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/cvs/deliantra/server/server/c_object.C
Revision: 1.34
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.33: +1 -0 lines
Log Message:
added some copyrights

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 /* This following two if and else if could be merged into line
515 * but that probably will make it more difficult to read, and
516 * not make it any more efficient
517 */
518 if (params && item_matched_string (op, tmp, params))
519 {
520 pick_up (op, tmp);
521 }
522 else if (can_pick (op, tmp) && !params)
523 {
524 pick_up (op, tmp);
525 break;
526 }
527 tmp = next;
528 /* Might as well just skip over the player immediately -
529 * we know it can't be picked up
530 */
531 if (tmp == op)
532 tmp = tmp->below;
533 }
534 if (!params && !tmp)
535 {
536 for (tmp = op->below; tmp != NULL; tmp = tmp->next)
537 if (!tmp->invisible)
538 {
539 char buf[MAX_BUF];
540
541 sprintf (buf, "You can't pick up a %s.", &tmp->name);
542 new_draw_info (NDI_UNIQUE, 0, op, buf);
543 break;
544 }
545 if (!tmp)
546 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
547 }
548 return 0;
549 }
550
551
552 /*
553 * This function was part of drop, now is own function.
554 * Player 'op' tries to put object 'tmp' into sack 'sack',
555 * if nrof is non zero, then nrof objects is tried to put into sack.
556 * Note that the 'sack' in question can now be a transport,
557 * so this function isn't named very good anymore.
558 */
559 void
560 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
561 {
562 object *tmp2, *sack2;
563 char buf[MAX_BUF];
564
565 if (sack == tmp)
566 return; /* Can't put an object in itself */
567
568 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
569 {
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
571 return;
572 }
573
574 if (tmp->type == CONTAINER && tmp->inv)
575 {
576
577 /* Eneq(@csd.uu.se): If the object to be dropped is a container
578 * we instead move the contents of that container into the active
579 * container, this is only done if the object has something in it.
580 */
581 sack2 = tmp;
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
583
584 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
585 {
586 tmp = tmp2->below;
587
588 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
589 {
590 put_object_in_sack (op, sack, tmp2, 0);
591 }
592 else
593 {
594 sprintf (buf, "Your %s fills up.", query_name (sack));
595 new_draw_info (NDI_UNIQUE, 0, op, buf);
596 break;
597 }
598 }
599
600 esrv_update_item (UPD_WEIGHT, op, sack2);
601 return;
602 }
603
604 /* Don't worry about this for containers - our caller should have
605 * already checked this.
606 */
607 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
608 return;
609
610 if (QUERY_FLAG (tmp, FLAG_APPLIED))
611 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
612 return;
613
614 /* we want to put some portion of the item into the container */
615 if (nrof && tmp->nrof != nrof)
616 {
617 object *tmp2 = tmp;
618
619 tmp = get_split_ob (tmp, nrof);
620
621 if (!tmp)
622 {
623 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
624 return;
625 }
626 /* Tell a client what happened other objects */
627 if (tmp2->destroyed ())
628 esrv_del_item (op->contr, tmp2->count);
629 else /* this can proably be replaced with an update */
630 esrv_send_item (op, tmp2);
631 }
632 else
633 tmp->remove ();
634
635 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
636 tmp2 = insert_ob_in_ob (tmp, sack);
637 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
638 /* in object.c */
639
640 /* If an object merged (and thus, different object), we need to
641 * delete the original.
642 */
643 if (tmp2 != tmp)
644 esrv_del_item (op->contr, tmp->count);
645
646 esrv_send_item (op, tmp2);
647
648 /* update the sacks weight */
649 esrv_update_item (UPD_WEIGHT, op, sack);
650 }
651
652 /*
653 * This function was part of drop, now is own function.
654 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
655 * nrof objects is tried to dropped.
656 * This is used when dropping objects onto the floor.
