAPS]);
129 }
130
131 int
132 command_disarm (object *op, char *params)
133 {
134 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
135 }
136
137
138 /* A little special because we do want to pass the full params along
139 * as it includes the object to throw.
140 */
141 int
142 command_throw (object *op, char *params)
143 {
144 object *skop;
145
146 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
147 if (skop)
148 return do_skill (op, op, skop, op->facing, params);
149 else
150 {
151 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
152 }
153 return 0;
154 }
155
156
157 int
158 command_apply (object *op, char *params)
159 {
160 if (!params)
161 {
162 player_apply_below (op);
163 return 0;
164 }
165 else
166 {
167 apply_flag aflag = (apply_flag) 0;
168 object *inv;
169
170 while (*params == ' ')
171 params++;
172 if (!strncmp (params, "-a ", 3))
173 {
174 aflag = AP_APPLY;
175 params += 3;
176 }
177 if (!strncmp (params, "-u ", 3))
178 {
179 aflag = AP_UNAPPLY;
180 params += 3;
181 }
182 while (*params == ' ')
183 params++;
184
185 inv = find_best_apply_object_match (op, params, aflag);
186 if (inv)
187 {
188 player_apply (op, inv, aflag, 0);
189 }
190 else
191 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
192 }
193 return 0;
194 }
195
196 /*
197 * Check if an item op can be put into a sack. If pl exists then tell
198 * a player the reason of failure.
199 * returns 1 if it will fit, 0 if it will not. nrof is the number of
200 * objects (op) we want to put in. We specify it separately instead of
201 * using op->nrof because often times, a player may have specified a
202 * certain number of objects to drop, so we can pass that number, and
203 * not need to use split_ob and stuff.
204 */
205 int
206 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
207 {
208
209 if (!QUERY_FLAG (sack, FLAG_APPLIED))
210 {
211 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
212 return 0;
213 }
214 if (sack == op)
215 {
216 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
217 return 0;
218 }
219 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
220 {
221 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
222 return 0;
223 }
224 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
225 {
226 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
227 return 0;
228 }
229 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
230 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
231 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
232 {
233 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
234 return 0;
235 }
236 /* All other checks pass, must be OK */
237 return 1;
238 }
239
240 /* Pick up commands follow */
241
242 /* pl = player (not always - monsters can use this now)
243 * op is the object to put tmp into,
244 * tmp is the object to pick up, nrof is the number to
245 * pick up (0 means all of them)
246 */
247 static void
248 pick_up_object (object *pl, object *op, object *tmp, int nrof)
249 {
250 /* buf needs to be big (more than 256 chars) because you can get
251 * very long item names.
252 */
253 char buf[HUGE_BUF];
254 object *env = tmp->env;
255 uint32 weight, effective_weight_limit;
256 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
257
258 /* IF the player is flying & trying to take the item out of a container
259 * that is in his inventory, let him. tmp->env points to the container
260 * (sack, luggage, etc), tmp->env->env then points to the player (nested
261 * containers not allowed as of now)
262 */
263 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
264 {
265 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
266 return;
267 }
268
269 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
270 return;
271
272 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
273 {
274 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
275 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
276
277 if (pl->type == PLAYER)
278 esrv_del_item (pl->contr, tmp->count);
279
280 tmp->destroy ();
281 return;
282 }
283
284 if (nrof > tmp_nrof || nrof == 0)
285 nrof = tmp_nrof;
286
287 /* Figure out how much weight this object will add to the player */
288 weight = tmp->weight * nrof;
289 if (tmp->inv)
290 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
291
292 if (pl->stats.Str <= MAX_STAT)
293 effective_weight_limit = weight_limit[pl->stats.Str];
294 else
295 effective_weight_limit = weight_limit[MAX_STAT];
296
297 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
298 {
299 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
300 return;
301 }
302
303 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
304 SET_FLAG (tmp, FLAG_WAS_WIZ);
305
306 if (nrof != tmp_nrof)
307 {
308 object *tmp2 = tmp;
309
310 tmp = get_split_ob (tmp, nrof);
311 if (!tmp)
312 {
313 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
314 return;
315 }
316
317 /* Tell a client what happened rest of objects */
318 if (pl->type == PLAYER)
319 {
320 if (tmp2->destroyed ())
321 esrv_del_item (pl->contr, tmp2->count);
322 else
323 esrv_send_item (pl, tmp2);
324 }
325 }
326 else
327 {
328 /* If the object is in a container, send a delete to the client.
