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/cvs/deliantra/server/server/c_object.C
Revision: 1.56
Committed: Tue Jun 5 13:05:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.55: +0 -2 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /*
26 * Object (handling) commands
27 */
28
29 #include <global.h>
30 #include <loader.h>
31 #include <skills.h>
32 #include <sproto.h>
33 #include <living.h>
34 #include <math.h>
35
36 /*
37 * Object id parsing functions
38 */
39
40 #define ADD_ITEM(NEW,COUNT)\
41 if(!first) {\
42 first = new objectlink;\
43 last=first;\
44 } else {\
45 last->next = new objectlink;\
46 last=last->next;\
47 }\
48 last->next=0;\
49 last->ob=(NEW);\
50 last->id=(COUNT);
51
52 /**
53 * Search the inventory of 'pl' for what matches best with params.
54 * we use item_matched_string above - this gives us consistent behaviour
55 * between many commands. Return the best match, or NULL if no match.
56 * aflag is used with apply -u , and apply -a to
57 * only unapply applied, or apply unapplied objects
58 **/
59 static object *
60 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
61 {
62 object *best = 0;
63 int match_val = 0;
64
65 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
66 {
67 if (tmp->invisible)
68 continue;
69
70 int tmpmatch = item_matched_string (pl, tmp, params);
71
72 if (tmpmatch > match_val)
73 {
74 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
75 continue;
76
77 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
78 continue;
79
80 match_val = tmpmatch;
81 best = tmp;
82 }
83 }
84
85 return best;
86 }
87
88 /**
89 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
90 **/
91 object *
92 find_best_object_match (object *pl, const char *params)
93 {
94 return find_best_apply_object_match (pl, params, AP_TOGGLE);
95 }
96
97 int
98 command_uskill (object *pl, char *params)
99 {
100 if (!params)
101 {
102 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
103 return 0;
104 }
105
106 return use_skill (pl, params);
107 }
108
109 int
110 command_rskill (object *pl, char *params)
111 {
112 object *skill;
113
114 if (!params)
115 {
116 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
117 return 0;
118 }
119
120 skill = find_skill_by_name (pl, params);
121
122 if (!skill)
123 {
124 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
125 return 0;
126 }
127
128 pl->change_skill (0);
129 apply_special (pl, skill, AP_APPLY);
130 return 1;
131 }
132
133 /* These functions (command_search, command_disarm) are really just wrappers for
134 * things like 'use_skill ...'). In fact, they should really be obsoleted
135 * and replaced with those.
136 */
137 int
138 command_search (object *op, char *params)
139 {
140 return use_skill (op, skill_names[SK_FIND_TRAPS]);
141 }
142
143 int
144 command_disarm (object *op, char *params)
145 {
146 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
147 }
148
149 /* A little special because we do want to pass the full params along
150 * as it includes the object to throw.
151 */
152 int
153 command_throw (object *op, char *params)
154 {
155 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
156 return do_skill (op, op, skop, op->facing, params);
157 else
158 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
159
160 return 0;
161 }
162
163 int
164 command_apply (object *op, char *params)
165 {
166 if (!params)
167 {
168 player_apply_below (op);
169 return 0;
170 }
171 else
172 {
173 apply_flag aflag = (apply_flag)0;
174
175 while (*params == ' ')
176 params++;
177
178 if (!strncmp (params, "-a ", 3))
179 {
180 aflag = AP_APPLY;
181 params += 3;
182 }
183
184 if (!strncmp (params, "-u ", 3))
185 {
186 aflag = AP_UNAPPLY;
187 params += 3;
188 }
189
190 while (*params == ' ')
191 params++;
192
193 if (object *inv = find_best_apply_object_match (op, params, aflag))
194 player_apply (op, inv, aflag, 0);
195 else
196 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
197 }
198
199 return 0;
200 }
201
202 /*
203 * Check if an item op can be put into a sack. If pl exists then tell
204 * a player the reason of failure.
205 * returns 1 if it will fit, 0 if it will not. nrof is the number of
206 * objects (op) we want to put in. We specify it separately instead of
207 * using op->nrof because often times, a player may have specified a
208 * certain number of objects to drop, so we can pass that number, and
209 * not need to use split_ob and stuff.
