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/cvs/deliantra/server/server/c_object.C
Revision: 1.22
Committed: Sun Dec 3 00:59:58 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +5 -2 lines
Log Message:
updated and applied newpickup flesh patch by benoƮt <bencha1969@yahoo.fr>

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 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32 #include <living.h>
33 #include <math.h>
34
35 /*
36 * Object id parsing functions
37 */
38
39 #define ADD_ITEM(NEW,COUNT)\
40 if(!first) {\
41 first = new objectlink;\
42 last=first;\
43 } else {\
44 last->next = new objectlink;\
45 last=last->next;\
46 }\
47 last->next=0;\
48 last->ob=(NEW);\
49 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 static object *
59 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 {
61 object *tmp, *best = NULL;
62 int match_val = 0, tmpmatch;
63
64 for (tmp = pl->inv; tmp; tmp = tmp->below)
65 {
66 if (tmp->invisible)
67 continue;
68 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val)
69 {
70 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
71 continue;
72 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue;
74 match_val = tmpmatch;
75 best = tmp;
76 }
77 }
78 return best;
79 }
80
81 /**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/
84 object *
85 find_best_object_match (object *pl, const char *params)
86 {
87 return find_best_apply_object_match (pl, params, AP_NULL);
88 }
89
90 int
91 command_uskill (object *pl, char *params)
92 {
93 if (!params)
94 {
95 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
96 return 0;
97 }
98 return use_skill (pl, params);
99 }
100
101 int
102 command_rskill (object *pl, char *params)
103 {
104 object *skill;
105
106 if (!params)
107 {
108 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
109 return 0;
110 }
111 skill = find_skill_by_name (pl, params);
112
113 if (!skill)
114 {
115 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
116 return 0;
117 }
118 return change_skill (pl, skill, 0);
119 }
120
121
122 /* These functions (command_search, command_disarm) are really just wrappers for
123 * things like 'use_skill ...'). In fact, they should really be obsoleted
124 * and replaced with those.
125 */
126 int
127 command_search (object *op, char *params)
128 {
129 return use_skill (op, skill_names[SK_FIND_TRAPS]);
130 }
131
132 int
133 command_disarm (object *op, char *params)
134 {
135 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
136 }
137
138
139 /* A little special because we do want to pass the full params along
140 * as it includes the object to throw.
141 */
142 int
143 command_throw (object *op, char *params)
144 {
145 object *skop;
146
147 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
148 if (skop)
149 return do_skill (op, op, skop, op->facing, params);
150 else
151 {
152 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
153 }
154 return 0;
155 }
156
157
158 int
159 command_apply (object *op, char *params)
160 {
161 if (!params)
162 {
163 player_apply_below (op);
164 return 0;
165 }
166 else
167 {
168 apply_flag aflag = (apply_flag) 0;
169 object *inv;
170
171 while (*params == ' ')
172 params++;
173 if (!strncmp (params, "-a ", 3))
174 {
175 aflag = AP_APPLY;
176 params += 3;
177 }
178 if (!strncmp (params, "-u ", 3))
179 {
180 aflag = AP_UNAPPLY;
181 params += 3;
182 }
183 while (*params == ' ')
184 params++;
185
186 inv = find_best_apply_object_match (op, params, aflag);
187 if (inv)
188 {
189 player_apply (op, inv, aflag, 0);
190 }
191 else
192 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
193 }
194 return 0;
195 }
196
197 /*
198 * Check if an item op can be put into a sack. If pl exists then tell
199 * a player the reason of failure.
200 * returns 1 if it will fit, 0 if it will not. nrof is the number of
201 * objects (op) we want to put in. We specify it separately instead of
202 * using op->nrof because often times, a player may have specified a
203 * certain number of objects to drop, so we can pass that number, and
204 * not need to use split_ob and stuff.
205 */
206 int
207 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
208 {
209
210 if (!QUERY_FLAG (sack, FLAG_APPLIED))
211 {
212 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
213 return 0;
214 }
215 if (sack == op)
216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
218 return 0;
219 }
220 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
221 {
222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
223 return 0;
224 }
225 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
226 {
227 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
228 return 0;
229 }
230 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
231 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
232 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
233 {
234 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
235 return 0;
236 }
237 /* All other checks pass, must be OK */
238 return 1;
239 }
240
241 /* Pick up commands follow */
242
243 /* pl = player (not always - monsters can use this now)
244 * op is the object to put tmp into,
245 * tmp is the object to pick up, nrof is the number to
246 * pick up (0 means all of them)
247 */
248 static void
249 pick_up_object (object *pl, object *op, object *tmp, int nrof)
250 {
251 /* buf needs to be big (more than 256 chars) because you can get
252 * very long item names.