329 * - we are moving all the items from the container to elsewhere,
330 * so it needs to be deleted.
331 */
332 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
333 {
334 if (tmp->env && pl->type == PLAYER)
335 esrv_del_item (pl->contr, tmp->count);
336 tmp->remove (); /* Unlink it */
337 }
338 }
339 if (QUERY_FLAG (tmp, FLAG_UNPAID))
340 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
341 else
342 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
343 new_draw_info (NDI_UNIQUE, 0, pl, buf);
344
345 tmp = insert_ob_in_ob (tmp, op);
346
347 /* All the stuff below deals with client/server code, and is only
348 * usable by players
349 */
350 if (pl->type != PLAYER)
351 return;
352
353 esrv_send_item (pl, tmp);
354 /* These are needed to update the weight for the container we
355 * are putting the object in.
356 */
357 if (op != pl)
358 {
359 esrv_update_item (UPD_WEIGHT, pl, op);
360 esrv_send_item (pl, pl);
361 }
362
363 /* Update the container the object was in */
364 if (env && env != pl && env != op)
365 esrv_update_item (UPD_WEIGHT, pl, env);
366 }
367
368 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
369 void
370 pick_up (object *op, object *alt)
371 {
372 int need_fix_tmp = 0;
373 object *tmp = NULL;
374 maptile *tmp_map = NULL;
375 int count;
376
377 /* Decide which object to pick. */
378 if (alt)
379 {
380 if (!can_pick (op, alt))
381 {
382 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
383 goto leave;
384 }
385 tmp = alt;
386 }
387 else
388 {
389 if (op->below == NULL || !can_pick (op, op->below))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
392 goto leave;
393 }
394
395 tmp = op->below;
396 }
397
398 /* Try to catch it. */
399 tmp_map = tmp->map;
400 tmp = stop_item (tmp);
401 if (tmp == NULL)
402 goto leave;
403 need_fix_tmp = 1;
404 if (!can_pick (op, tmp))
405 goto leave;
406
407 if (op->type == PLAYER)
408 {
409 count = op->contr->count;
410 if (count == 0)
411 count = tmp->nrof;
412 }
413 else
414 count = tmp->nrof;
415
416 /* container is open, so use it */
417 if (op->container)
418 {
419 alt = op->container;
420 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
421 goto leave;
422 }
423 else
424 { /* non container pickup */
425 for (alt = op->inv; alt; alt = alt->below)
426 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
427 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
428 break; /* perfect match */
429
430 if (!alt)
431 for (alt = op->inv; alt; alt = alt->below)
432 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
433 break; /* General container comes next */
434 if (!alt)
435 alt = op; /* No free containers */
436 }
437
438 if (tmp->env == alt)
439 {
440 /* here it could be possible to check rent,
441 * if someone wants to implement it
442 */
443 alt = op;
444 }
445 #ifdef PICKUP_DEBUG
446 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
447 #endif
448
449 /* startequip items are not allowed to be put into containers: */
450 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
451 {
452 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
453 goto leave;
454 }
455
456 pick_up_object (op, alt, tmp, count);
457
458 if (tmp->destroyed () || tmp->env)
459 need_fix_tmp = 0;
460
461 if (op->type == PLAYER)
462 op->contr->count = 0;
463
464 goto leave;
465
466 leave:
467 if (need_fix_tmp)
468 fix_stopped_item (tmp, tmp_map, op);
469 }
470
471
472 /* This takes (picks up) and item. op is the player
473 * who issued the command. params is a string to
474 * match against the item name. Basically, always
475 * returns zero, but that should be improved.
