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/cvs/deliantra/server/server/c_object.C
Revision: 1.25
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +3 -6 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22
23 Object (handling) commands
24 */
25
26 #include <global.h>
27 #include <loader.h>
28 #include <skills.h>
29 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32 #include <living.h>
33 #include <math.h>
34
35 /*
36 * Object id parsing functions
37 */
38
39 #define ADD_ITEM(NEW,COUNT)\
40 if(!first) {\
41 first = new objectlink;\
42 last=first;\
43 } else {\
44 last->next = new objectlink;\
45 last=last->next;\
46 }\
47 last->next=0;\
48 last->ob=(NEW);\
49 last->id=(COUNT);
50
51 /**
52 * Search the inventory of 'pl' for what matches best with params.
53 * we use item_matched_string above - this gives us consistent behaviour
54 * between many commands. Return the best match, or NULL if no match.
55 * aflag is used with apply -u , and apply -a to
56 * only unapply applied, or apply unapplied objects
57 **/
58 static object *
59 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 {
61 object *tmp, *best = NULL;
62 int match_val = 0, tmpmatch;
63
64 for (tmp = pl->inv; tmp; tmp = tmp->below)
65 {
66 if (tmp->invisible)
67 continue;
68 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val)
69 {
70 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
71 continue;
72 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue;
74 match_val = tmpmatch;
75 best = tmp;
76 }
77 }
78 return best;
79 }
80
81 /**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/
84 object *
85 find_best_object_match (object *pl, const char *params)
86 {
87 return find_best_apply_object_match (pl, params, AP_NULL);
88 }
89
90 int
91 command_uskill (object *pl, char *params)
92 {
93 if (!params)
94 {
95 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
96 return 0;
97 }
98 return use_skill (pl, params);
99 }
100
101 int
102 command_rskill (object *pl, char *params)
103 {
104 object *skill;
105
106 if (!params)
107 {
108 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
109 return 0;
110 }
111 skill = find_skill_by_name (pl, params);
112
113 if (!skill)
114 {
115 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
116 return 0;
117 }
118 return change_skill (pl, skill, 0);
119 }
120
121
122 /* These functions (command_search, command_disarm) are really just wrappers for
123 * things like 'use_skill ...'). In fact, they should really be obsoleted
124 * and replaced with those.
125 */
126 int
127 command_search (object *op, char *params)
128 {
129 return use_skill (op, skill_names[SK_FIND_TRAPS]);
130 }
131
132 int
133 command_disarm (object *op, char *params)
134 {
135 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
136 }
137
138
139 /* A little special because we do want to pass the full params along
140 * as it includes the object to throw.
141 */
142 int
143 command_throw (object *op, char *params)
144 {
145 object *skop;
146
147 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
148 if (skop)
149 return do_skill (op, op, skop, op->facing, params);
150 else
151 {
152 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
153 }
154 return 0;
155 }
156
157
158 int
159 command_apply (object *op, char *params)
160 {
161 if (!params)
162 {
163 player_apply_below (op);
164 return 0;
165 }
166 else
167 {
168 apply_flag aflag = (apply_flag) 0;
169 object *inv;
170
171 while (*params == ' ')
172 params++;
173 if (!strncmp (params, "-a ", 3))
174 {
175 aflag = AP_APPLY;
176 params += 3;
177 }
178 if (!strncmp (params, "-u ", 3))
179 {
180 aflag = AP_UNAPPLY;
181 params += 3;
182 }
183 while (*params == ' ')
184 params++;
185
186 inv = find_best_apply_object_match (op, params, aflag);
187 if (inv)
188 {
189 player_apply (op, inv, aflag, 0);
190 }
191 else
192 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
193 }
194 return 0;
195 }
196
197 /*
198 * Check if an item op can be put into a sack. If pl exists then tell
199 * a player the reason of failure.
200 * returns 1 if it will fit, 0 if it will not. nrof is the number of
201 * objects (op) we want to put in. We specify it separately instead of
202 * using op->nrof because often times, a player may have specified a
203 * certain number of objects to drop, so we can pass that number, and
204 * not need to use split_ob and stuff.
