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Revision: 1.37
Committed: Mon Jan 15 21:06:19 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.36: +26 -23 lines
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# 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->type == PLAYER)
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 (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
307 SET_FLAG (tmp, FLAG_WAS_WIZ);
308
309 if (nrof != tmp_nrof)
310 {
311 object *tmp2 = tmp;
312
313 tmp = get_split_ob (tmp, nrof);
314 if (!tmp)
315 {
316 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
317 return;
318 }
319
320 /* Tell a client what happened rest of objects */
321 if (pl->type == PLAYER)
322 {
323 if (tmp2->destroyed ())
324 esrv_del_item (pl->contr, tmp2->count);
325 else
326 esrv_send_item (pl, tmp2);
327 }
328 }
329 else
330 {
331 /* If the object is in a container, send a delete to the client.
332 * - we are moving all the items from the container to elsewhere,
333 * so it needs to be deleted.
334 */
335 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
336 {
337 if (tmp->env && pl->type == PLAYER)
338 esrv_del_item (pl->contr, tmp->count);
339 tmp->remove (); /* Unlink it */
340 }
341 }
342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
343 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
344 else
345 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
346 new_draw_info (NDI_UNIQUE, 0, pl, buf);
347
348 tmp = insert_ob_in_ob (tmp, op);
349
350 /* All the stuff below deals with client/server code, and is only
351 * usable by players
352 */
353 if (pl->type != PLAYER)
354 return;
355
356 esrv_send_item (pl, tmp);
357 /* These are needed to update the weight for the container we
358 * are putting the object in.
359 */
360 if (op != pl)
361 {
362 esrv_update_item (UPD_WEIGHT, pl, op);
363 esrv_send_item (pl, pl);
364 }
365
366 /* Update the container the object was in */
367 if (env && env != pl && env != op)
368 esrv_update_item (UPD_WEIGHT, pl, env);
369 }
370
371 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
372 void
373 pick_up (object *op, object *alt)
374 {
375 int need_fix_tmp = 0;
376 object *tmp = NULL;
377 maptile *tmp_map = NULL;
378 int count;
379
380 /* Decide which object to pick. */
381 if (alt)
382 {
383 if (!can_pick (op, alt))
384 {
385 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
386 goto leave;
387 }
388 tmp = alt;
389 }
390 else
391 {
392 if (op->below == NULL || !can_pick (op, op->below))
393 {
394 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
395 goto leave;
396 }
397
398 tmp = op->below;
399 }
400
401 /* Try to catch it. */
402 tmp_map = tmp->map;
403 tmp = stop_item (tmp);
404 if (tmp == NULL)
405 goto leave;
406 need_fix_tmp = 1;
407 if (!can_pick (op, tmp))
408 goto leave;
409
410 if (op->type == PLAYER)
411 {
412 count = op->contr->count;
413 if (count == 0)
414 count = tmp->nrof;
415 }
416 else
417 count = tmp->nrof;
418
419 /* container is open, so use it */
420 if (op->container)
421 {
422 alt = op->container;
423 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
424 goto leave;
425 }
426 else
427 { /* non container pickup */
428 for (alt = op->inv; alt; alt = alt->below)
429 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
430 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
431 break; /* perfect match */
432
433 if (!alt)
434 for (alt = op->inv; alt; alt = alt->below)
435 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
436 break; /* General container comes next */
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
475 /* This takes (picks up) and item. op is the player
476 * who issued the command. params is a string to
477 * match against the item name. Basically, always
478 * returns zero, but that should be improved.