476 */
477 int
478 command_take (object *op, char *params)
479 {
480 object *tmp, *next;
481
482 if (op->container)
483 tmp = op->container->inv;
484 else
485 {
486 tmp = op->above;
487 if (tmp)
488 while (tmp->above)
489 tmp = tmp->above;
490
491 if (!tmp)
492 tmp = op->below;
493 }
494
495 if (tmp == NULL)
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
498 return 0;
499 }
500
501 /* Makes processing easier */
502 if (params && *params == '\0')
503 params = NULL;
504
505 while (tmp)
506 {
507 next = tmp->below;
508
509 if (tmp->invisible)
510 {
511 tmp = next;
512 continue;
513 }
514
515 /* This following two if and else if could be merged into line
516 * but that probably will make it more difficult to read, and
517 * not make it any more efficient
518 */
519 if (params && item_matched_string (op, tmp, params))
520 pick_up (op, tmp);
521 else if (can_pick (op, tmp) && !params)
522 {
523 pick_up (op, tmp);
524 break;
525 }
526
527 tmp = next;
528 }
529
530 if (!params && !tmp)
531 {
532 for (tmp = op->below; tmp; tmp = tmp->below)
533 if (!tmp->invisible)
534 {
535 char buf[MAX_BUF];
536
537 sprintf (buf, "You can't pick up a %s.", &tmp->name);
538 new_draw_info (NDI_UNIQUE, 0, op, buf);
539 break;
540 }
541
542 if (!tmp)
543 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
544 }
545
546 return 0;
547 }
548
549
550 /*
551 * This function was part of drop, now is own function.
552 * Player 'op' tries to put object 'tmp' into sack 'sack',
553 * if nrof is non zero, then nrof objects is tried to put into sack.
554 * Note that the 'sack' in question can now be a transport,
555 * so this function isn't named very good anymore.
556 */
557 void
558 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
559 {
560 object *tmp2, *sack2;
561 char buf[MAX_BUF];
562
563 if (sack == tmp)
564 return; /* Can't put an object in itself */
565
566 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
567 {
568 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
569 return;
570 }
571
572 if (tmp->type == CONTAINER && tmp->inv)
573 {
574
575 /* Eneq(@csd.uu.se): If the object to be dropped is a container
576 * we instead move the contents of that container into the active
577 * container, this is only done if the object has something in it.
578 */
579 sack2 = tmp;
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
581
582 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
583 {
584 tmp = tmp2->below;
585
586 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
587 {
588 put_object_in_sack (op, sack, tmp2, 0);
589 }
590 else
591 {
592 sprintf (buf, "Your %s fills up.", query_name (sack));
593 new_draw_info (NDI_UNIQUE, 0, op, buf);
594 break;
595 }
596 }
597
598 esrv_update_item (UPD_WEIGHT, op, sack2);
599 return;
600 }
601
602 /* Don't worry about this for containers - our caller should have
603 * already checked this.
604 */
605 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
606 return;
607
608 if (QUERY_FLAG (tmp, FLAG_APPLIED))
609 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
610 return;
611
612 /* we want to put some portion of the item into the container */
613 if (nrof && tmp->nrof != nrof)
614 {
615 object *tmp2 = tmp;
616
617 tmp = get_split_ob (tmp, nrof);
618
619 if (!tmp)
620 {
621 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
622 return;
623 }
624 /* Tell a client what happened other objects */
625 if (tmp2->destroyed ())
626 esrv_del_item (op->contr, tmp2->count);
627 else /* this can proably be replaced with an update */
628 esrv_send_item (op, tmp2);
629 }
630 else
631 tmp->remove ();
632
633 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
634 tmp2 = insert_ob_in_ob (tmp, sack);
635 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
636 /* in object.c */
637
638 /* If an object merged (and thus, different object), we need to
639 * delete the original.
640 */
641 if (tmp2 != tmp)
642 esrv_del_item (op->contr, tmp->count);
643
644 esrv_send_item (op, tmp2);
645
646 /* update the sacks weight */
647 esrv_update_item (UPD_WEIGHT, op, sack);
648 }
649
650 /*
651 * This function was part of drop, now is own function.