205 */
206 int
207 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
208 {
209
210 if (!QUERY_FLAG (sack, FLAG_APPLIED))
211 {
212 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
213 return 0;
214 }
215 if (sack == op)
216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
218 return 0;
219 }
220 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
221 {
222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
223 return 0;
224 }
225 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
226 {
227 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
228 return 0;
229 }
230 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
231 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
232 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
233 {
234 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
235 return 0;
236 }
237 /* All other checks pass, must be OK */
238 return 1;
239 }
240
241 /* Pick up commands follow */
242
243 /* pl = player (not always - monsters can use this now)
244 * op is the object to put tmp into,
245 * tmp is the object to pick up, nrof is the number to
246 * pick up (0 means all of them)
247 */
248 static void
249 pick_up_object (object *pl, object *op, object *tmp, int nrof)
250 {
251 /* buf needs to be big (more than 256 chars) because you can get
252 * very long item names.
253 */
254 char buf[HUGE_BUF];
255 object *env = tmp->env;
256 uint32 weight, effective_weight_limit;
257 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
258
259 /* IF the player is flying & trying to take the item out of a container
260 * that is in his inventory, let him. tmp->env points to the container
261 * (sack, luggage, etc), tmp->env->env then points to the player (nested
262 * containers not allowed as of now)
263 */
264 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && is_player_inv (tmp) != pl)
265 {
266 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
267 return;
268 }
269
270 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
271 return;
272
273 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
274 {
275 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
276 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
277
278 if (pl->type == PLAYER)
279 esrv_del_item (pl->contr, tmp->count);
280
281 tmp->destroy ();
282 return;
283 }
284
285 if (nrof > tmp_nrof || nrof == 0)
286 nrof = tmp_nrof;
287
288 /* Figure out how much weight this object will add to the player */
289 weight = tmp->weight * nrof;
290 if (tmp->inv)
291 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
292
293 if (pl->stats.Str <= MAX_STAT)
294 effective_weight_limit = weight_limit[pl->stats.Str];
295 else
296 effective_weight_limit = weight_limit[MAX_STAT];
297
298 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
299 {
300 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
301 return;
302 }
303
304 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
305 SET_FLAG (tmp, FLAG_WAS_WIZ);
306
307 if (nrof != tmp_nrof)
308 {
309 object *tmp2 = tmp;
310
311 tmp = get_split_ob (tmp, nrof);
312 if (!tmp)
313 {
314 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
315 return;
316 }
317
318 /* Tell a client what happened rest of objects */
319 if (pl->type == PLAYER)
320 {
321 if (tmp2->destroyed ())
322 esrv_del_item (pl->contr, tmp2->count);
323 else
324 esrv_send_item (pl, tmp2);
325 }
326 }
327 else
328 {
329 /* If the object is in a container, send a delete to the client.
330 * - we are moving all the items from the container to elsewhere,
331 * so it needs to be deleted.
332 */
333 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
334 {
335 if (tmp->env && pl->type == PLAYER)
336 esrv_del_item (pl->contr, tmp->count);
337 tmp->remove (); /* Unlink it */
338 }
339 }
340 if (QUERY_FLAG (tmp, FLAG_UNPAID))
341 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
342 else
343 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
344 new_draw_info (NDI_UNIQUE, 0, pl, buf);
345
346 tmp = insert_ob_in_ob (tmp, op);
347
348 /* All the stuff below deals with client/server code, and is only
349 * usable by players
350 */
351 if (pl->type != PLAYER)
352 return;
353
354 esrv_send_item (pl, tmp);
355 /* These are needed to update the weight for the container we
356 * are putting the object in.