253 */
254 char buf[HUGE_BUF];
255 object *env = tmp->env;
256 uint32 weight, effective_weight_limit;
257 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
258
259 /* IF the player is flying & trying to take the item out of a container
260 * that is in his inventory, let him. tmp->env points to the container
261 * (sack, luggage, etc), tmp->env->env then points to the player (nested
262 * containers not allowed as of now)
263 */
264 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && is_player_inv (tmp) != pl)
265 {
266 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
267 return;
268 }
269
270 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
271 return;
272
273 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
274 {
275 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
276 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
277
278 if (pl->type == PLAYER)
279 esrv_del_item (pl->contr, tmp->count);
280
281 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
282 remove_ob (tmp);
283
284 free_object (tmp);
285 return;
286 }
287
288 if (nrof > tmp_nrof || nrof == 0)
289 nrof = tmp_nrof;
290
291 /* Figure out how much weight this object will add to the player */
292 weight = tmp->weight * nrof;
293 if (tmp->inv)
294 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
295
296 if (pl->stats.Str <= MAX_STAT)
297 effective_weight_limit = weight_limit[pl->stats.Str];
298 else
299 effective_weight_limit = weight_limit[MAX_STAT];
300
301 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
302 {
303 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
304 return;
305 }
306
307 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
308 SET_FLAG (tmp, FLAG_WAS_WIZ);
309
310 if (nrof != tmp_nrof)
311 {
312 object *tmp2 = tmp;
313
314 tmp = get_split_ob (tmp, nrof);
315 if (!tmp)
316 {
317 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
318 return;
319 }
320
321 /* Tell a client what happened rest of objects */
322 if (pl->type == PLAYER)
323 {
324 if (tmp2->destroyed ())
325 esrv_del_item (pl->contr, tmp2->count);
326 else
327 esrv_send_item (pl, tmp2);
328 }
329 }
330 else
331 {
332 /* If the object is in a container, send a delete to the client.
333 * - we are moving all the items from the container to elsewhere,
334 * so it needs to be deleted.
335 */
336 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
337 {
338 if (tmp->env && pl->type == PLAYER)
339 esrv_del_item (pl->contr, tmp->count);
340 remove_ob (tmp); /* Unlink it */
341 }
342 }
343 if (QUERY_FLAG (tmp, FLAG_UNPAID))
344 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
345 else
346 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
347 new_draw_info (NDI_UNIQUE, 0, pl, buf);
348
349 tmp = insert_ob_in_ob (tmp, op);
350
351 /* All the stuff below deals with client/server code, and is only
352 * usable by players
353 */
354 if (pl->type != PLAYER)
355 return;
356
357 esrv_send_item (pl, tmp);
358 /* These are needed to update the weight for the container we
359 * are putting the object in.
360 */
361 if (op != pl)
362 {
363 esrv_update_item (UPD_WEIGHT, pl, op);
364 esrv_send_item (pl, pl);
365 }
366
367 /* Update the container the object was in */
368 if (env && env != pl && env != op)
369 esrv_update_item (UPD_WEIGHT, pl, env);
370 }
371
372 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
373 void
374 pick_up (object *op, object *alt)
375 {
376 int need_fix_tmp = 0;
377 object *tmp = NULL;
378 maptile *tmp_map = NULL;
379 int count;
380
381 /* Decide which object to pick. */
382 if (alt)
383 {
384 if (!can_pick (op, alt))
385 {
386 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
387 goto leave;
388 }
389 tmp = alt;
390 }
391 else
392 {
393 if (op->below == NULL || !can_pick (op, op->below))
394 {
395 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
396 goto leave;
397 }
398
399 tmp = op->below;
400 }
401
402 /* Try to catch it. */
403 tmp_map = tmp->map;
404 tmp = stop_item (tmp);
405 if (tmp == NULL)
406 goto leave;
407 need_fix_tmp = 1;
408 if (!can_pick (op, tmp))
409 goto leave;
410
411 if (op->type == PLAYER)
412 {
413 count = op->contr->count;
414 if (count == 0)
415 count = tmp->nrof;
416 }
417 else
418 count = tmp->nrof;
419
420 /* container is open, so use it */
421 if (op->container)
422 {
423 alt = op->container;
424 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
425 goto leave;
426 }
427 else
428 { /* non container pickup */
429 for (alt = op->inv; alt; alt = alt->below)
430 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
431 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
432 break; /* perfect match */
433
434 if (!alt)
435 for (alt = op->inv; alt; alt = alt->below)
436 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
437 break; /* General container comes next */
438 if (!alt)
439 alt = op; /* No free containers */
440 }
441
442 if (tmp->env == alt)
443 {
444 /* here it could be possible to check rent,
445 * if someone wants to implement it
446 */
447 alt = op;
448 }
449 #ifdef PICKUP_DEBUG
450 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
451 #endif
452
453 /* startequip items are not allowed to be put into containers: */
454 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
455 {
456 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
457 goto leave;
458 }
459
460 pick_up_object (op, alt, tmp, count);
461
462 if (tmp->destroyed () || tmp->env)
463 need_fix_tmp = 0;
464
465 if (op->type == PLAYER)
466 op->contr->count = 0;
467
468 goto leave;
469
470 leave:
471 if (need_fix_tmp)
472 fix_stopped_item (tmp, tmp_map, op);
473 }
474
475
476 /* This takes (picks up) and item. op is the player
477 * who issued the command. params is a string to
478 * match against the item name. Basically, always
479 * returns zero, but that should be improved.