210 */
211 int
212 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
213 {
214
215 if (!QUERY_FLAG (sack, FLAG_APPLIED))
216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
218 return 0;
219 }
220 if (sack == op)
221 {
222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
223 return 0;
224 }
225 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
226 {
227 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
228 return 0;
229 }
230 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
231 {
232 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
233 return 0;
234 }
235 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
236 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
237 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
238 {
239 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
240 return 0;
241 }
242 /* All other checks pass, must be OK */
243 return 1;
244 }
245
246 /* Pick up commands follow */
247
248 /* pl = player (not always - monsters can use this now)
249 * op is the object to put tmp into,
250 * tmp is the object to pick up, nrof is the number to
251 * pick up (0 means all of them)
252 */
253 static void
254 pick_up_object (object *pl, object *op, object *tmp, int nrof)
255 {
256 /* buf needs to be big (more than 256 chars) because you can get
257 * very long item names.
258 */
259 char buf[HUGE_BUF];
260 object *env = tmp->env;
261 uint32 weight, effective_weight_limit;
262 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
263
264 /* IF the player is flying & trying to take the item out of a container
265 * that is in his inventory, let him. tmp->env points to the container
266 * (sack, luggage, etc), tmp->env->env then points to the player (nested
267 * containers not allowed as of now)
268 */
269 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
270 {
271 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
272 return;
273 }
274
275 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
276 return;
277
278 if (nrof > tmp_nrof || nrof == 0)
279 nrof = tmp_nrof;
280
281 /* Figure out how much weight this object will add to the player */
282 weight = tmp->weight * nrof;
283 if (tmp->inv)
284 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
285
286 if (pl->stats.Str <= MAX_STAT)
287 effective_weight_limit = weight_limit[pl->stats.Str];
288 else
289 effective_weight_limit = weight_limit[MAX_STAT];
290
291 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
292 {
293 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
294 return;
295 }
296
297 if (nrof != tmp_nrof)
298 {
299 object *tmp2 = tmp;
300
301 tmp = get_split_ob (tmp, nrof);
302 if (!tmp)
303 {
304 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
305 return;
306 }
307
308 /* Tell the client what happened to the rest of objects */
309 if (pl->contr)
310 if (tmp2->destroyed ())
311 esrv_del_item (pl->contr, tmp2->count);
312 else
313 esrv_update_item (UPD_NROF, pl, tmp2);
314 }
315 else
316 {
317 /* If the object is in a container, send a delete to the client.
318 * - we are moving all the items from the container to elsewhere,
319 * so it needs to be deleted.
320 */
321 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
322 {
323 if (tmp->env && pl->type == PLAYER)
324 esrv_del_item (pl->contr, tmp->count);
325
326 tmp->remove (); /* Unlink it */
327 }
328 }
329
330 if (QUERY_FLAG (tmp, FLAG_UNPAID))
331 sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
332 else
333 sprintf (buf, "You pick up the %s.", query_name (tmp));
334
335 new_draw_info (NDI_UNIQUE, 0, pl, buf);
336
337 tmp = insert_ob_in_ob (tmp, op);
338
339 /* All the stuff below deals with client/server code, and is only
340 * usable by players
341 */
342 if (pl->contr)
343 {
344 esrv_send_item (pl, tmp);
345
346 /* These are needed to update the weight for the container we
347 * are putting the object in.
348 */
349 if (op != pl)
350 {
351 esrv_update_item (UPD_WEIGHT, pl, op);
352 esrv_send_item (pl, pl);
353 }
354
355 /* Update the container the object was in */
356 if (env && env != pl && env != op)
357 esrv_update_item (UPD_WEIGHT, pl, env);
358 }
359 }
360
361 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
362 void
363 pick_up (object *op, object *alt)
364 {
365 int need_fix_tmp = 0;
366 object *tmp = NULL;
367 maptile *tmp_map = NULL;
368 int count;
369
370 /* Decide which object to pick. */
371 if (alt)
372 {
373 if (!can_pick (op, alt))
374 {
375 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
376 goto leave;
377 }
378 tmp = alt;
379 }
380 else
381 {
382 if (op->below == NULL || !can_pick (op, op->below))
383 {
384 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
385 goto leave;
386 }
387
388 tmp = op->below;
389 }
390
391 /* Try to catch it. */
392 tmp_map = tmp->map;
393 tmp = stop_item (tmp);
394 if (tmp == NULL)
395 goto leave;
396 need_fix_tmp = 1;
397 if (!can_pick (op, tmp))
398 goto leave;
399
400 if (op->type == PLAYER)
401 {
402 count = op->contr->count;
403 if (count == 0)
404 count = tmp->nrof;
405 }
406 else
407 count = tmp->nrof;
408
409 /* container is open, so use it */
410 if (op->container)
411 {
412 alt = op->container;
413 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
414 goto leave;
415 }
416 else
417 { /* non container pickup */
418 for (alt = op->inv; alt; alt = alt->below)
419 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
420 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
421 break; /* perfect match */
422
423 if (!alt)
424 for (alt = op->inv; alt; alt = alt->below)
425 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
426 break; /* General container comes next */
427
428 if (!alt)
429 alt = op; /* No free containers */
430 }
431
432 if (tmp->env == alt)
433 {
434 /* here it could be possible to check rent,
435 * if someone wants to implement it
436 */
437 alt = op;
438 }
439 #ifdef PICKUP_DEBUG
440 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
441 #endif
442
443 /* startequip items are not allowed to be put into containers: */
444 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
445 {
446 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
447 goto leave;
448 }
449
450 pick_up_object (op, alt, tmp, count);
451
452 if (tmp->destroyed () || tmp->env)
453 need_fix_tmp = 0;
454
455 if (op->type == PLAYER)
456 op->contr->count = 0;
457
458 goto leave;
459
460 leave:
461 if (need_fix_tmp)
462 fix_stopped_item (tmp, tmp_map, op);
463 }
464
465 /* This takes (picks up) and item. op is the player
466 * who issued the command. params is a string to
467 * match against the item name. Basically, always
468 * returns zero, but that should be improved.