479 */
480 int
481 command_take (object *op, char *params)
482 {
483 object *tmp, *next;
484
485 if (op->container)
486 tmp = op->container->inv;
487 else
488 {
489 tmp = op->above;
490 if (tmp)
491 while (tmp->above)
492 tmp = tmp->above;
493
494 if (!tmp)
495 tmp = op->below;
496 }
497
498 if (tmp == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
501 return 0;
502 }
503
504 /* Makes processing easier */
505 if (params && *params == '\0')
506 params = NULL;
507
508 while (tmp)
509 {
510 next = tmp->below;
511
512 if (tmp->invisible)
513 {
514 tmp = next;
515 continue;
516 }
517
518 /* This following two if and else if could be merged into line
519 * but that probably will make it more difficult to read, and
520 * not make it any more efficient
521 */
522 if (params && item_matched_string (op, tmp, params))
523 pick_up (op, tmp);
524 else if (can_pick (op, tmp) && !params)
525 {
526 pick_up (op, tmp);
527 break;
528 }
529
530 tmp = next;
531 }
532
533 if (!params && !tmp)
534 {
535 for (tmp = op->below; tmp; tmp = tmp->below)
536 if (!tmp->invisible)
537 {
538 char buf[MAX_BUF];
539
540 sprintf (buf, "You can't pick up a %s.", &tmp->name);
541 new_draw_info (NDI_UNIQUE, 0, op, buf);
542 break;
543 }
544
545 if (!tmp)
546 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
547 }
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 op->update_stats (); /* 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 op->update_stats ();
713 return;
714 }
715
716 if (op->type == PLAYER)
717 esrv_del_item (op->contr, tmp->count);
718
719 /* Call this before we update the various windows/players. At least
720 * that we, we know the weight is correct.
721 */
722 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
723 /* in object.c */
724
725 if (op->type == PLAYER)
726 {
727 /* Need to update the weight for the player */
728 esrv_send_item (op, op);
729 op->contr->ns->floorbox_update ();
730 }
731
732 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
733 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
734 return;
735
736 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
737 sell_item (tmp, op);
738
739 tmp->x = op->x;
740 tmp->y = op->y;
741
742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
743 }
744
745 void
746 drop (object *op, object *tmp)
747 {
748 /* Hopeful fix for disappearing objects when dropping from a container -
749 * somehow, players get an invisible object in the container, and the
750 * old logic would skip over invisible objects - works fine for the
751 * playes inventory, but drop inventory wants to use the next value.
752 */
753 if (tmp->invisible)
754 {
755 /* if the following is the case, it must be in an container. */
756 if (tmp->env && tmp->env->type != PLAYER)
757 {
758 /* Just toss the object - probably shouldn't be hanging
759 * around anyways
760 */
761 tmp->remove ();
762 tmp->destroy ();
763 return;
764 }
765 else
766 {
767 while (tmp != NULL && tmp->invisible)
768 tmp = tmp->below;
769 }
770 }
771
772 if (tmp == NULL)
773 {
774 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
775 return;
776 }
777 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
780 return;
781 }
782 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
783 {
784 #if 0
785 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
786 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
787 #endif
788 return;
789 }
790
791 if (op->type == PLAYER && op->contr->last_used == tmp)
792 op->contr->last_used = tmp->below ? tmp->below
793 : tmp->above ? tmp->above
794 : 0;
795
796 if (op->container)
797 {
798 if (op->type == PLAYER)
799 put_object_in_sack (op, op->container, tmp, op->contr->count);
800 else
801 put_object_in_sack (op, op->container, tmp, 0);
802 }
803 else
804 {
805 if (op->type == PLAYER)
806 drop_object (op, tmp, op->contr->count);
807 else
808 drop_object (op, tmp, 0);
809 }
810
811 if (op->type == PLAYER)
812 op->contr->count = 0;
813 }
814
815
816
817 /* Command will drop all items that have not been locked */
818 int
819 command_dropall (object *op, char *params)
820 {
821
822 object *curinv, *nextinv;
823
824 if (op->inv == NULL)
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
827 return 0;
828 }
829
830 curinv = op->inv;
831
832 /*
833 This is the default. Drops everything not locked or considered
834 not something that should be dropped.