652 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
653 * nrof objects is tried to dropped.
654 * This is used when dropping objects onto the floor.
655 */
656 void
657 drop_object (object *op, object *tmp, uint32 nrof)
658 {
659 char buf[MAX_BUF];
660 object *floor;
661
662 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
663 return;
664
665 if (QUERY_FLAG (tmp, FLAG_APPLIED))
666 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
667 return; /* can't unapply it */
668
669 /* We are only dropping some of the items. We split the current object
670 * off
671 */
672 if (nrof && tmp->nrof != nrof)
673 {
674 object *tmp2 = tmp;
675
676 tmp = get_split_ob (tmp, nrof);
677 if (!tmp)
678 {
679 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
680 return;
681 }
682 /* Tell a client what happened rest of objects. tmp2 is now the
683 * original object
684 */
685 if (op->type == PLAYER)
686 {
687 if (tmp2->destroyed ())
688 esrv_del_item (op->contr, tmp2->count);
689 else
690 esrv_send_item (op, tmp2);
691 }
692 }
693 else
694 tmp->remove ();
695
696 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
697 return;
698
699 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
700 {
701 sprintf (buf, "You drop the %s.", query_name (tmp));
702 new_draw_info (NDI_UNIQUE, 0, op, buf);
703 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
704
705 if (op->type == PLAYER)
706 esrv_del_item (op->contr, tmp->count);
707
708 tmp->destroy ();
709 op->update_stats ();
710 return;
711 }
712
713 if (op->type == PLAYER)
714 esrv_del_item (op->contr, tmp->count);
715
716 /* Call this before we update the various windows/players. At least
717 * that we, we know the weight is correct.
718 */
719 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
720 /* in object.c */
721
722 if (op->type == PLAYER)
723 {
724 /* Need to update the weight for the player */
725 esrv_send_item (op, op);
726 op->contr->ns->floorbox_update ();
727 }
728
729 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
730 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
731 return;
732
733 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
734 sell_item (tmp, op);
735
736 tmp->x = op->x;
737 tmp->y = op->y;
738
739 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
740 }
741
742 void
743 drop (object *op, object *tmp)
744 {
745 /* Hopeful fix for disappearing objects when dropping from a container -
746 * somehow, players get an invisible object in the container, and the
747 * old logic would skip over invisible objects - works fine for the
748 * playes inventory, but drop inventory wants to use the next value.
749 */
750 if (tmp->invisible)
751 {
752 /* if the following is the case, it must be in an container. */
753 if (tmp->env && tmp->env->type != PLAYER)
754 {
755 /* Just toss the object - probably shouldn't be hanging
756 * around anyways
757 */
758 tmp->remove ();
759 tmp->destroy ();
760 return;
761 }
762 else
763 {
764 while (tmp != NULL && tmp->invisible)
765 tmp = tmp->below;
766 }
767 }
768
769 if (tmp == NULL)
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
772 return;
773 }
774 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
775 {
776 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
777 return;
778 }
779 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
780 {
781 #if 0
782 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
783 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
784 #endif
785 return;
786 }
787
788 if (op->type == PLAYER && op->contr->last_used == tmp)
789 op->contr->last_used = tmp->below ? tmp->below
790 : tmp->above ? tmp->above
791 : 0;
792
793 if (op->container)
794 {
795 if (op->type == PLAYER)
796 put_object_in_sack (op, op->container, tmp, op->contr->count);
797 else
798 put_object_in_sack (op, op->container, tmp, 0);
799 }
800 else
801 {
802 if (op->type == PLAYER)
803 drop_object (op, tmp, op->contr->count);
804 else
805 drop_object (op, tmp, 0);
806 }
807
808 if (op->type == PLAYER)
809 op->contr->count = 0;
810 }
811
812
813
814 /* Command will drop all items that have not been locked */
815 int
816 command_dropall (object *op, char *params)
817 {
818
819 object *curinv, *nextinv;
820
821 if (op->inv == NULL)
822 {
823 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
824 return 0;
825 }
826
827 curinv = op->inv;
828
829 /*
830 This is the default. Drops everything not locked or considered
831 not something that should be dropped.