469 */
470 int
471 command_take (object *op, char *params)
472 {
473 object *tmp, *next;
474
475 if (op->container)
476 tmp = op->container->inv;
477 else
478 {
479 tmp = op->above;
480 if (tmp)
481 while (tmp->above)
482 tmp = tmp->above;
483
484 if (!tmp)
485 tmp = op->below;
486 }
487
488 if (!tmp)
489 {
490 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
491 return 0;
492 }
493
494 /* Makes processing easier */
495 if (params && *params == '\0')
496 params = 0;
497
498 while (tmp)
499 {
500 next = tmp->below;
501
502 if (tmp->invisible)
503 {
504 tmp = next;
505 continue;
506 }
507
508 /* This following two if and else if could be merged into line
509 * but that probably will make it more difficult to read, and
510 * not make it any more efficient
511 */
512 if (params && item_matched_string (op, tmp, params))
513 pick_up (op, tmp);
514 else if (can_pick (op, tmp) && !params)
515 {
516 pick_up (op, tmp);
517 break;
518 }
519
520 tmp = next;
521 }
522
523 if (!params && !tmp)
524 {
525 for (tmp = op->below; tmp; tmp = tmp->below)
526 if (!tmp->invisible)
527 {
528 char buf[MAX_BUF];
529
530 sprintf (buf, "You can't pick up a %s.", &tmp->name);
531 new_draw_info (NDI_UNIQUE, 0, op, buf);
532 break;
533 }
534
535 if (!tmp)
536 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
537 }
538
539 return 0;
540 }
541
542
543 /*
544 * This function was part of drop, now is own function.
545 * Player 'op' tries to put object 'tmp' into sack 'sack',
546 * if nrof is non zero, then nrof objects is tried to put into sack.
547 * Note that the 'sack' in question can now be a transport,
548 * so this function isn't named very good anymore.
549 */
550 void
551 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
552 {
553 object *tmp2, *sack2;
554 char buf[MAX_BUF];
555
556 if (sack == tmp)
557 return; /* Can't put an object in itself */
558
559 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
560 {
561 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
562 return;
563 }
564
565 if (tmp->type == CONTAINER && tmp->inv)
566 {
567
568 /* Eneq(@csd.uu.se): If the object to be dropped is a container
569 * we instead move the contents of that container into the active
570 * container, this is only done if the object has something in it.
571 */
572 sack2 = tmp;
573 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
574
575 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
576 {
577 tmp = tmp2->below;
578
579 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
580 {
581 put_object_in_sack (op, sack, tmp2, 0);
582 }
583 else
584 {
585 sprintf (buf, "Your %s fills up.", query_name (sack));
586 new_draw_info (NDI_UNIQUE, 0, op, buf);
587 break;
588 }
589 }
590
591 esrv_update_item (UPD_WEIGHT, op, sack2);
592 return;
593 }
594
595 /* Don't worry about this for containers - our caller should have
596 * already checked this.
597 */
598 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
599 return;
600
601 if (QUERY_FLAG (tmp, FLAG_APPLIED))
602 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
603 return;
604
605 /* we want to put some portion of the item into the container */
606 if (nrof && tmp->nrof != nrof)
607 {
608 object *tmp2 = tmp;
609
610 tmp = get_split_ob (tmp, nrof);
611
612 if (!tmp)
613 {
614 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
615 return;
616 }
617 /* Tell a client what happened other objects */
618 if (tmp2->destroyed ())
619 esrv_del_item (op->contr, tmp2->count);
620 else /* this can proably be replaced with an update */
621 esrv_send_item (op, tmp2);
622 }
623 else
624 tmp->remove ();
625
626 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
627 tmp2 = insert_ob_in_ob (tmp, sack);
628 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
629 /* in object.c */
630
631 /* If an object merged (and thus, different object), we need to
632 * delete the original.