835 */
836 /*
837 Care must be taken that the next item pointer is not to money as
838 the drop() routine will do unknown things to it when dropping
839 in a shop. --Tero.Pelander@utu.fi
840 */
841
842 if (params == NULL)
843 {
844 while (curinv != NULL)
845 {
846 nextinv = curinv->below;
847 while (nextinv && nextinv->type == MONEY)
848 nextinv = nextinv->below;
849 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
850 curinv->type != FOOD && curinv->type != KEY &&
851 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
852 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
853 {
854 drop (op, curinv);
855 }
856 curinv = nextinv;
857 }
858 }
859
860 else if (strcmp (params, "weapons") == 0)
861 {
862 while (curinv != NULL)
863 {
864 nextinv = curinv->below;
865 while (nextinv && nextinv->type == MONEY)
866 nextinv = nextinv->below;
867 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
868 {
869 drop (op, curinv);
870 }
871 curinv = nextinv;
872 }
873 }
874
875 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
876 {
877 while (curinv != NULL)
878 {
879 nextinv = curinv->below;
880 while (nextinv && nextinv->type == MONEY)
881 nextinv = nextinv->below;
882 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
883 {
884 drop (op, curinv);
885 }
886 curinv = nextinv;
887 }
888 }
889
890 else if (strcmp (params, "misc") == 0)
891 {
892 while (curinv != NULL)
893 {
894 nextinv = curinv->below;
895 while (nextinv && nextinv->type == MONEY)
896 nextinv = nextinv->below;
897 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
898 {
899 switch (curinv->type)
900 {
901 case HORN:
902 case BOOK:
903 case SPELLBOOK:
904 case GIRDLE:
905 case AMULET:
906 case RING:
907 case CLOAK:
908 case BOOTS:
909 case GLOVES:
910 case BRACERS:
911 case SCROLL:
912 case ARMOUR_IMPROVER:
913 case WEAPON_IMPROVER:
914 case WAND:
915 case ROD:
916 case POTION:
917 drop (op, curinv);
918 curinv = nextinv;
919 break;
920 default:
921 curinv = nextinv;
922 break;
923 }
924 }
925 curinv = nextinv;
926 }
927 }
928
929 op->contr->ns->floorbox_update ();
930
931 /* draw_look(op);*/
932 return 0;
933 }
934
935 /* Object op wants to drop object(s) params. params can be a
936 * comma seperated list.
937 */
938
939 int
940 command_drop (object *op, char *params)
941 {
942 object *tmp, *next;
943 int did_one = 0;
944
945 if (!params)
946 {
947 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
948 return 0;
949 }
950 else
951 {
952 for (tmp = op->inv; tmp; tmp = next)
953 {
954 next = tmp->below;
955 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
956 continue;
957 if (item_matched_string (op, tmp, params))
958 {
959 drop (op, tmp);
960 did_one = 1;
961 }
962 }
963 if (!did_one)
964 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
965 }
966 if (op->type == PLAYER)
967 {
968 op->contr->count = 0;
969 op->contr->ns->floorbox_update ();
970 };
971
972 /* draw_look(op);*/
973 return 0;
974 }
975
976 int
977 command_examine (object *op, char *params)
978 {
979 if (!params)
980 {
981 object *tmp = op->below;
982
983 while (tmp && !tmp->client_visible ())
984 tmp = tmp->below;
985 if (tmp)
986 examine (op, tmp);
987 }
988 else
989 {
990 object *tmp = find_best_object_match (op, params);
991
992 if (tmp)
993 examine (op, tmp);
994 else
995 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
996 }
997 return 0;
998 }
999
1000 /* op should be a player.
1001 * we return the object the player has marked with the 'mark' command
1002 * below. If no match is found (or object has changed), we return
1003 * NULL. We leave it up to the calling function to print messages if
1004 * nothing is found.
1005 */
1006 object *
1007 find_marked_object (object *op)
1008 {
1009 object *tmp;
1010
1011 if (!op || !op->contr)
1012 return NULL;
1013
1014 if (!op->contr->mark)
1015 {
1016 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1017 return 0;
1018 }
1019
1020 /* This may seem like overkill, but we need to make sure that they
1021 * player hasn't dropped the item. We use count on the off chance that
1022 * an item got reincarnated at some point.
