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/cvs/deliantra/server/server/c_object.C
Revision: 1.30
Committed: Thu Dec 21 23:37:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +3 -3 lines
Log Message:
- made state a per-client variable
  (that does not magically make state a per-client thing!)
- rename player->socket to player->ns. its not a good name for "client",
  but it is an historical artifact, and better than "socket".

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