832 */
833 /*
834 Care must be taken that the next item pointer is not to money as
835 the drop() routine will do unknown things to it when dropping
836 in a shop. --Tero.Pelander@utu.fi
837 */
838
839 if (params == NULL)
840 {
841 while (curinv != NULL)
842 {
843 nextinv = curinv->below;
844 while (nextinv && nextinv->type == MONEY)
845 nextinv = nextinv->below;
846 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
847 curinv->type != FOOD && curinv->type != KEY &&
848 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
849 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
850 {
851 drop (op, curinv);
852 }
853 curinv = nextinv;
854 }
855 }
856
857 else if (strcmp (params, "weapons") == 0)
858 {
859 while (curinv != NULL)
860 {
861 nextinv = curinv->below;
862 while (nextinv && nextinv->type == MONEY)
863 nextinv = nextinv->below;
864 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
865 {
866 drop (op, curinv);
867 }
868 curinv = nextinv;
869 }
870 }
871
872 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
873 {
874 while (curinv != NULL)
875 {
876 nextinv = curinv->below;
877 while (nextinv && nextinv->type == MONEY)
878 nextinv = nextinv->below;
879 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
880 {
881 drop (op, curinv);
882 }
883 curinv = nextinv;
884 }
885 }
886
887 else if (strcmp (params, "misc") == 0)
888 {
889 while (curinv != NULL)
890 {
891 nextinv = curinv->below;
892 while (nextinv && nextinv->type == MONEY)
893 nextinv = nextinv->below;
894 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
895 {
896 switch (curinv->type)
897 {
898 case HORN:
899 case BOOK:
900 case SPELLBOOK:
901 case GIRDLE:
902 case AMULET:
903 case RING:
904 case CLOAK:
905 case BOOTS:
906 case GLOVES:
907 case BRACERS:
908 case SCROLL:
909 case ARMOUR_IMPROVER:
910 case WEAPON_IMPROVER:
911 case WAND:
912 case ROD:
913 case POTION:
914 drop (op, curinv);
915 curinv = nextinv;
916 break;
917 default:
918 curinv = nextinv;
919 break;
920 }
921 }
922 curinv = nextinv;
923 }
924 }
925
926 op->contr->ns->floorbox_update ();
927
928 /* draw_look(op);*/
929 return 0;
930 }
931
932 /* Object op wants to drop object(s) params. params can be a
933 * comma seperated list.
934 */
935
936 int
937 command_drop (object *op, char *params)
938 {
939 object *tmp, *next;
940 int did_one = 0;
941
942 if (!params)
943 {
944 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
945 return 0;
946 }
947 else
948 {
949 for (tmp = op->inv; tmp; tmp = next)
950 {
951 next = tmp->below;
952 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
953 continue;
954 if (item_matched_string (op, tmp, params))
955 {
956 drop (op, tmp);
957 did_one = 1;
958 }
959 }
960 if (!did_one)
961 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
962 }
963 if (op->type == PLAYER)
964 {
965 op->contr->count = 0;
966 op->contr->ns->floorbox_update ();
967 };
968
969 /* draw_look(op);*/
970 return 0;
971 }
972
973 int
974 command_examine (object *op, char *params)
975 {
976 if (!params)
977 {
978 object *tmp = op->below;
979
980 while (tmp && !tmp->client_visible ())
981 tmp = tmp->below;
982 if (tmp)
983 examine (op, tmp);
984 }
985 else
986 {
987 object *tmp = find_best_object_match (op, params);
988
989 if (tmp)
990 examine (op, tmp);
991 else
992 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
993 }
994 return 0;
995 }
996
997 /* op should be a player.
998 * we return the object the player has marked with the 'mark' command
999 * below. If no match is found (or object has changed), we return
1000 * NULL. We leave it up to the calling function to print messages if
1001 * nothing is found.