657 */
658 void
659 drop_object (object *op, object *tmp, uint32 nrof)
660 {
661 char buf[MAX_BUF];
662 object *floor;
663
664 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
665 return;
666
667 if (QUERY_FLAG (tmp, FLAG_APPLIED))
668 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
669 return; /* can't unapply it */
670
671 /* We are only dropping some of the items. We split the current object
672 * off
673 */
674 if (nrof && tmp->nrof != nrof)
675 {
676 object *tmp2 = tmp;
677
678 tmp = get_split_ob (tmp, nrof);
679 if (!tmp)
680 {
681 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
682 return;
683 }
684 /* Tell a client what happened rest of objects. tmp2 is now the
685 * original object
686 */
687 if (op->type == PLAYER)
688 {
689 if (tmp2->destroyed ())
690 esrv_del_item (op->contr, tmp2->count);
691 else
692 esrv_send_item (op, tmp2);
693 }
694 }
695 else
696 tmp->remove ();
697
698 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
699 return;
700
701 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
702 {
703 sprintf (buf, "You drop the %s.", query_name (tmp));
704 new_draw_info (NDI_UNIQUE, 0, op, buf);
705 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
706
707 if (op->type == PLAYER)
708 esrv_del_item (op->contr, tmp->count);
709
710 tmp->destroy ();
711 op->update_stats ();
712 return;
713 }
714
715 if (op->type == PLAYER)
716 esrv_del_item (op->contr, tmp->count);
717
718 /* Call this before we update the various windows/players. At least
719 * that we, we know the weight is correct.
720 */
721 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
722 /* in object.c */
723
724 if (op->type == PLAYER)
725 {
726 /* Need to update the weight for the player */
727 esrv_send_item (op, op);
728 op->contr->ns->floorbox_update ();
729 }
730
731 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
732 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
733 return;
734
735 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
736 sell_item (tmp, op);
737
738 tmp->x = op->x;
739 tmp->y = op->y;
740
741 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
742 }
743
744 void
745 drop (object *op, object *tmp)
746 {
747 /* Hopeful fix for disappearing objects when dropping from a container -
748 * somehow, players get an invisible object in the container, and the
749 * old logic would skip over invisible objects - works fine for the
750 * playes inventory, but drop inventory wants to use the next value.
751 */
752 if (tmp->invisible)
753 {
754 /* if the following is the case, it must be in an container. */
755 if (tmp->env && tmp->env->type != PLAYER)
756 {
757 /* Just toss the object - probably shouldn't be hanging
758 * around anyways
759 */
760 tmp->remove ();
761 tmp->destroy ();
762 return;
763 }
764 else
765 {
766 while (tmp != NULL && tmp->invisible)
767 tmp = tmp->below;
768 }
769 }
770
771 if (tmp == NULL)
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
774 return;
775 }
776 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
777 {
778 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
779 return;
780 }
781 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
782 {
783 #if 0
784 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
785 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
786 #endif
787 return;
788 }
789
790 if (op->type == PLAYER && op->contr->last_used == tmp)
791 op->contr->last_used = tmp->below ? tmp->below
792 : tmp->above ? tmp->above
793 : 0;
794
795 if (op->container)
796 {
797 if (op->type == PLAYER)
798 put_object_in_sack (op, op->container, tmp, op->contr->count);
799 else
800 put_object_in_sack (op, op->container, tmp, 0);
801 }
802 else
803 {
804 if (op->type == PLAYER)
805 drop_object (op, tmp, op->contr->count);
806 else
807 drop_object (op, tmp, 0);
808 }
809
810 if (op->type == PLAYER)
811 op->contr->count = 0;
812 }
813
814
815
816 /* Command will drop all items that have not been locked */
817 int
818 command_dropall (object *op, char *params)
819 {
820
821 object *curinv, *nextinv;
822
823 if (op->inv == NULL)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
826 return 0;
827 }
828
829 curinv = op->inv;
830
831 /*
832 This is the default. Drops everything not locked or considered
833 not something that should be dropped.