480 */
481 int
482 command_take (object *op, char *params)
483 {
484 object *tmp, *next;
485
486 if (op->container)
487 tmp = op->container->inv;
488 else
489 {
490 tmp = op->above;
491 if (tmp)
492 while (tmp->above)
493 tmp = tmp->above;
494
495 if (!tmp)
496 tmp = op->below;
497 }
498
499 if (tmp == NULL)
500 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
502 return 0;
503 }
504
505 /* Makes processing easier */
506 if (params && *params == '\0')
507 params = NULL;
508
509 while (tmp)
510 {
511 next = tmp->below;
512
513 if (tmp->invisible)
514 {
515 tmp = next;
516 continue;
517 }
518 /* This following two if and else if could be merged into line
519 * but that probably will make it more difficult to read, and
520 * not make it any more efficient
521 */
522 if (params && item_matched_string (op, tmp, params))
523 {
524 pick_up (op, tmp);
525 }
526 else if (can_pick (op, tmp) && !params)
527 {
528 pick_up (op, tmp);
529 break;
530 }
531 tmp = next;
532 /* Might as well just skip over the player immediately -
533 * we know it can't be picked up
534 */
535 if (tmp == op)
536 tmp = tmp->below;
537 }
538 if (!params && !tmp)
539 {
540 for (tmp = op->below; tmp != NULL; tmp = tmp->next)
541 if (!tmp->invisible)
542 {
543 char buf[MAX_BUF];
544
545 sprintf (buf, "You can't pick up a %s.", &tmp->name);
546 new_draw_info (NDI_UNIQUE, 0, op, buf);
547 break;
548 }
549 if (!tmp)
550 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
551 }
552 return 0;
553 }
554
555
556 /*
557 * This function was part of drop, now is own function.
558 * Player 'op' tries to put object 'tmp' into sack 'sack',
559 * if nrof is non zero, then nrof objects is tried to put into sack.
560 * Note that the 'sack' in question can now be a transport,
561 * so this function isn't named very good anymore.
562 */
563 void
564 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
565 {
566 object *tmp2, *sack2;
567 char buf[MAX_BUF];
568
569 if (sack == tmp)
570 return; /* Can't put an object in itself */
571
572 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
573 {
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
575 return;
576 }
577
578 if (tmp->type == CONTAINER && tmp->inv)
579 {
580
581 /* Eneq(@csd.uu.se): If the object to be dropped is a container
582 * we instead move the contents of that container into the active
583 * container, this is only done if the object has something in it.
584 */
585 sack2 = tmp;
586 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
587
588 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
589 {
590 tmp = tmp2->below;
591
592 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
593 {
594 put_object_in_sack (op, sack, tmp2, 0);
595 }
596 else
597 {
598 sprintf (buf, "Your %s fills up.", query_name (sack));
599 new_draw_info (NDI_UNIQUE, 0, op, buf);
600 break;
601 }
602 }
603
604 esrv_update_item (UPD_WEIGHT, op, sack2);
605 return;
606 }
607
608 /* Don't worry about this for containers - our caller should have
609 * already checked this.