1002 */
1003 object *
1004 find_marked_object (object *op)
1005 {
1006 object *tmp;
1007
1008 if (!op || !op->contr)
1009 return NULL;
1010
1011 if (!op->contr->mark)
1012 {
1013 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1014 return 0;
1015 }
1016
1017 /* This may seem like overkill, but we need to make sure that they
1018 * player hasn't dropped the item. We use count on the off chance that
1019 * an item got reincarnated at some point.
1020 */
1021 for (tmp = op->inv; tmp; tmp = tmp->below)
1022 {
1023 if (tmp->invisible)
1024 continue;
1025
1026 if (tmp == op->contr->mark)
1027 {
1028 if (!tmp->destroyed ())
1029 return tmp;
1030 else
1031 {
1032 op->contr->mark = 0;
1033 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1034 return 0;
1035 }
1036 }
1037 }
1038
1039 return 0;
1040 }
1041
1042
1043 /* op should be a player, params is any params.
1044 * If no params given, we print out the currently marked object.
1045 * otherwise, try to find a matching object - try best match first.
1046 */
1047 int
1048 command_mark (object *op, char *params)
1049 {
1050 if (!op->contr)
1051 return 1;
1052
1053 if (!params)
1054 {
1055 object *mark = find_marked_object (op);
1056
1057 if (!mark)
1058 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1059 else
1060 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1061 }
1062 else
1063 {
1064 object *mark1 = find_best_object_match (op, params);
1065
1066 if (!mark1)
1067 {
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1069 return 1;
1070 }
1071 else
1072 {
1073 op->contr->mark = mark1;
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1075 return 0;
1076 }
1077 }
1078
1079 return 0; /*shouldnt get here */
1080 }
1081
1082
1083 /* op is the player
1084 * tmp is the monster being examined.
1085 */
1086 void
1087 examine_monster (object *op, object *tmp)
1088 {
1089 object *mon = tmp->head ? tmp->head : tmp;
1090
1091 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1092 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1093 if (mon->level > op->level)
1094 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1095 else if (mon->level < op->level)
1096 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1097 else
1098 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1099 if (mon->attacktype & AT_ACID)
1100 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1101
1102 /* Anyone know why this used to use the clone value instead of the
1103 * maxhp field? This seems that it should give more accurate results.
1104 */
1105 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1106 { /* From 1-4 */
1107 case 1:
1108 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1109 break;
1110 case 2:
1111 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1112 break;
1113 case 3:
1114 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1115 break;
1116 case 4:
1117 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1118 break;
1119 }
1120 if (present_in_ob (POISONING, mon) != NULL)
1121 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1122 }
1123
1124
1125 /* tmp is the object being described, pl is who is examing it. */
1126 char *
1127 long_desc (object *tmp, object *pl)
1128 {
1129 static char buf[VERY_BIG_BUF];
1130 char *cp;
1131
1132 if (tmp == NULL)
1133 return "";
1134
1135 buf[0] = '\0';
1136 switch (tmp->type)
1137 {
1138 case RING:
1139 case SKILL:
1140 case WEAPON:
1141 case ARMOUR:
1142 case BRACERS:
1143 case HELMET:
1144 case SHIELD:
1145 case BOOTS:
1146 case GLOVES:
1147 case AMULET:
1148 case GIRDLE:
1149 case BOW:
1150 case ARROW:
1151 case CLOAK:
1152 case FOOD:
1153 case DRINK:
1154 case FLESH:
1155 case SKILL_TOOL:
1156 case POWER_CRYSTAL:
1157 if (*(cp = describe_item (tmp, pl)) != '\0')
1158 {
1159 int len;
1160
1161 assign (buf, query_name (tmp));
1162 len = strlen (buf);
1163 if (len < VERY_BIG_BUF - 5)
1164 {
1165 /* Since we know the length, we save a few cpu cycles by using