357 */
358 if (op != pl)
359 {
360 esrv_update_item (UPD_WEIGHT, pl, op);
361 esrv_send_item (pl, pl);
362 }
363
364 /* Update the container the object was in */
365 if (env && env != pl && env != op)
366 esrv_update_item (UPD_WEIGHT, pl, env);
367 }
368
369 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
370 void
371 pick_up (object *op, object *alt)
372 {
373 int need_fix_tmp = 0;
374 object *tmp = NULL;
375 maptile *tmp_map = NULL;
376 int count;
377
378 /* Decide which object to pick. */
379 if (alt)
380 {
381 if (!can_pick (op, alt))
382 {
383 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
384 goto leave;
385 }
386 tmp = alt;
387 }
388 else
389 {
390 if (op->below == NULL || !can_pick (op, op->below))
391 {
392 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
393 goto leave;
394 }
395
396 tmp = op->below;
397 }
398
399 /* Try to catch it. */
400 tmp_map = tmp->map;
401 tmp = stop_item (tmp);
402 if (tmp == NULL)
403 goto leave;
404 need_fix_tmp = 1;
405 if (!can_pick (op, tmp))
406 goto leave;
407
408 if (op->type == PLAYER)
409 {
410 count = op->contr->count;
411 if (count == 0)
412 count = tmp->nrof;
413 }
414 else
415 count = tmp->nrof;
416
417 /* container is open, so use it */
418 if (op->container)
419 {
420 alt = op->container;
421 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
422 goto leave;
423 }
424 else
425 { /* non container pickup */
426 for (alt = op->inv; alt; alt = alt->below)
427 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
428 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
429 break; /* perfect match */
430
431 if (!alt)
432 for (alt = op->inv; alt; alt = alt->below)
433 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
434 break; /* General container comes next */
435 if (!alt)
436 alt = op; /* No free containers */
437 }
438
439 if (tmp->env == alt)
440 {
441 /* here it could be possible to check rent,
442 * if someone wants to implement it
443 */
444 alt = op;
445 }
446 #ifdef PICKUP_DEBUG
447 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
448 #endif
449
450 /* startequip items are not allowed to be put into containers: */
451 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
452 {
453 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
454 goto leave;
455 }
456
457 pick_up_object (op, alt, tmp, count);
458
459 if (tmp->destroyed () || tmp->env)
460 need_fix_tmp = 0;
461
462 if (op->type == PLAYER)
463 op->contr->count = 0;
464
465 goto leave;
466
467 leave:
468 if (need_fix_tmp)
469 fix_stopped_item (tmp, tmp_map, op);
470 }
471
472
473 /* This takes (picks up) and item. op is the player
474 * who issued the command. params is a string to
475 * match against the item name. Basically, always
476 * returns zero, but that should be improved.
477 */
478 int
479 command_take (object *op, char *params)
480 {
481 object *tmp, *next;
482
483 if (op->container)
484 tmp = op->container->inv;
485 else
486 {
487 tmp = op->above;
488 if (tmp)
489 while (tmp->above)
490 tmp = tmp->above;
491
492 if (!tmp)
493 tmp = op->below;
494 }
495
496 if (tmp == NULL)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
499 return 0;
500 }
501
502 /* Makes processing easier */
503 if (params && *params == '\0')
504 params = NULL;
505
506 while (tmp)
507 {
508 next = tmp->below;
509
510 if (tmp->invisible)
511 {
512 tmp = next;
513 continue;
514 }
515 /* This following two if and else if could be merged into line
516 * but that probably will make it more difficult to read, and
517 * not make it any more efficient
518 */
519 if (params && item_matched_string (op, tmp, params))
520 {
521 pick_up (op, tmp);
522 }
523 else if (can_pick (op, tmp) && !params)
524 {
525 pick_up (op, tmp);
526 break;
527 }
528 tmp = next;
529 /* Might as well just skip over the player immediately -
530 * we know it can't be picked up
531 */
532 if (tmp == op)
533 tmp = tmp->below;
534 }
535 if (!params && !tmp)
536 {
537 for (tmp = op->below; tmp != NULL; tmp = tmp->next)
538 if (!tmp->invisible)
539 {
540 char buf[MAX_BUF];
541
542 sprintf (buf, "You can't pick up a %s.", &tmp->name);
543 new_draw_info (NDI_UNIQUE, 0, op, buf);
544 break;
545 }
546 if (!tmp)
547 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
548 }
549 return 0;
550 }
551
552
553 /*
554 * This function was part of drop, now is own function.
555 * Player 'op' tries to put object 'tmp' into sack 'sack',
556 * if nrof is non zero, then nrof objects is tried to put into sack.
557 * Note that the 'sack' in question can now be a transport,
558 * so this function isn't named very good anymore.
559 */
560 void
561 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
562 {
563 object *tmp2, *sack2;
564 char buf[MAX_BUF];
565
566 if (sack == tmp)
567 return; /* Can't put an object in itself */
568
569 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
570 {
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
572 return;
573 }
574
575 if (tmp->type == CONTAINER && tmp->inv)
576 {
577
578 /* Eneq(@csd.uu.se): If the object to be dropped is a container
579 * we instead move the contents of that container into the active
580 * container, this is only done if the object has something in it.
581 */
582 sack2 = tmp;
583 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
584
585 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
586 {
587 tmp = tmp2->below;
588
589 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
590 {
591 put_object_in_sack (op, sack, tmp2, 0);
592 }
593 else
594 {
595 sprintf (buf, "Your %s fills up.", query_name (sack));
596 new_draw_info (NDI_UNIQUE, 0, op, buf);
597 break;
598 }
599 }
600
601 esrv_update_item (UPD_WEIGHT, op, sack2);
602 return;
603 }
604
605 /* Don't worry about this for containers - our caller should have
606 * already checked this.