633 */
634 if (tmp2 != tmp)
635 esrv_del_item (op->contr, tmp->count);
636
637 esrv_send_item (op, tmp2);
638
639 /* update the sacks weight */
640 esrv_update_item (UPD_WEIGHT, op, sack);
641 }
642
643 /*
644 * This function was part of drop, now is own function.
645 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
646 * nrof objects is tried to dropped.
647 * This is used when dropping objects onto the floor.
648 */
649 void
650 drop_object (object *op, object *tmp, uint32 nrof)
651 {
652 char buf[MAX_BUF];
653 object *floor;
654
655 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
656 return;
657
658 if (QUERY_FLAG (tmp, FLAG_APPLIED))
659 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
660 return; /* can't unapply it */
661
662 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
663
664 /* We are only dropping some of the items. We split the current object
665 * off
666 */
667 if (nrof && tmp->nrof != nrof)
668 {
669 object *tmp2 = tmp;
670
671 tmp = get_split_ob (tmp, nrof);
672 if (!tmp)
673 {
674 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
675 return;
676 }
677 /* Tell a client what happened rest of objects. tmp2 is now the
678 * original object
679 */
680 if (op->type == PLAYER)
681 {
682 if (tmp2->destroyed ())
683 esrv_del_item (op->contr, tmp2->count);
684 else
685 esrv_send_item (op, tmp2);
686 }
687 }
688 else
689 tmp->remove ();
690
691 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
692 return;
693
694 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
695 {
696 sprintf (buf, "You drop the %s.", query_name (tmp));
697 new_draw_info (NDI_UNIQUE, 0, op, buf);
698 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
699
700 if (op->type == PLAYER)
701 esrv_del_item (op->contr, tmp->count);
702
703 tmp->destroy ();
704 op->update_stats ();
705 return;
706 }
707
708 if (op->type == PLAYER)
709 esrv_del_item (op->contr, tmp->count);
710
711 /* Call this before we update the various windows/players. At least
712 * that we, we know the weight is correct.
713 */
714 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
715 /* in object.c */
716
717 if (op->type == PLAYER)
718 {
719 /* Need to update the weight for the player */
720 esrv_send_item (op, op);
721 op->contr->ns->floorbox_update ();
722 }
723
724 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
725 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
726 return;
727
728 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
729 sell_item (tmp, op);
730
731 tmp->x = op->x;
732 tmp->y = op->y;
733
734 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
735 }
736
737 void
738 drop (object *op, object *tmp)
739 {
740 /* Hopeful fix for disappearing objects when dropping from a container -
741 * somehow, players get an invisible object in the container, and the
742 * old logic would skip over invisible objects - works fine for the
743 * playes inventory, but drop inventory wants to use the next value.
744 */
745 if (tmp->invisible)
746 {
747 /* if the following is the case, it must be in an container. */
748 if (tmp->env && tmp->env->type != PLAYER)
749 {
750 /* Just toss the object - probably shouldn't be hanging
751 * around anyways
752 */
753 tmp->remove ();
754 tmp->destroy ();
755 return;
756 }
757 else
758 {
759 while (tmp != NULL && tmp->invisible)
760 tmp = tmp->below;
761 }
762 }
763
764 if (tmp == NULL)
765 {
766 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
767 return;
768 }
769 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
772 return;
773 }
774 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
775 {
776 #if 0
777 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
778 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
779 #endif
780 return;
781 }
782
783 if (op->type == PLAYER && op->contr->last_used == tmp)
784 op->contr->last_used = tmp->below ? tmp->below
785 : tmp->above ? tmp->above
786 : 0;
787
788 if (op->container)
789 {
790 if (op->type == PLAYER)
791 put_object_in_sack (op, op->container, tmp, op->contr->count);
792 else
793 put_object_in_sack (op, op->container, tmp, 0);
794 }
795 else
796 {
797 if (op->type == PLAYER)
798 drop_object (op, tmp, op->contr->count);
799 else
800 drop_object (op, tmp, 0);
801 }
802
803 if (op->type == PLAYER)
804 op->contr->count = 0;
805 }
806
807
808
809 /* Command will drop all items that have not been locked */
810 int
811 command_dropall (object *op, char *params)
812 {
813
814 object *curinv, *nextinv;
815
816 if (op->inv == NULL)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
819 return 0;
820 }
821
822 curinv = op->inv;
823
824 /*
825 This is the default. Drops everything not locked or considered
826 not something that should be dropped.