834 */
835 /*
836 Care must be taken that the next item pointer is not to money as
837 the drop() routine will do unknown things to it when dropping
838 in a shop. --Tero.Pelander@utu.fi
839 */
840
841 if (params == NULL)
842 {
843 while (curinv != NULL)
844 {
845 nextinv = curinv->below;
846 while (nextinv && nextinv->type == MONEY)
847 nextinv = nextinv->below;
848 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
849 curinv->type != FOOD && curinv->type != KEY &&
850 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
851 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
852 {
853 drop (op, curinv);
854 }
855 curinv = nextinv;
856 }
857 }
858
859 else if (strcmp (params, "weapons") == 0)
860 {
861 while (curinv != NULL)
862 {
863 nextinv = curinv->below;
864 while (nextinv && nextinv->type == MONEY)
865 nextinv = nextinv->below;
866 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
867 {
868 drop (op, curinv);
869 }
870 curinv = nextinv;
871 }
872 }
873
874 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
875 {
876 while (curinv != NULL)
877 {
878 nextinv = curinv->below;
879 while (nextinv && nextinv->type == MONEY)
880 nextinv = nextinv->below;
881 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
882 {
883 drop (op, curinv);
884 }
885 curinv = nextinv;
886 }
887 }
888
889 else if (strcmp (params, "misc") == 0)
890 {
891 while (curinv != NULL)
892 {
893 nextinv = curinv->below;
894 while (nextinv && nextinv->type == MONEY)
895 nextinv = nextinv->below;
896 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
897 {
898 switch (curinv->type)
899 {
900 case HORN:
901 case BOOK:
902 case SPELLBOOK:
903 case GIRDLE:
904 case AMULET:
905 case RING:
906 case CLOAK:
907 case BOOTS:
908 case GLOVES:
909 case BRACERS:
910 case SCROLL:
911 case ARMOUR_IMPROVER:
912 case WEAPON_IMPROVER:
913 case WAND:
914 case ROD:
915 case POTION:
916 drop (op, curinv);
917 curinv = nextinv;
918 break;
919 default:
920 curinv = nextinv;
921 break;
922 }
923 }
924 curinv = nextinv;
925 }
926 }
927
928 op->contr->ns->floorbox_update ();
929
930 /* draw_look(op);*/
931 return 0;
932 }
933
934 /* Object op wants to drop object(s) params. params can be a
935 * comma seperated list.
936 */
937
938 int
939 command_drop (object *op, char *params)
940 {
941 object *tmp, *next;
942 int did_one = 0;
943
944 if (!params)
945 {
946 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
947 return 0;
948 }
949 else
950 {
951 for (tmp = op->inv; tmp; tmp = next)
952 {
953 next = tmp->below;
954 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
955 continue;
956 if (item_matched_string (op, tmp, params))
957 {
958 drop (op, tmp);
959 did_one = 1;
960 }
961 }
962 if (!did_one)
963 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
964 }
965 if (op->type == PLAYER)
966 {
967 op->contr->count = 0;
968 op->contr->ns->floorbox_update ();
969 };
970
971 /* draw_look(op);*/
972 return 0;
973 }
974
975 int
976 command_examine (object *op, char *params)
977 {
978 if (!params)
979 {
980 object *tmp = op->below;
981
982 while (tmp && !LOOK_OBJ (tmp))
983 tmp = tmp->below;
984 if (tmp)
985 examine (op, tmp);
986 }
987 else
988 {
989 object *tmp = find_best_object_match (op, params);
990
991 if (tmp)
992 examine (op, tmp);
993 else
994 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
995 }
996 return 0;
997 }
998
999 /* op should be a player.
1000 * we return the object the player has marked with the 'mark' command
1001 * below. If no match is found (or object has changed), we return
1002 * NULL. We leave it up to the calling function to print messages if
1003 * nothing is found.