610 */
611 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
612 return;
613
614 if (QUERY_FLAG (tmp, FLAG_APPLIED))
615 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
616 return;
617
618 /* we want to put some portion of the item into the container */
619 if (nrof && tmp->nrof != nrof)
620 {
621 object *tmp2 = tmp;
622
623 tmp = get_split_ob (tmp, nrof);
624
625 if (!tmp)
626 {
627 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
628 return;
629 }
630 /* Tell a client what happened other objects */
631 if (tmp2->destroyed ())
632 esrv_del_item (op->contr, tmp2->count);
633 else /* this can proably be replaced with an update */
634 esrv_send_item (op, tmp2);
635 }
636 else
637 remove_ob (tmp);
638
639 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
640 tmp2 = insert_ob_in_ob (tmp, sack);
641 fix_player (op); /* This is overkill, fix_player() is called somewhere */
642 /* in object.c */
643
644 /* If an object merged (and thus, different object), we need to
645 * delete the original.
646 */
647 if (tmp2 != tmp)
648 esrv_del_item (op->contr, tmp->count);
649
650 esrv_send_item (op, tmp2);
651
652 /* update the sacks weight */
653 esrv_update_item (UPD_WEIGHT, op, sack);
654 }
655
656 /*
657 * This function was part of drop, now is own function.
658 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
659 * nrof objects is tried to dropped.
660 * This is used when dropping objects onto the floor.
661 */
662 void
663 drop_object (object *op, object *tmp, uint32 nrof)
664 {
665 char buf[MAX_BUF];
666 object *floor;
667
668 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
669 return;
670
671 if (QUERY_FLAG (tmp, FLAG_APPLIED))
672 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
673 return; /* can't unapply it */
674
675 /* We are only dropping some of the items. We split the current objec
676 * off
677 */
678 if (nrof && tmp->nrof != nrof)
679 {
680 object *tmp2 = tmp;
681
682 tmp = get_split_ob (tmp, nrof);
683 if (!tmp)
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
686 return;
687 }
688 /* Tell a client what happened rest of objects. tmp2 is now the
689 * original object
690 */
691 if (op->type == PLAYER)
692 {
693 if (tmp2->destroyed ())
694 esrv_del_item (op->contr, tmp2->count);
695 else
696 esrv_send_item (op, tmp2);
697 }
698 }
699 else
700 remove_ob (tmp);
701
702 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
703 return;
704
705 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
706 {
707 sprintf (buf, "You drop the %s.", query_name (tmp));
708 new_draw_info (NDI_UNIQUE, 0, op, buf);
709 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
710 if (op->type == PLAYER)
711 esrv_del_item (op->contr, tmp->count);
712 free_object (tmp);
713 fix_player (op);
714 return;
715 }
716
717 /* If SAVE_INTERVAL is commented out, we never want to save
718 * the player here.
719 */
720 #ifdef SAVE_INTERVAL
721 /* I'm not sure why there is a value check - since the save
722 * is done every SAVE_INTERVAL seconds, why care the value
723 * of what he is dropping?
724 */
725 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
726 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
727 {
728 save_player (op, 1);
729 op->contr->last_save_time = time (NULL);
730 }
731 #endif /* SAVE_INTERVAL */
732
733 if (op->type == PLAYER)
734 esrv_del_item (op->contr, tmp->count);
735
736 /* Call this before we update the various windows/players. At least
737 * that we, we know the weight is correct.
738 */
739 fix_player (op); /* This is overkill, fix_player() is called somewhere */
740 /* in object.c */
741
742 if (op->type == PLAYER)
743 {
744 op->contr->socket.update_look = 1;
745 /* Need to update the weight for the player */
746 esrv_send_item (op, op);
747 }
748
749 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
750 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
751 return;
752
753 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
754 sell_item (tmp, op);
755
756 tmp->x = op->x;
757 tmp->y = op->y;
758
759 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
760 }
761
762 void
763 drop (object *op, object *tmp)
764 {
765 /* Hopeful fix for disappearing objects when dropping from a container -
766 * somehow, players get an invisible object in the container, and the
767 * old logic would skip over invisible objects - works fine for the
768 * playes inventory, but drop inventory wants to use the next value.