1023 */
1024 for (tmp = op->inv; tmp; tmp = tmp->below)
1025 {
1026 if (tmp->invisible)
1027 continue;
1028
1029 if (tmp == op->contr->mark)
1030 {
1031 if (!tmp->destroyed ())
1032 return tmp;
1033 else
1034 {
1035 op->contr->mark = 0;
1036 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1037 return 0;
1038 }
1039 }
1040 }
1041
1042 return 0;
1043 }
1044
1045
1046 /* op should be a player, params is any params.
1047 * If no params given, we print out the currently marked object.
1048 * otherwise, try to find a matching object - try best match first.
1049 */
1050 int
1051 command_mark (object *op, char *params)
1052 {
1053 if (!op->contr)
1054 return 1;
1055
1056 if (!params)
1057 {
1058 object *mark = find_marked_object (op);
1059
1060 if (!mark)
1061 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1062 else
1063 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1064 }
1065 else
1066 {
1067 object *mark1 = find_best_object_match (op, params);
1068
1069 if (!mark1)
1070 {
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1072 return 1;
1073 }
1074 else
1075 {
1076 op->contr->mark = mark1;
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1078 return 0;
1079 }
1080 }
1081
1082 return 0; /*shouldnt get here */
1083 }
1084
1085
1086 /* op is the player
1087 * tmp is the monster being examined.
1088 */
1089 void
1090 examine_monster (object *op, object *tmp)
1091 {
1092 object *mon = tmp->head ? tmp->head : tmp;
1093
1094 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1095 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1096 if (mon->level > op->level)
1097 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1098 else if (mon->level < op->level)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1100 else
1101 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1102 if (mon->attacktype & AT_ACID)
1103 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1104
1105 /* Anyone know why this used to use the clone value instead of the
1106 * maxhp field? This seems that it should give more accurate results.
1107 */
1108 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1109 { /* From 1-4 */
1110 case 1:
1111 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1112 break;
1113 case 2:
1114 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1115 break;
1116 case 3:
1117 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1118 break;
1119 case 4:
1120 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1121 break;
1122 }
1123 if (present_in_ob (POISONING, mon) != NULL)
1124 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1125 }
1126
1127
1128 /* tmp is the object being described, pl is who is examing it. */
1129 char *
1130 long_desc (object *tmp, object *pl)
1131 {
1132 static char buf[VERY_BIG_BUF];
1133 char *cp;
1134
1135 if (tmp == NULL)
1136 return "";
1137
1138 buf[0] = '\0';
1139 switch (tmp->type)
1140 {
1141 case RING:
1142 case SKILL:
1143 case WEAPON:
1144 case ARMOUR:
1145 case BRACERS:
1146 case HELMET:
1147 case SHIELD:
1148 case BOOTS:
1149 case GLOVES:
1150 case AMULET:
1151 case GIRDLE:
1152 case BOW:
1153 case ARROW:
1154 case CLOAK:
1155 case FOOD:
1156 case DRINK:
1157 case FLESH:
1158 case SKILL_TOOL:
1159 case POWER_CRYSTAL:
1160 if (*(cp = describe_item (tmp, pl)) != '\0')
1161 {
1162 int len;
1163
1164 assign (buf, query_name (tmp));
1165 len = strlen (buf);
1166 if (len < VERY_BIG_BUF - 5)
1167 {
1168 /* Since we know the length, we save a few cpu cycles by using
1169 * it instead of calling strcat */
1170 strcpy (buf + len, " ");
1171 len++;
1172 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1173 }
1174 }
1175 }
1176
1177 if (buf[0] == '\0')
1178 assign (buf, query_name (tmp));
1179
1180 return buf;
1181 }
1182