607 */
608 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
609 return;
610
611 if (QUERY_FLAG (tmp, FLAG_APPLIED))
612 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
613 return;
614
615 /* we want to put some portion of the item into the container */
616 if (nrof && tmp->nrof != nrof)
617 {
618 object *tmp2 = tmp;
619
620 tmp = get_split_ob (tmp, nrof);
621
622 if (!tmp)
623 {
624 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
625 return;
626 }
627 /* Tell a client what happened other objects */
628 if (tmp2->destroyed ())
629 esrv_del_item (op->contr, tmp2->count);
630 else /* this can proably be replaced with an update */
631 esrv_send_item (op, tmp2);
632 }
633 else
634 tmp->remove ();
635
636 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
637 tmp2 = insert_ob_in_ob (tmp, sack);
638 fix_player (op); /* This is overkill, fix_player() is called somewhere */
639 /* in object.c */
640
641 /* If an object merged (and thus, different object), we need to
642 * delete the original.
643 */
644 if (tmp2 != tmp)
645 esrv_del_item (op->contr, tmp->count);
646
647 esrv_send_item (op, tmp2);
648
649 /* update the sacks weight */
650 esrv_update_item (UPD_WEIGHT, op, sack);
651 }
652
653 /*
654 * This function was part of drop, now is own function.
655 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
656 * nrof objects is tried to dropped.
657 * This is used when dropping objects onto the floor.
658 */
659 void
660 drop_object (object *op, object *tmp, uint32 nrof)
661 {
662 char buf[MAX_BUF];
663 object *floor;
664
665 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
666 return;
667
668 if (QUERY_FLAG (tmp, FLAG_APPLIED))
669 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
670 return; /* can't unapply it */
671
672 /* We are only dropping some of the items. We split the current object
673 * off
674 */
675 if (nrof && tmp->nrof != nrof)
676 {
677 object *tmp2 = tmp;
678
679 tmp = get_split_ob (tmp, nrof);
680 if (!tmp)
681 {
682 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
683 return;
684 }
685 /* Tell a client what happened rest of objects. tmp2 is now the
686 * original object
687 */
688 if (op->type == PLAYER)
689 {
690 if (tmp2->destroyed ())
691 esrv_del_item (op->contr, tmp2->count);
692 else
693 esrv_send_item (op, tmp2);
694 }
695 }
696 else
697 tmp->remove ();
698
699 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
700 return;
701
702 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
703 {
704 sprintf (buf, "You drop the %s.", query_name (tmp));
705 new_draw_info (NDI_UNIQUE, 0, op, buf);
706 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
707 if (op->type == PLAYER)
708 esrv_del_item (op->contr, tmp->count);
709 tmp->destroy ();
710 fix_player (op);
711 return;
712 }
713
714 /* If SAVE_INTERVAL is commented out, we never want to save
715 * the player here.
716 */
717 #ifdef SAVE_INTERVAL
718 /* I'm not sure why there is a value check - since the save
719 * is done every SAVE_INTERVAL seconds, why care the value
720 * of what he is dropping?
721 */
722 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
723 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
724 {
725 save_player (op, 1);
726 op->contr->last_save_time = time (NULL);
727 }
728 #endif /* SAVE_INTERVAL */
729
730 if (op->type == PLAYER)
731 esrv_del_item (op->contr, tmp->count);
732
733 /* Call this before we update the various windows/players. At least
734 * that we, we know the weight is correct.
735 */
736 fix_player (op); /* This is overkill, fix_player() is called somewhere */
737 /* in object.c */
738
739 if (op->type == PLAYER)
740 {
741 op->contr->socket.update_look = 1;
742 /* Need to update the weight for the player */
743 esrv_send_item (op, op);
744 }
745
746 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
747 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
748 return;
749
750 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
751 sell_item (tmp, op);
752
753 tmp->x = op->x;
754 tmp->y = op->y;
755
756 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
757 }
758
759 void
760 drop (object *op, object *tmp)
761 {
762 /* Hopeful fix for disappearing objects when dropping from a container -
763 * somehow, players get an invisible object in the container, and the
764 * old logic would skip over invisible objects - works fine for the
765 * playes inventory, but drop inventory wants to use the next value.
