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/cvs/deliantra/server/server/c_object.C
Revision: 1.41
Committed: Sun Mar 18 03:05:40 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +9 -8 lines
Log Message:
- reduce default output-sync to less than a second
- output-sync command now uses seconds as unit, not
  something users cannot even know.
- lots of useless const adjustments.

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