769 */
770 if (tmp->invisible)
771 {
772 /* if the following is the case, it must be in an container. */
773 if (tmp->env && tmp->env->type != PLAYER)
774 {
775 /* Just toss the object - probably shouldn't be hanging
776 * around anyways
777 */
778 remove_ob (tmp);
779 free_object (tmp);
780 return;
781 }
782 else
783 {
784 while (tmp != NULL && tmp->invisible)
785 tmp = tmp->below;
786 }
787 }
788
789 if (tmp == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
792 return;
793 }
794 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
797 return;
798 }
799 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
800 {
801 #if 0
802 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
803 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
804 #endif
805 return;
806 }
807
808 if (op->type == PLAYER)
809 {
810 if (op->contr->last_used == tmp && op->contr->last_used_id == tmp->count)
811 {
812 object *n = NULL;
813
814 if (tmp->below != NULL)
815 n = tmp->below;
816 else if (tmp->above != NULL)
817 n = tmp->above;
818 op->contr->last_used = n;
819 if (n != NULL)
820 op->contr->last_used_id = n->count;
821 else
822 op->contr->last_used_id = 0;
823 }
824 };
825
826 if (op->container)
827 {
828 if (op->type == PLAYER)
829 {
830 put_object_in_sack (op, op->container, tmp, op->contr->count);
831 }
832 else
833 {
834 put_object_in_sack (op, op->container, tmp, 0);
835 };
836 }
837 else
838 {
839 if (op->type == PLAYER)
840 {
841 drop_object (op, tmp, op->contr->count);
842 }
843 else
844 {
845 drop_object (op, tmp, 0);
846 };
847 }
848 if (op->type == PLAYER)
849 op->contr->count = 0;
850 }
851
852
853
854 /* Command will drop all items that have not been locked */
855 int
856 command_dropall (object *op, char *params)
857 {
858
859 object *curinv, *nextinv;
860
861 if (op->inv == NULL)
862 {
863 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
864 return 0;
865 }
866
867 curinv = op->inv;
868
869 /*
870 This is the default. Drops everything not locked or considered
871 not something that should be dropped.
872 */
873 /*
874 Care must be taken that the next item pointer is not to money as
875 the drop() routine will do unknown things to it when dropping
876 in a shop. --Tero.Pelander@utu.fi
877 */
878
879 if (params == NULL)
880 {
881 while (curinv != NULL)
882 {
883 nextinv = curinv->below;
884 while (nextinv && nextinv->type == MONEY)
885 nextinv = nextinv->below;
886 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
887 curinv->type != FOOD && curinv->type != KEY &&
888 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
889 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
890 {
891 drop (op, curinv);
892 }
893 curinv = nextinv;
894 }
895 }
896
897 else if (strcmp (params, "weapons") == 0)
898 {
899 while (curinv != NULL)
900 {
901 nextinv = curinv->below;
902 while (nextinv && nextinv->type == MONEY)
903 nextinv = nextinv->below;
904 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
905 {
906 drop (op, curinv);
907 }
908 curinv = nextinv;
909 }
910 }
911
912 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
913 {
914 while (curinv != NULL)
915 {
916 nextinv = curinv->below;
917 while (nextinv && nextinv->type == MONEY)
918 nextinv = nextinv->below;
919 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
920 {
921 drop (op, curinv);
922 }
923 curinv = nextinv;
924 }
925 }
926
927 else if (strcmp (params, "misc") == 0)
928 {
929 while (curinv != NULL)
930 {
931 nextinv = curinv->below;
932 while (nextinv && nextinv->type == MONEY)
933 nextinv = nextinv->below;
934 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
935 {
936 switch (curinv->type)
937 {
938 case HORN:
939 case BOOK:
940 case SPELLBOOK:
941 case GIRDLE:
942 case AMULET:
943 case RING:
944 case CLOAK:
945 case BOOTS:
946 case GLOVES:
947 case BRACERS:
948 case SCROLL:
949 case ARMOUR_IMPROVER:
950 case WEAPON_IMPROVER:
951 case WAND:
952 case ROD:
953 case POTION:
954 drop (op, curinv);
955 curinv = nextinv;
956 break;
957 default:
958 curinv = nextinv;
959 break;
960 }
961 }
962 curinv = nextinv;
963 }
964 }
965 op->contr->socket.update_look = 1;
966
967 /* draw_look(op);*/
968 return 0;
969 }
970
971 /* Object op wants to drop object(s) params. params can be a
972 * comma seperated list.