766 */
767 if (tmp->invisible)
768 {
769 /* if the following is the case, it must be in an container. */
770 if (tmp->env && tmp->env->type != PLAYER)
771 {
772 /* Just toss the object - probably shouldn't be hanging
773 * around anyways
774 */
775 tmp->remove ();
776 tmp->destroy ();
777 return;
778 }
779 else
780 {
781 while (tmp != NULL && tmp->invisible)
782 tmp = tmp->below;
783 }
784 }
785
786 if (tmp == NULL)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
789 return;
790 }
791 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
794 return;
795 }
796 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
797 {
798 #if 0
799 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
800 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
801 #endif
802 return;
803 }
804
805 if (op->type == PLAYER)
806 {
807 if (op->contr->last_used == tmp && op->contr->last_used_id == tmp->count)
808 {
809 object *n = NULL;
810
811 if (tmp->below != NULL)
812 n = tmp->below;
813 else if (tmp->above != NULL)
814 n = tmp->above;
815 op->contr->last_used = n;
816 if (n != NULL)
817 op->contr->last_used_id = n->count;
818 else
819 op->contr->last_used_id = 0;
820 }
821 };
822
823 if (op->container)
824 {
825 if (op->type == PLAYER)
826 {
827 put_object_in_sack (op, op->container, tmp, op->contr->count);
828 }
829 else
830 {
831 put_object_in_sack (op, op->container, tmp, 0);
832 };
833 }
834 else
835 {
836 if (op->type == PLAYER)
837 {
838 drop_object (op, tmp, op->contr->count);
839 }
840 else
841 {
842 drop_object (op, tmp, 0);
843 };
844 }
845 if (op->type == PLAYER)
846 op->contr->count = 0;
847 }
848
849
850
851 /* Command will drop all items that have not been locked */
852 int
853 command_dropall (object *op, char *params)
854 {
855
856 object *curinv, *nextinv;
857
858 if (op->inv == NULL)
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
861 return 0;
862 }
863
864 curinv = op->inv;
865
866 /*
867 This is the default. Drops everything not locked or considered
868 not something that should be dropped.
869 */
870 /*
871 Care must be taken that the next item pointer is not to money as
872 the drop() routine will do unknown things to it when dropping
873 in a shop. --Tero.Pelander@utu.fi
874 */
875
876 if (params == NULL)
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 != MONEY &&
884 curinv->type != FOOD && curinv->type != KEY &&
885 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
886 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
887 {
888 drop (op, curinv);
889 }
890 curinv = nextinv;
891 }
892 }
893
894 else if (strcmp (params, "weapons") == 0)
895 {
896 while (curinv != NULL)
897 {
898 nextinv = curinv->below;
899 while (nextinv && nextinv->type == MONEY)
900 nextinv = nextinv->below;
901 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
902 {
903 drop (op, curinv);
904 }
905 curinv = nextinv;
906 }
907 }
908
909 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
910 {
911 while (curinv != NULL)
912 {
913 nextinv = curinv->below;
914 while (nextinv && nextinv->type == MONEY)
915 nextinv = nextinv->below;
916 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
917 {
918 drop (op, curinv);
919 }
920 curinv = nextinv;
921 }
922 }
923
924 else if (strcmp (params, "misc") == 0)
925 {
926 while (curinv != NULL)
927 {
928 nextinv = curinv->below;
929 while (nextinv && nextinv->type == MONEY)
930 nextinv = nextinv->below;
931 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
932 {
933 switch (curinv->type)
934 {
935 case HORN:
936 case BOOK:
937 case SPELLBOOK:
938 case GIRDLE:
939 case AMULET:
940 case RING:
941 case CLOAK:
942 case BOOTS:
943 case GLOVES:
944 case BRACERS:
945 case SCROLL:
946 case ARMOUR_IMPROVER:
947 case WEAPON_IMPROVER:
948 case WAND:
949 case ROD:
950 case POTION:
951 drop (op, curinv);
952 curinv = nextinv;
953 break;
954 default:
955 curinv = nextinv;
956 break;
957 }
958 }
959 curinv = nextinv;
960 }
961 }
962 op->contr->socket.update_look = 1;
963
964 /* draw_look(op);*/
965 return 0;
966 }
967
968 /* Object op wants to drop object(s) params. params can be a
969 * comma seperated list.