1004 */
1005 object *
1006 find_marked_object (object *op)
1007 {
1008 object *tmp;
1009
1010 if (!op || !op->contr)
1011 return NULL;
1012
1013 if (!op->contr->mark)
1014 {
1015 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1016 return 0;
1017 }
1018
1019 /* This may seem like overkill, but we need to make sure that they
1020 * player hasn't dropped the item. We use count on the off chance that
1021 * an item got reincarnated at some point.
1022 */
1023 for (tmp = op->inv; tmp; tmp = tmp->below)
1024 {
1025 if (tmp->invisible)
1026 continue;
1027
1028 if (tmp == op->contr->mark)
1029 {
1030 if (!tmp->destroyed ())
1031 return tmp;
1032 else
1033 {
1034 op->contr->mark = 0;
1035 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1036 return 0;
1037 }
1038 }
1039 }
1040
1041 return 0;
1042 }
1043
1044
1045 /* op should be a player, params is any params.
1046 * If no params given, we print out the currently marked object.
1047 * otherwise, try to find a matching object - try best match first.
1048 */
1049 int
1050 command_mark (object *op, char *params)
1051 {
1052 if (!op->contr)
1053 return 1;
1054
1055 if (!params)
1056 {
1057 object *mark = find_marked_object (op);
1058
1059 if (!mark)
1060 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1061 else
1062 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1063 }
1064 else
1065 {
1066 object *mark1 = find_best_object_match (op, params);
1067
1068 if (!mark1)
1069 {
1070 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1071 return 1;
1072 }
1073 else
1074 {
1075 op->contr->mark = mark1;
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1077 return 0;
1078 }
1079 }
1080
1081 return 0; /*shouldnt get here */
1082 }
1083
1084
1085 /* op is the player
1086 * tmp is the monster being examined.
1087 */
1088 void
1089 examine_monster (object *op, object *tmp)
1090 {
1091 object *mon = tmp->head ? tmp->head : tmp;
1092
1093 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1094 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1095 if (mon->level > op->level)
1096 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1097 else if (mon->level < op->level)
1098 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1099 else
1100 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1101 if (mon->attacktype & AT_ACID)
1102 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1103
1104 /* Anyone know why this used to use the clone value instead of the
1105 * maxhp field? This seems that it should give more accurate results.
1106 */
1107 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1108 { /* From 1-4 */
1109 case 1:
1110 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1111 break;
1112 case 2:
1113 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1114 break;
1115 case 3:
1116 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1117 break;
1118 case 4:
1119 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1120 break;
1121 }
1122 if (present_in_ob (POISONING, mon) != NULL)
1123 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1124 }
1125
1126
1127 /* tmp is the object being described, pl is who is examing it. */
1128 char *
1129 long_desc (object *tmp, object *pl)
1130 {
1131 static char buf[VERY_BIG_BUF];
1132 char *cp;
1133
1134 if (tmp == NULL)
1135 return "";
1136
1137 buf[0] = '\0';
1138 switch (tmp->type)
1139 {
1140 case RING:
1141 case SKILL:
1142 case WEAPON:
1143 case ARMOUR:
1144 case BRACERS:
1145 case HELMET:
1146 case SHIELD:
1147 case BOOTS:
1148 case GLOVES:
1149 case AMULET:
1150 case GIRDLE:
1151 case BOW:
1152 case ARROW:
1153 case CLOAK:
1154 case FOOD:
1155 case DRINK:
1156 case FLESH:
1157 case SKILL_TOOL:
1158 case POWER_CRYSTAL:
1159 if (*(cp = describe_item (tmp, pl)) != '\0')
1160 {
1161 int len;
1162
1163 assign (buf, query_name (tmp));
1164 len = strlen (buf);
1165 if (len < VERY_BIG_BUF - 5)
1166 {
1167 /* Since we know the length, we save a few cpu cycles by using
1168 * it instead of calling strcat */