973 */
974
975 int
976 command_drop (object *op, char *params)
977 {
978 object *tmp, *next;
979 int did_one = 0;
980
981 if (!params)
982 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
984 return 0;
985 }
986 else
987 {
988 for (tmp = op->inv; tmp; tmp = next)
989 {
990 next = tmp->below;
991 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
992 continue;
993 if (item_matched_string (op, tmp, params))
994 {
995 drop (op, tmp);
996 did_one = 1;
997 }
998 }
999 if (!did_one)
1000 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
1001 }
1002 if (op->type == PLAYER)
1003 {
1004 op->contr->count = 0;
1005 op->contr->socket.update_look = 1;
1006 };
1007
1008 /* draw_look(op);*/
1009 return 0;
1010 }
1011
1012 int
1013 command_examine (object *op, char *params)
1014 {
1015 if (!params)
1016 {
1017 object *tmp = op->below;
1018
1019 while (tmp && !LOOK_OBJ (tmp))
1020 tmp = tmp->below;
1021 if (tmp)
1022 examine (op, tmp);
1023 }
1024 else
1025 {
1026 object *tmp = find_best_object_match (op, params);
1027
1028 if (tmp)
1029 examine (op, tmp);
1030 else
1031 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1032 }
1033 return 0;
1034 }
1035
1036 /* op should be a player.
1037 * we return the object the player has marked with the 'mark' command
1038 * below. If no match is found (or object has changed), we return
1039 * NULL. We leave it up to the calling function to print messages if
1040 * nothing is found.
1041 */
1042 object *
1043 find_marked_object (object *op)
1044 {
1045 object *tmp;
1046
1047 if (!op || !op->contr)
1048 return NULL;
1049
1050 if (!op->contr->mark)
1051 {
1052 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1053 return 0;
1054 }
1055
1056 /* This may seem like overkill, but we need to make sure that they
1057 * player hasn't dropped the item. We use count on the off chance that
1058 * an item got reincarnated at some point.
1059 */
1060 for (tmp = op->inv; tmp; tmp = tmp->below)
1061 {
1062 if (tmp->invisible)
1063 continue;
1064
1065 if (tmp == op->contr->mark)
1066 {
1067 if (!tmp->destroyed ())
1068 return tmp;
1069 else
1070 {
1071 op->contr->mark = 0;
1072 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1073 return 0;
1074 }
1075 }
1076 }
1077
1078 return 0;
1079 }
1080
1081
1082 /* op should be a player, params is any params.
1083 * If no params given, we print out the currently marked object.
1084 * otherwise, try to find a matching object - try best match first.
1085 */
1086 int
1087 command_mark (object *op, char *params)
1088 {
1089 if (!op->contr)
1090 return 1;
1091
1092 if (!params)
1093 {
1094 object *mark = find_marked_object (op);
1095
1096 if (!mark)
1097 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1098 else
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1100 }
1101 else
1102 {
1103 object *mark1 = find_best_object_match (op, params);
1104
1105 if (!mark1)
1106 {
1107 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1108 return 1;
1109 }
1110 else
1111 {
1112 op->contr->mark = mark1;
1113 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1114 return 0;
1115 }
1116 }
1117
1118 return 0; /*shouldnt get here */
1119 }
1120
1121
1122 /* op is the player
1123 * tmp is the monster being examined.
1124 */
1125 void
1126 examine_monster (object *op, object *tmp)
1127 {
1128 object *mon = tmp->head ? tmp->head : tmp;
1129
1130 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1131 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1132 if (mon->level > op->level)
1133 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1134 else if (mon->level < op->level)
1135 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1136 else
1137 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1138 if (mon->attacktype & AT_ACID)
1139 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1140
1141 /* Anyone know why this used to use the clone value instead of the
1142 * maxhp field? This seems that it should give more accurate results.