970 */
971
972 int
973 command_drop (object *op, char *params)
974 {
975 object *tmp, *next;
976 int did_one = 0;
977
978 if (!params)
979 {
980 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
981 return 0;
982 }
983 else
984 {
985 for (tmp = op->inv; tmp; tmp = next)
986 {
987 next = tmp->below;
988 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
989 continue;
990 if (item_matched_string (op, tmp, params))
991 {
992 drop (op, tmp);
993 did_one = 1;
994 }
995 }
996 if (!did_one)
997 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
998 }
999 if (op->type == PLAYER)
1000 {
1001 op->contr->count = 0;
1002 op->contr->socket.update_look = 1;
1003 };
1004
1005 /* draw_look(op);*/
1006 return 0;
1007 }
1008
1009 int
1010 command_examine (object *op, char *params)
1011 {
1012 if (!params)
1013 {
1014 object *tmp = op->below;
1015
1016 while (tmp && !LOOK_OBJ (tmp))
1017 tmp = tmp->below;
1018 if (tmp)
1019 examine (op, tmp);
1020 }
1021 else
1022 {
1023 object *tmp = find_best_object_match (op, params);
1024
1025 if (tmp)
1026 examine (op, tmp);
1027 else
1028 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1029 }
1030 return 0;
1031 }
1032
1033 /* op should be a player.
1034 * we return the object the player has marked with the 'mark' command
1035 * below. If no match is found (or object has changed), we return
1036 * NULL. We leave it up to the calling function to print messages if
1037 * nothing is found.
1038 */
1039 object *
1040 find_marked_object (object *op)
1041 {
1042 object *tmp;
1043
1044 if (!op || !op->contr)
1045 return NULL;
1046
1047 if (!op->contr->mark)
1048 {
1049 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1050 return 0;
1051 }
1052
1053 /* This may seem like overkill, but we need to make sure that they
1054 * player hasn't dropped the item. We use count on the off chance that
1055 * an item got reincarnated at some point.
1056 */
1057 for (tmp = op->inv; tmp; tmp = tmp->below)
1058 {
1059 if (tmp->invisible)
1060 continue;
1061
1062 if (tmp == op->contr->mark)
1063 {
1064 if (!tmp->destroyed ())
1065 return tmp;
1066 else
1067 {
1068 op->contr->mark = 0;
1069 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1070 return 0;
1071 }
1072 }
1073 }
1074
1075 return 0;
1076 }
1077
1078
1079 /* op should be a player, params is any params.
1080 * If no params given, we print out the currently marked object.
1081 * otherwise, try to find a matching object - try best match first.
1082 */
1083 int
1084 command_mark (object *op, char *params)
1085 {
1086 if (!op->contr)
1087 return 1;
1088
1089 if (!params)
1090 {
1091 object *mark = find_marked_object (op);
1092
1093 if (!mark)
1094 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1095 else
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1097 }
1098 else
1099 {
1100 object *mark1 = find_best_object_match (op, params);
1101
1102 if (!mark1)
1103 {
1104 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1105 return 1;
1106 }
1107 else
1108 {
1109 op->contr->mark = mark1;
1110 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1111 return 0;
1112 }
1113 }
1114
1115 return 0; /*shouldnt get here */
1116 }
1117
1118
1119 /* op is the player
1120 * tmp is the monster being examined.
1121 */
1122 void
1123 examine_monster (object *op, object *tmp)
1124 {
1125 object *mon = tmp->head ? tmp->head : tmp;
1126
1127 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1128 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1129 if (mon->level > op->level)
1130 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1131 else if (mon->level < op->level)
1132 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1133 else
1134 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1135 if (mon->attacktype & AT_ACID)
1136 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1137
1138 /* Anyone know why this used to use the clone value instead of the
1139 * maxhp field? This seems that it should give more accurate results.