1169 strcpy (buf + len, " ");
1170 len++;
1171 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1172 }
1173 }
1174 }
1175
1176 if (buf[0] == '\0')
1177 assign (buf, query_name (tmp));
1178
1179 return buf;
1180 }
1181
1182 void
1183 examine (object *op, object *tmp)
1184 {
1185 char buf[VERY_BIG_BUF];
1186 int i;
1187
1188 if (tmp == NULL || tmp->type == CLOSE_CON)
1189 return;
1190
1191 strcpy (buf, "That is ");
1192 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1193 buf[VERY_BIG_BUF - 1] = 0;
1194
1195 new_draw_info (NDI_UNIQUE, 0, op, buf);
1196 buf[0] = '\0';
1197
1198 if (tmp->custom_name)
1199 {
1200 strcpy (buf, "You call it ");
1201 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1202 buf[VERY_BIG_BUF - 1] = 0;
1203 new_draw_info (NDI_UNIQUE, 0, op, buf);
1204 buf[0] = '\0';
1205 }
1206
1207 switch (tmp->type)
1208 {
1209 case SPELLBOOK:
1210 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1211 {
1212 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1213 }
1214 break;
1215
1216 case BOOK:
1217 if (tmp->msg != NULL)
1218 strcpy (buf, "Something is written in it.");
1219 break;
1220
1221 case CONTAINER:
1222 if (tmp->race != NULL)
1223 {
1224 if (tmp->weight_limit && tmp->stats.Str < 100)
1225 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1226 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1227 else
1228 sprintf (buf, "It can hold only %s.", &tmp->race);
1229 }
1230 else if (tmp->weight_limit && tmp->stats.Str < 100)
1231 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1232 break;
1233
1234 case WAND:
1235 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1236 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1237 break;
1238 }
1239
1240 if (buf[0] != '\0')
1241 new_draw_info (NDI_UNIQUE, 0, op, buf);
1242
1243 if (tmp->materialname != NULL && !tmp->msg)
1244 {
1245 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1246 new_draw_info (NDI_UNIQUE, 0, op, buf);
1247 }
1248 /* Where to wear this item */
1249 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1250 {
1251 if (tmp->body_info[i] < -1)
1252 {
1253 if (op->body_info[i])
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1255 else
1256 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1257 }
1258 else if (tmp->body_info[i])
1259 {
1260 if (op->body_info[i])
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1262 else
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1264 }
1265 }
1266
1267 if (tmp->weight)
1268 {
1269 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1270 new_draw_info (NDI_UNIQUE, 0, op, buf);
1271 }
1272
1273 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1274 {
1275 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1276 new_draw_info (NDI_UNIQUE, 0, op, buf);
1277 if (is_in_shop (op))
1278 {
1279 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1280 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1281 else
1282 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1283 new_draw_info (NDI_UNIQUE, 0, op, buf);
1284 }
1285 }
1286
1287 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1288 examine_monster (op, tmp);
1289
1290 /* Is this item buildable? */
1291 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1292 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1293
1294 /* Does the object have a message? Don't show message for all object
1295 * types - especially if the first entry is a match
1296 */
1297 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1298 {
1299
1300 /* This is just a hack so when identifying the items, we print
1301 * out the extra message
1302 */
1303 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1304 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1305
1306 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1307 }
1308 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1309 }
1310
1311 /*
1312 * inventory prints object's inventory. If inv==NULL then print player's
1313 * inventory.