1183 void
1184 examine (object *op, object *tmp)
1185 {
1186 char buf[VERY_BIG_BUF];
1187 int i;
1188
1189 if (tmp == NULL || tmp->type == CLOSE_CON)
1190 return;
1191
1192 strcpy (buf, "That is ");
1193 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1194 buf[VERY_BIG_BUF - 1] = 0;
1195
1196 new_draw_info (NDI_UNIQUE, 0, op, buf);
1197 buf[0] = '\0';
1198
1199 if (tmp->custom_name)
1200 {
1201 strcpy (buf, "You call it ");
1202 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1203 buf[VERY_BIG_BUF - 1] = 0;
1204 new_draw_info (NDI_UNIQUE, 0, op, buf);
1205 buf[0] = '\0';
1206 }
1207
1208 switch (tmp->type)
1209 {
1210 case SPELLBOOK:
1211 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1212 {
1213 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1214 }
1215 break;
1216
1217 case BOOK:
1218 if (tmp->msg != NULL)
1219 strcpy (buf, "Something is written in it.");
1220 break;
1221
1222 case CONTAINER:
1223 if (tmp->race != NULL)
1224 {
1225 if (tmp->weight_limit && tmp->stats.Str < 100)
1226 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1227 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1228 else
1229 sprintf (buf, "It can hold only %s.", &tmp->race);
1230 }
1231 else if (tmp->weight_limit && tmp->stats.Str < 100)
1232 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1233 break;
1234
1235 case WAND:
1236 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1237 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1238 break;
1239 }
1240
1241 if (buf[0] != '\0')
1242 new_draw_info (NDI_UNIQUE, 0, op, buf);
1243
1244 if (tmp->materialname != NULL && !tmp->msg)
1245 {
1246 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1247 new_draw_info (NDI_UNIQUE, 0, op, buf);
1248 }
1249 /* Where to wear this item */
1250 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1251 {
1252 if (tmp->body_info[i] < -1)
1253 {
1254 if (op->body_info[i])
1255 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1256 else
1257 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1258 }
1259 else if (tmp->body_info[i])
1260 {
1261 if (op->body_info[i])
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1263 else
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1265 }
1266 }
1267
1268 if (tmp->weight)
1269 {
1270 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1271 new_draw_info (NDI_UNIQUE, 0, op, buf);
1272 }
1273
1274 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1275 {
1276 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1277 new_draw_info (NDI_UNIQUE, 0, op, buf);
1278 if (is_in_shop (op))
1279 {
1280 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1281 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1282 else
1283 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1284 new_draw_info (NDI_UNIQUE, 0, op, buf);
1285 }
1286 }
1287
1288 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1289 examine_monster (op, tmp);
1290
1291 /* Is this item buildable? */
1292 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1293 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1294
1295 /* Does the object have a message? Don't show message for all object
1296 * types - especially if the first entry is a match
1297 */
1298 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1299 {
1300
1301 /* This is just a hack so when identifying the items, we print
1302 * out the extra message
1303 */
1304 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1305 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1306
1307 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1308 }
1309 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1310 }
1311
1312 /*
1313 * inventory prints object's inventory. If inv==NULL then print player's
1314 * inventory.