1140 */
1141 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1142 { /* From 1-4 */
1143 case 1:
1144 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1145 break;
1146 case 2:
1147 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1148 break;
1149 case 3:
1150 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1151 break;
1152 case 4:
1153 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1154 break;
1155 }
1156 if (present_in_ob (POISONING, mon) != NULL)
1157 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1158 }
1159
1160
1161 /* tmp is the object being described, pl is who is examing it. */
1162 char *
1163 long_desc (object *tmp, object *pl)
1164 {
1165 static char buf[VERY_BIG_BUF];
1166 char *cp;
1167
1168 if (tmp == NULL)
1169 return "";
1170
1171 buf[0] = '\0';
1172 switch (tmp->type)
1173 {
1174 case RING:
1175 case SKILL:
1176 case WEAPON:
1177 case ARMOUR:
1178 case BRACERS:
1179 case HELMET:
1180 case SHIELD:
1181 case BOOTS:
1182 case GLOVES:
1183 case AMULET:
1184 case GIRDLE:
1185 case BOW:
1186 case ARROW:
1187 case CLOAK:
1188 case FOOD:
1189 case DRINK:
1190 case FLESH:
1191 case SKILL_TOOL:
1192 case POWER_CRYSTAL:
1193 if (*(cp = describe_item (tmp, pl)) != '\0')
1194 {
1195 int len;
1196
1197 assign (buf, query_name (tmp));
1198 len = strlen (buf);
1199 if (len < VERY_BIG_BUF - 5)
1200 {
1201 /* Since we know the length, we save a few cpu cycles by using
1202 * it instead of calling strcat */
1203 strcpy (buf + len, " ");
1204 len++;
1205 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1206 }
1207 }
1208 }
1209
1210 if (buf[0] == '\0')
1211 assign (buf, query_name (tmp));
1212
1213 return buf;
1214 }
1215
1216 void
1217 examine (object *op, object *tmp)
1218 {
1219 char buf[VERY_BIG_BUF];
1220 int i;
1221
1222 if (tmp == NULL || tmp->type == CLOSE_CON)
1223 return;
1224
1225 strcpy (buf, "That is ");
1226 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1227 buf[VERY_BIG_BUF - 1] = 0;
1228
1229 new_draw_info (NDI_UNIQUE, 0, op, buf);
1230 buf[0] = '\0';
1231
1232 if (tmp->custom_name)
1233 {
1234 strcpy (buf, "You call it ");
1235 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1236 buf[VERY_BIG_BUF - 1] = 0;
1237 new_draw_info (NDI_UNIQUE, 0, op, buf);
1238 buf[0] = '\0';
1239 }
1240
1241 switch (tmp->type)
1242 {
1243 case SPELLBOOK:
1244 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1245 {
1246 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1247 }
1248 break;
1249
1250 case BOOK:
1251 if (tmp->msg != NULL)
1252 strcpy (buf, "Something is written in it.");
1253 break;
1254
1255 case CONTAINER:
1256 if (tmp->race != NULL)
1257 {
1258 if (tmp->weight_limit && tmp->stats.Str < 100)
1259 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1260 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1261 else
1262 sprintf (buf, "It can hold only %s.", &tmp->race);
1263 }
1264 else if (tmp->weight_limit && tmp->stats.Str < 100)
1265 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1266 break;
1267
1268 case WAND:
1269 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1270 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1271 break;
1272 }
1273
1274 if (buf[0] != '\0')
1275 new_draw_info (NDI_UNIQUE, 0, op, buf);
1276
1277 if (tmp->materialname != NULL && !tmp->msg)
1278 {
1279 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1280 new_draw_info (NDI_UNIQUE, 0, op, buf);
1281 }
1282 /* Where to wear this item */
1283 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1284 {
1285 if (tmp->body_info[i] < -1)
1286 {
1287 if (op->body_info[i])
1288 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1289 else
1290 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1291 }
1292 else if (tmp->body_info[i])
1293 {
1294 if (op->body_info[i])
1295 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1296 else
1297 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1298 }
1299 }
1300
1301 if (tmp->weight)
1302 {
1303 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1304 new_draw_info (NDI_UNIQUE, 0, op, buf);
1305 }
1306
1307 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1308 {
1309 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1310 new_draw_info (NDI_UNIQUE, 0, op, buf);
1311 if (is_in_shop (op))
1312 {
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1314 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1315 else
1316 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1317 new_draw_info (NDI_UNIQUE, 0, op, buf);
1318 }
1319 }
1320
1321 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1322 examine_monster (op, tmp);
1323
1324 /* Is this item buildable? */
1325 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1326 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1327
1328 /* Does the object have a message? Don't show message for all object
1329 * types - especially if the first entry is a match
1330 */
1331 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1332 {
1333
1334 /* This is just a hack so when identifying the items, we print
1335 * out the extra message
1336 */
1337 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1338 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1339
1340 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1343 }
1344
1345 /*
1346 * inventory prints object's inventory. If inv==NULL then print player's
1347 * inventory.