1166 * it instead of calling strcat */
1167 strcpy (buf + len, " ");
1168 len++;
1169 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1170 }
1171 }
1172 }
1173
1174 if (buf[0] == '\0')
1175 assign (buf, query_name (tmp));
1176
1177 return buf;
1178 }
1179
1180 void
1181 examine (object *op, object *tmp)
1182 {
1183 char buf[VERY_BIG_BUF];
1184 int i;
1185
1186 if (tmp == NULL || tmp->type == CLOSE_CON)
1187 return;
1188
1189 strcpy (buf, "That is ");
1190 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1191 buf[VERY_BIG_BUF - 1] = 0;
1192
1193 new_draw_info (NDI_UNIQUE, 0, op, buf);
1194 buf[0] = '\0';
1195
1196 if (tmp->custom_name)
1197 {
1198 strcpy (buf, "You call it ");
1199 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1200 buf[VERY_BIG_BUF - 1] = 0;
1201 new_draw_info (NDI_UNIQUE, 0, op, buf);
1202 buf[0] = '\0';
1203 }
1204
1205 switch (tmp->type)
1206 {
1207 case SPELLBOOK:
1208 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1209 {
1210 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1211 }
1212 break;
1213
1214 case BOOK:
1215 if (tmp->msg != NULL)
1216 strcpy (buf, "Something is written in it.");
1217 break;
1218
1219 case CONTAINER:
1220 if (tmp->race != NULL)
1221 {
1222 if (tmp->weight_limit && tmp->stats.Str < 100)
1223 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1224 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1225 else
1226 sprintf (buf, "It can hold only %s.", &tmp->race);
1227 }
1228 else if (tmp->weight_limit && tmp->stats.Str < 100)
1229 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1230 break;
1231
1232 case WAND:
1233 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1234 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1235 break;
1236 }
1237
1238 if (buf[0] != '\0')
1239 new_draw_info (NDI_UNIQUE, 0, op, buf);
1240
1241 if (tmp->materialname != NULL && !tmp->msg)
1242 {
1243 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 }
1246 /* Where to wear this item */
1247 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1248 {
1249 if (tmp->body_info[i] < -1)
1250 {
1251 if (op->body_info[i])
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1253 else
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1255 }
1256 else if (tmp->body_info[i])
1257 {
1258 if (op->body_info[i])
1259 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1260 else
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1262 }
1263 }
1264
1265 if (tmp->weight)
1266 {
1267 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1268 new_draw_info (NDI_UNIQUE, 0, op, buf);
1269 }
1270
1271 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1272 {
1273 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1274 new_draw_info (NDI_UNIQUE, 0, op, buf);
1275 if (is_in_shop (op))
1276 {
1277 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1278 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1279 else
1280 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1281 new_draw_info (NDI_UNIQUE, 0, op, buf);
1282 }
1283 }
1284
1285 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1286 examine_monster (op, tmp);
1287
1288 /* Is this item buildable? */
1289 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1290 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1291
1292 /* Does the object have a message? Don't show message for all object
1293 * types - especially if the first entry is a match
1294 */
1295 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1296 {
1297
1298 /* This is just a hack so when identifying the items, we print
1299 * out the extra message
1300 */
1301 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1302 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1303
1304 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1305 }
1306 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1307 }
1308
1309 /*
1310 * inventory prints object's inventory. If inv==NULL then print player's
1311 * inventory.