1315 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1316 */
1317 void
1318 inventory (object *op, object *inv)
1319 {
1320 object *tmp;
1321 char *in;
1322 int items = 0, length;
1323
1324 if (inv == NULL && op == NULL)
1325 {
1326 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1327 return;
1328 }
1329 tmp = inv ? inv->inv : op->inv;
1330
1331 while (tmp)
1332 {
1333 if ((!tmp->invisible &&
1334 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1335 items++;
1336 tmp = tmp->below;
1337 }
1338 if (inv == NULL)
1339 { /* player's inventory */
1340 if (items == 0)
1341 {
1342 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1343 return;
1344 }
1345 else
1346 {
1347 length = 28;
1348 in = "";
1349 if (op)
1350 clear_win_info (op);
1351 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1352 }
1353 }
1354 else
1355 {
1356 if (items == 0)
1357 return;
1358 else
1359 {
1360 length = 28;
1361 in = " ";
1362 }
1363 }
1364 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1365 {
1366 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1367 continue;
1368 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1369 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1370 query_name (tmp), tmp->count, query_weight (tmp));
1371 else
1372 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1373 }
1374 if (!inv && op)
1375 {
1376 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1377 }
1378 }
1379
1380 static void
1381 display_new_pickup (object *op)
1382 {
1383 int i = op->contr->mode;
1384
1385 if (!(i & PU_NEWMODE))
1386 return;
1387
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1389 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1390 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1391 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1392
1393 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1394
1395 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1396 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1397 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1398
1399 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1400 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1401
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1403 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1405
1406 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1408 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1409 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1410
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1412 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1413 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1415
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1417 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1418 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1419 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1420
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1422
1423 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1424 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1425
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1427 }
1428
1429 int
1430 command_pickup (object *op, char *params)
1431 {
1432 uint32 i;
1433 static const char *names[] = {
1434 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1435 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1436 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1437 "jewels", "flesh", NULL
1438 };
1439 static uint32 modes[] = {
1440 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1441 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1442 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1443 PU_JEWELS, PU_FLESH, 0
1444 };
1445
1446 if (!params)
1447 {
1448 /* if the new mode is used, just print the settings */
1449 if (op->contr->mode & PU_NEWMODE)
1450 {
1451 display_new_pickup (op);
1452 return 1;
1453 }
1454 if (1)
1455 LOG (llevDebug, "command_pickup: !params\n");
1456 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1457 return 0;
1458 }
1459
1460 while (*params == ' ' && *params)
1461 params++;
1462
1463 if (*params == '+' || *params == '-')
1464 {
1465 int mode;
1466
1467 for (mode = 0; names[mode]; mode++)
1468 {
1469 if (!strcmp (names[mode], params + 1))
1470 {
1471 i = op->contr->mode;
1472 if (!(i & PU_NEWMODE))
1473 i = PU_NEWMODE;
1474 if (*params == '+')
1475 i = i | modes[mode];
1476 else
1477 i = i & ~modes[mode];
1478 op->contr->mode = i;
1479 display_new_pickup (op);
1480 return 1;
1481 }
1482 }
1483 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1484 return 1;
1485 }
1486
1487 if (sscanf (params, "%u", &i) != 1)
1488 {
1489 if (1)
1490 LOG (llevDebug, "command_pickup: params==NULL\n");
1491 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1492 return 1;
1493 }
1494 set_pickup_mode (op, i);
1495
1496 return 1;
1497 }
1498
1499 void
1500 set_pickup_mode (object *op, int i)
1501 {
1502 switch (op->contr->mode = i)
1503 {
1504 case 0:
1505 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1506 break;
1507 case 1:
1508 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1509 break;
1510 case 2:
1511 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1512 break;
1513 case 3:
1514 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1515 break;
1516 case 4:
1517 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1518 break;
1519 case 5:
1520 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1521 break;
1522 case 6:
1523 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1524 break;
1525 case 7:
1526 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1527 break;
1528 }
1529 }
1530
1531 int
1532 command_search_items (object *op, char *params)
1533 {
1534 char buf[MAX_BUF];
1535
1536 if (settings.search_items == FALSE)
1537 return 1;
1538
1539 if (params == NULL)
1540 {
1541 if (op->contr->search_str[0] == '\0')
1542 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1544 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1545 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1546 return 1;
1547 }
1548 op->contr->search_str[0] = '\0';
1549 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1550 op->update_stats ();
1551 return 1;
1552 }
1553 if ((int) strlen (params) >= MAX_BUF)
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1556 return 1;
1557 }
1558 strcpy (op->contr->search_str, params);
1559 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1560 new_draw_info (NDI_UNIQUE, 0, op, buf);
1561 op->update_stats ();
1562 return 1;
1563 }
1564