1314 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1315 */
1316 void
1317 inventory (object *op, object *inv)
1318 {
1319 object *tmp;
1320 char *in;
1321 int items = 0, length;
1322
1323 if (inv == NULL && op == NULL)
1324 {
1325 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1326 return;
1327 }
1328 tmp = inv ? inv->inv : op->inv;
1329
1330 while (tmp)
1331 {
1332 if ((!tmp->invisible &&
1333 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1334 items++;
1335 tmp = tmp->below;
1336 }
1337 if (inv == NULL)
1338 { /* player's inventory */
1339 if (items == 0)
1340 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1342 return;
1343 }
1344 else
1345 {
1346 length = 28;
1347 in = "";
1348 if (op)
1349 clear_win_info (op);
1350 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1351 }
1352 }
1353 else
1354 {
1355 if (items == 0)
1356 return;
1357 else
1358 {
1359 length = 28;
1360 in = " ";
1361 }
1362 }
1363 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1364 {
1365 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1366 continue;
1367 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1368 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1369 query_name (tmp), tmp->count, query_weight (tmp));
1370 else
1371 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1372 }
1373 if (!inv && op)
1374 {
1375 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1376 }
1377 }
1378
1379 static void
1380 display_new_pickup (object *op)
1381 {
1382 int i = op->contr->mode;
1383
1384 if (!(i & PU_NEWMODE))
1385 return;
1386
1387 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1389 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1390 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1391
1392 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1393
1394 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1395 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1396 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1397
1398 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1399 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1400
1401 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1403 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1404
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1406 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1408 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1409
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1412 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1413 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1414
1415 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1417 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1418 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1419
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1421
1422 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1423 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1424
1425 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1426 }
1427
1428 int
1429 command_pickup (object *op, char *params)
1430 {
1431 uint32 i;
1432 static const char *names[] = {
1433 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1434 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1435 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1436 "jewels", "flesh", NULL
1437 };
1438 static uint32 modes[] = {
1439 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1440 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1441 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1442 PU_JEWELS, PU_FLESH, 0
1443 };
1444
1445 if (!params)
1446 {
1447 /* if the new mode is used, just print the settings */
1448 if (op->contr->mode & PU_NEWMODE)
1449 {
1450 display_new_pickup (op);
1451 return 1;
1452 }
1453 if (1)
1454 LOG (llevDebug, "command_pickup: !params\n");
1455 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1456 return 0;
1457 }
1458
1459 while (*params == ' ' && *params)
1460 params++;
1461
1462 if (*params == '+' || *params == '-')
1463 {
1464 int mode;
1465
1466 for (mode = 0; names[mode]; mode++)
1467 {
1468 if (!strcmp (names[mode], params + 1))
1469 {
1470 i = op->contr->mode;
1471 if (!(i & PU_NEWMODE))
1472 i = PU_NEWMODE;
1473 if (*params == '+')
1474 i = i | modes[mode];
1475 else
1476 i = i & ~modes[mode];
1477 op->contr->mode = i;
1478 display_new_pickup (op);
1479 return 1;
1480 }
1481 }
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1483 return 1;
1484 }
1485
1486 if (sscanf (params, "%u", &i) != 1)
1487 {
1488 if (1)
1489 LOG (llevDebug, "command_pickup: params==NULL\n");
1490 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1491 return 1;
1492 }
1493 set_pickup_mode (op, i);
1494
1495 return 1;
1496 }
1497
1498 void
1499 set_pickup_mode (object *op, int i)
1500 {
1501 switch (op->contr->mode = i)
1502 {
1503 case 0:
1504 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1505 break;
1506 case 1:
1507 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1508 break;
1509 case 2:
1510 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1511 break;
1512 case 3:
1513 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1514 break;
1515 case 4:
1516 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1517 break;
1518 case 5:
1519 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1520 break;
1521 case 6:
1522 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1523 break;
1524 case 7:
1525 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1526 break;
1527 }
1528 }
1529
1530 int
1531 command_search_items (object *op, char *params)
1532 {
1533 char buf[MAX_BUF];
1534
1535 if (settings.search_items == FALSE)
1536 return 1;
1537
1538 if (params == NULL)
1539 {
1540 if (op->contr->search_str[0] == '\0')
1541 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1543 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1544 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1545 return 1;
1546 }
1547 op->contr->search_str[0] = '\0';
1548 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1549 op->update_stats ();
1550 return 1;
1551 }
1552 if ((int) strlen (params) >= MAX_BUF)
1553 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1555 return 1;
1556 }
1557 strcpy (op->contr->search_str, params);
1558 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1559 new_draw_info (NDI_UNIQUE, 0, op, buf);
1560 op->update_stats ();
1561 return 1;
1562 }
1563