1143 */
1144 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1145 { /* From 1-4 */
1146 case 1:
1147 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1148 break;
1149 case 2:
1150 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1151 break;
1152 case 3:
1153 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1154 break;
1155 case 4:
1156 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1157 break;
1158 }
1159 if (present_in_ob (POISONING, mon) != NULL)
1160 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1161 }
1162
1163
1164 /* tmp is the object being described, pl is who is examing it. */
1165 char *
1166 long_desc (object *tmp, object *pl)
1167 {
1168 static char buf[VERY_BIG_BUF];
1169 char *cp;
1170
1171 if (tmp == NULL)
1172 return "";
1173
1174 buf[0] = '\0';
1175 switch (tmp->type)
1176 {
1177 case RING:
1178 case SKILL:
1179 case WEAPON:
1180 case ARMOUR:
1181 case BRACERS:
1182 case HELMET:
1183 case SHIELD:
1184 case BOOTS:
1185 case GLOVES:
1186 case AMULET:
1187 case GIRDLE:
1188 case BOW:
1189 case ARROW:
1190 case CLOAK:
1191 case FOOD:
1192 case DRINK:
1193 case FLESH:
1194 case SKILL_TOOL:
1195 case POWER_CRYSTAL:
1196 if (*(cp = describe_item (tmp, pl)) != '\0')
1197 {
1198 int len;
1199
1200 assign (buf, query_name (tmp));
1201 len = strlen (buf);
1202 if (len < VERY_BIG_BUF - 5)
1203 {
1204 /* Since we know the length, we save a few cpu cycles by using
1205 * it instead of calling strcat */
1206 strcpy (buf + len, " ");
1207 len++;
1208 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1209 }
1210 }
1211 }
1212
1213 if (buf[0] == '\0')
1214 assign (buf, query_name (tmp));
1215
1216 return buf;
1217 }
1218
1219 void
1220 examine (object *op, object *tmp)
1221 {
1222 char buf[VERY_BIG_BUF];
1223 int i;
1224
1225 if (tmp == NULL || tmp->type == CLOSE_CON)
1226 return;
1227
1228 strcpy (buf, "That is ");
1229 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1230 buf[VERY_BIG_BUF - 1] = 0;
1231
1232 new_draw_info (NDI_UNIQUE, 0, op, buf);
1233 buf[0] = '\0';
1234
1235 if (tmp->custom_name)
1236 {
1237 strcpy (buf, "You call it ");
1238 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1239 buf[VERY_BIG_BUF - 1] = 0;
1240 new_draw_info (NDI_UNIQUE, 0, op, buf);
1241 buf[0] = '\0';
1242 }
1243
1244 switch (tmp->type)
1245 {
1246 case SPELLBOOK:
1247 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1248 {
1249 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1250 }
1251 break;
1252
1253 case BOOK:
1254 if (tmp->msg != NULL)
1255 strcpy (buf, "Something is written in it.");
1256 break;
1257
1258 case CONTAINER:
1259 if (tmp->race != NULL)
1260 {
1261 if (tmp->weight_limit && tmp->stats.Str < 100)
1262 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1263 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1264 else
1265 sprintf (buf, "It can hold only %s.", &tmp->race);
1266 }
1267 else if (tmp->weight_limit && tmp->stats.Str < 100)
1268 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1269 break;
1270
1271 case WAND:
1272 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1273 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1274 break;
1275 }
1276
1277 if (buf[0] != '\0')
1278 new_draw_info (NDI_UNIQUE, 0, op, buf);
1279
1280 if (tmp->materialname != NULL && !tmp->msg)
1281 {
1282 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1283 new_draw_info (NDI_UNIQUE, 0, op, buf);
1284 }
1285 /* Where to wear this item */
1286 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1287 {
1288 if (tmp->body_info[i] < -1)
1289 {
1290 if (op->body_info[i])
1291 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1292 else
1293 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1294 }
1295 else if (tmp->body_info[i])
1296 {
1297 if (op->body_info[i])
1298 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1299 else
1300 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1301 }
1302 }
1303
1304 if (tmp->weight)
1305 {
1306 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1307 new_draw_info (NDI_UNIQUE, 0, op, buf);
1308 }
1309
1310 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1311 {
1312 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1313 new_draw_info (NDI_UNIQUE, 0, op, buf);
1314 if (is_in_shop (op))
1315 {
1316 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1317 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1318 else
1319 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1320 new_draw_info (NDI_UNIQUE, 0, op, buf);
1321 }
1322 }
1323
1324 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1325 examine_monster (op, tmp);
1326
1327 /* Is this item buildable? */
1328 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1329 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1330
1331 /* Does the object have a message? Don't show message for all object
1332 * types - especially if the first entry is a match
1333 */
1334 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1335 {
1336
1337 /* This is just a hack so when identifying the items, we print
1338 * out the extra message
1339 */
1340 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1341 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1342
1343 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1344 }
1345 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1346 }
1347
1348 /*
1349 * inventory prints object's inventory. If inv==NULL then print player's
1350 * inventory.