1348 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1349 */
1350 void
1351 inventory (object *op, object *inv)
1352 {
1353 object *tmp;
1354 char *in;
1355 int items = 0, length;
1356
1357 if (inv == NULL && op == NULL)
1358 {
1359 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1360 return;
1361 }
1362 tmp = inv ? inv->inv : op->inv;
1363
1364 while (tmp)
1365 {
1366 if ((!tmp->invisible &&
1367 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1368 items++;
1369 tmp = tmp->below;
1370 }
1371 if (inv == NULL)
1372 { /* player's inventory */
1373 if (items == 0)
1374 {
1375 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1376 return;
1377 }
1378 else
1379 {
1380 length = 28;
1381 in = "";
1382 if (op)
1383 clear_win_info (op);
1384 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1385 }
1386 }
1387 else
1388 {
1389 if (items == 0)
1390 return;
1391 else
1392 {
1393 length = 28;
1394 in = " ";
1395 }
1396 }
1397 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1398 {
1399 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1400 continue;
1401 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1403 query_name (tmp), tmp->count, query_weight (tmp));
1404 else
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1406 }
1407 if (!inv && op)
1408 {
1409 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1410 }
1411 }
1412
1413 static void
1414 display_new_pickup (object *op)
1415 {
1416 int i = op->contr->mode;
1417
1418 if (!(i & PU_NEWMODE))
1419 return;
1420
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1422 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1423 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1424 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1425
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1427
1428 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1429 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1430 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1431
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1433 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1434
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1436 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1437 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1438
1439 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1440 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1441 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1442 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1443
1444 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1445 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1446 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1447 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1448
1449 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1450 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1451 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1453
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1455
1456 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1457 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1458
1459 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1460 }
1461
1462 int
1463 command_pickup (object *op, char *params)
1464 {
1465 uint32 i;
1466 static const char *names[] = {
1467 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1468 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1469 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1470 "jewels", "flesh", NULL
1471 };
1472 static uint32 modes[] = {
1473 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1474 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1475 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1476 PU_JEWELS, PU_FLESH, 0
1477 };
1478
1479 if (!params)
1480 {
1481 /* if the new mode is used, just print the settings */
1482 if (op->contr->mode & PU_NEWMODE)
1483 {
1484 display_new_pickup (op);
1485 return 1;
1486 }
1487 if (1)
1488 LOG (llevDebug, "command_pickup: !params\n");
1489 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1490 return 0;
1491 }
1492
1493 while (*params == ' ' && *params)
1494 params++;
1495
1496 if (*params == '+' || *params == '-')
1497 {
1498 int mode;
1499
1500 for (mode = 0; names[mode]; mode++)
1501 {
1502 if (!strcmp (names[mode], params + 1))
1503 {
1504 i = op->contr->mode;
1505 if (!(i & PU_NEWMODE))
1506 i = PU_NEWMODE;
1507 if (*params == '+')
1508 i = i | modes[mode];
1509 else
1510 i = i & ~modes[mode];
1511 op->contr->mode = i;
1512 display_new_pickup (op);
1513 return 1;
1514 }
1515 }
1516 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1517 return 1;
1518 }
1519
1520 if (sscanf (params, "%u", &i) != 1)
1521 {
1522 if (1)
1523 LOG (llevDebug, "command_pickup: params==NULL\n");
1524 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1525 return 1;
1526 }
1527 set_pickup_mode (op, i);
1528
1529 return 1;
1530 }
1531
1532 void
1533 set_pickup_mode (object *op, int i)
1534 {
1535 switch (op->contr->mode = i)
1536 {
1537 case 0:
1538 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1539 break;
1540 case 1:
1541 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1542 break;
1543 case 2:
1544 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1545 break;
1546 case 3:
1547 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1548 break;
1549 case 4:
1550 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1551 break;
1552 case 5:
1553 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1554 break;
1555 case 6:
1556 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1557 break;
1558 case 7:
1559 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1560 break;
1561 }
1562 }
1563
1564 int
1565 command_search_items (object *op, char *params)
1566 {
1567 char buf[MAX_BUF];
1568
1569 if (settings.search_items == FALSE)
1570 return 1;
1571
1572 if (params == NULL)
1573 {
1574 if (op->contr->search_str[0] == '\0')
1575 {
1576 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1577 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1578 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1579 return 1;
1580 }
1581 op->contr->search_str[0] = '\0';
1582 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1583 fix_player (op);
1584 return 1;
1585 }
1586 if ((int) strlen (params) >= MAX_BUF)
1587 {
1588 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1589 return 1;
1590 }
1591 strcpy (op->contr->search_str, params);
1592 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1593 new_draw_info (NDI_UNIQUE, 0, op, buf);
1594 fix_player (op);
1595 return 1;
1596 }
1597