1312 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1313 */
1314 void
1315 inventory (object *op, object *inv)
1316 {
1317 object *tmp;
1318 char *in;
1319 int items = 0, length;
1320
1321 if (inv == NULL && op == NULL)
1322 {
1323 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1324 return;
1325 }
1326 tmp = inv ? inv->inv : op->inv;
1327
1328 while (tmp)
1329 {
1330 if ((!tmp->invisible &&
1331 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1332 items++;
1333 tmp = tmp->below;
1334 }
1335 if (inv == NULL)
1336 { /* player's inventory */
1337 if (items == 0)
1338 {
1339 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1340 return;
1341 }
1342 else
1343 {
1344 length = 28;
1345 in = "";
1346 if (op)
1347 clear_win_info (op);
1348 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1349 }
1350 }
1351 else
1352 {
1353 if (items == 0)
1354 return;
1355 else
1356 {
1357 length = 28;
1358 in = " ";
1359 }
1360 }
1361 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1362 {
1363 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1364 continue;
1365 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1366 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1367 query_name (tmp), tmp->count, query_weight (tmp));
1368 else
1369 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1370 }
1371 if (!inv && op)
1372 {
1373 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1374 }
1375 }
1376
1377 static void
1378 display_new_pickup (object *op)
1379 {
1380 int i = op->contr->mode;
1381
1382 if (!(i & PU_NEWMODE))
1383 return;
1384
1385 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1386 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1387 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1389
1390 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1391
1392 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1393 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1394 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1395
1396 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1397 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1398
1399 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1400 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1401 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1402
1403 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1406 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1407
1408 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1409 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1412
1413 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1415 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1417
1418 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1419
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1422
1423 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1424 }
1425
1426 int
1427 command_pickup (object *op, char *params)
1428 {
1429 uint32 i;
1430 static const char *names[] = {
1431 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1432 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1433 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1434 "jewels", "flesh", NULL
1435 };
1436 static uint32 modes[] = {
1437 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1438 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1439 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1440 PU_JEWELS, PU_FLESH, 0
1441 };
1442
1443 if (!params)
1444 {
1445 /* if the new mode is used, just print the settings */
1446 if (op->contr->mode & PU_NEWMODE)
1447 {
1448 display_new_pickup (op);
1449 return 1;
1450 }
1451 if (1)
1452 LOG (llevDebug, "command_pickup: !params\n");
1453 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1454 return 0;
1455 }
1456
1457 while (*params == ' ' && *params)
1458 params++;
1459
1460 if (*params == '+' || *params == '-')
1461 {
1462 int mode;
1463
1464 for (mode = 0; names[mode]; mode++)
1465 {
1466 if (!strcmp (names[mode], params + 1))
1467 {
1468 i = op->contr->mode;
1469 if (!(i & PU_NEWMODE))
1470 i = PU_NEWMODE;
1471 if (*params == '+')
1472 i = i | modes[mode];
1473 else
1474 i = i & ~modes[mode];
1475 op->contr->mode = i;
1476 display_new_pickup (op);
1477 return 1;
1478 }
1479 }
1480 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1481 return 1;
1482 }
1483
1484 if (sscanf (params, "%u", &i) != 1)
1485 {
1486 if (1)
1487 LOG (llevDebug, "command_pickup: params==NULL\n");
1488 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1489 return 1;
1490 }
1491 set_pickup_mode (op, i);
1492
1493 return 1;
1494 }
1495
1496 void
1497 set_pickup_mode (object *op, int i)
1498 {
1499 switch (op->contr->mode = i)
1500 {
1501 case 0:
1502 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1503 break;
1504 case 1:
1505 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1506 break;
1507 case 2:
1508 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1509 break;
1510 case 3:
1511 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1512 break;
1513 case 4:
1514 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1515 break;
1516 case 5:
1517 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1518 break;
1519 case 6:
1520 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1521 break;
1522 case 7:
1523 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1524 break;
1525 }
1526 }
1527
1528 int
1529 command_search_items (object *op, char *params)
1530 {
1531 char buf[MAX_BUF];
1532
1533 if (settings.search_items == FALSE)
1534 return 1;
1535
1536 if (params == NULL)
1537 {
1538 if (op->contr->search_str[0] == '\0')
1539 {
1540 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1541 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1542 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1543 return 1;
1544 }
1545 op->contr->search_str[0] = '\0';
1546 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1547 op->update_stats ();
1548 return 1;
1549 }
1550 if ((int) strlen (params) >= MAX_BUF)
1551 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1553 return 1;
1554 }
1555 strcpy (op->contr->search_str, params);
1556 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1557 new_draw_info (NDI_UNIQUE, 0, op, buf);
1558 op->update_stats ();
1559 return 1;
1560 }
1561