1351 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1352 */
1353 void
1354 inventory (object *op, object *inv)
1355 {
1356 object *tmp;
1357 char *in;
1358 int items = 0, length;
1359
1360 if (inv == NULL && op == NULL)
1361 {
1362 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1363 return;
1364 }
1365 tmp = inv ? inv->inv : op->inv;
1366
1367 while (tmp)
1368 {
1369 if ((!tmp->invisible &&
1370 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1371 items++;
1372 tmp = tmp->below;
1373 }
1374 if (inv == NULL)
1375 { /* player's inventory */
1376 if (items == 0)
1377 {
1378 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1379 return;
1380 }
1381 else
1382 {
1383 length = 28;
1384 in = "";
1385 if (op)
1386 clear_win_info (op);
1387 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1388 }
1389 }
1390 else
1391 {
1392 if (items == 0)
1393 return;
1394 else
1395 {
1396 length = 28;
1397 in = " ";
1398 }
1399 }
1400 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1401 {
1402 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1403 continue;
1404 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1406 query_name (tmp), tmp->count, query_weight (tmp));
1407 else
1408 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1409 }
1410 if (!inv && op)
1411 {
1412 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1413 }
1414 }
1415
1416 static void
1417 display_new_pickup (object *op)
1418 {
1419 int i = op->contr->mode;
1420
1421 if (!(i & PU_NEWMODE))
1422 return;
1423
1424 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1425 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1427 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1428
1429 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1430
1431 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1433 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1434
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1436 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1437
1438 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1439 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1440 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1441
1442 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1443 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1444 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1445 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1446
1447 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1448 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1449 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1450 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1451
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1453 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1455 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1456
1457 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1458
1459 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1460 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1461
1462 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1463 }
1464
1465 int
1466 command_pickup (object *op, char *params)
1467 {
1468 uint32 i;
1469 static const char *names[] = {
1470 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1471 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1472 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1473 "jewels", "flesh", NULL
1474 };
1475 static uint32 modes[] = {
1476 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1477 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1478 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1479 PU_JEWELS, PU_FLESH, 0
1480 };
1481
1482 if (!params)
1483 {
1484 /* if the new mode is used, just print the settings */
1485 if (op->contr->mode & PU_NEWMODE)
1486 {
1487 display_new_pickup (op);
1488 return 1;
1489 }
1490 if (1)
1491 LOG (llevDebug, "command_pickup: !params\n");
1492 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1493 return 0;
1494 }
1495
1496 while (*params == ' ' && *params)
1497 params++;
1498
1499 if (*params == '+' || *params == '-')
1500 {
1501 int mode;
1502
1503 for (mode = 0; names[mode]; mode++)
1504 {
1505 if (!strcmp (names[mode], params + 1))
1506 {
1507 i = op->contr->mode;
1508 if (!(i & PU_NEWMODE))
1509 i = PU_NEWMODE;
1510 if (*params == '+')
1511 i = i | modes[mode];
1512 else
1513 i = i & ~modes[mode];
1514 op->contr->mode = i;
1515 display_new_pickup (op);
1516 return 1;
1517 }
1518 }
1519 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1520 return 1;
1521 }
1522
1523 if (sscanf (params, "%u", &i) != 1)
1524 {
1525 if (1)
1526 LOG (llevDebug, "command_pickup: params==NULL\n");
1527 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1528 return 1;
1529 }
1530 set_pickup_mode (op, i);
1531
1532 return 1;
1533 }
1534
1535 void
1536 set_pickup_mode (object *op, int i)
1537 {
1538 switch (op->contr->mode = i)
1539 {
1540 case 0:
1541 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1542 break;
1543 case 1:
1544 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1545 break;
1546 case 2:
1547 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1548 break;
1549 case 3:
1550 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1551 break;
1552 case 4:
1553 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1554 break;
1555 case 5:
1556 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1557 break;
1558 case 6:
1559 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1560 break;
1561 case 7:
1562 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1563 break;
1564 }
1565 }
1566
1567 int
1568 command_search_items (object *op, char *params)
1569 {
1570 char buf[MAX_BUF];
1571
1572 if (settings.search_items == FALSE)
1573 return 1;
1574
1575 if (params == NULL)
1576 {
1577 if (op->contr->search_str[0] == '\0')
1578 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1580 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1581 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1582 return 1;
1583 }
1584 op->contr->search_str[0] = '\0';
1585 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1586 fix_player (op);
1587 return 1;
1588 }
1589 if ((int) strlen (params) >= MAX_BUF)
1590 {
1591 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1592 return 1;
1593 }
1594 strcpy (op->contr->search_str, params);
1595 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1596 new_draw_info (NDI_UNIQUE, 0, op, buf);
1597 fix_player (op);
1598 return 1;
1599 }
1600