827 */
828 /*
829 Care must be taken that the next item pointer is not to money as
830 the drop() routine will do unknown things to it when dropping
831 in a shop. --Tero.Pelander@utu.fi
832 */
833
834 if (params == NULL)
835 {
836 while (curinv != NULL)
837 {
838 nextinv = curinv->below;
839 while (nextinv && nextinv->type == MONEY)
840 nextinv = nextinv->below;
841 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
842 curinv->type != FOOD && curinv->type != KEY &&
843 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
844 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
845 {
846 drop (op, curinv);
847 }
848 curinv = nextinv;
849 }
850 }
851
852 else if (strcmp (params, "weapons") == 0)
853 {
854 while (curinv != NULL)
855 {
856 nextinv = curinv->below;
857 while (nextinv && nextinv->type == MONEY)
858 nextinv = nextinv->below;
859 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
860 {
861 drop (op, curinv);
862 }
863 curinv = nextinv;
864 }
865 }
866
867 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
868 {
869 while (curinv != NULL)
870 {
871 nextinv = curinv->below;
872 while (nextinv && nextinv->type == MONEY)
873 nextinv = nextinv->below;
874 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
875 {
876 drop (op, curinv);
877 }
878 curinv = nextinv;
879 }
880 }
881
882 else if (strcmp (params, "misc") == 0)
883 {
884 while (curinv != NULL)
885 {
886 nextinv = curinv->below;
887 while (nextinv && nextinv->type == MONEY)
888 nextinv = nextinv->below;
889 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
890 {
891 switch (curinv->type)
892 {
893 case HORN:
894 case BOOK:
895 case SPELLBOOK:
896 case GIRDLE:
897 case AMULET:
898 case RING:
899 case CLOAK:
900 case BOOTS:
901 case GLOVES:
902 case BRACERS:
903 case SCROLL:
904 case ARMOUR_IMPROVER:
905 case WEAPON_IMPROVER:
906 case WAND:
907 case ROD:
908 case POTION:
909 drop (op, curinv);
910 curinv = nextinv;
911 break;
912 default:
913 curinv = nextinv;
914 break;
915 }
916 }
917 curinv = nextinv;
918 }
919 }
920
921 op->contr->ns->floorbox_update ();
922
923 /* draw_look(op);*/
924 return 0;
925 }
926
927 /* Object op wants to drop object(s) params. params can be a
928 * comma seperated list.
929 */
930
931 int
932 command_drop (object *op, char *params)
933 {
934 object *tmp, *next;
935 int did_one = 0;
936
937 if (!params)
938 {
939 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
940 return 0;
941 }
942 else
943 {
944 for (tmp = op->inv; tmp; tmp = next)
945 {
946 next = tmp->below;
947 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
948 continue;
949 if (item_matched_string (op, tmp, params))
950 {
951 drop (op, tmp);
952 did_one = 1;
953 }
954 }
955 if (!did_one)
956 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
957 }
958 if (op->type == PLAYER)
959 {
960 op->contr->count = 0;
961 op->contr->ns->floorbox_update ();
962 };
963
964 /* draw_look(op);*/
965 return 0;
966 }
967
968 int
969 command_examine (object *op, char *params)
970 {
971 if (!params)
972 {
973 object *tmp = op->below;
974
975 while (tmp && !tmp->client_visible ())
976 tmp = tmp->below;
977 if (tmp)
978 examine (op, tmp);
979 }
980 else
981 {
982 object *tmp = find_best_object_match (op, params);
983
984 if (tmp)
985 examine (op, tmp);
986 else
987 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
988 }
989 return 0;
990 }
991
992 /* op should be a player.
993 * we return the object the player has marked with the 'mark' command
994 * below. If no match is found (or object has changed), we return
995 * NULL. We leave it up to the calling function to print messages if
996 * nothing is found.
997 */
998 object *
999 find_marked_object (object *op)
1000 {
1001 object *tmp;
1002
1003 if (!op || !op->contr)
1004 return NULL;
1005
1006 if (!op->contr->mark)
1007 {
1008 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1009 return 0;
1010 }
1011
1012 /* This may seem like overkill, but we need to make sure that they
1013 * player hasn't dropped the item. We use count on the off chance that
1014 * an item got reincarnated at some point.
1015 */
1016 for (tmp = op->inv; tmp; tmp = tmp->below)
1017 {
1018 if (tmp->invisible)
1019 continue;
1020
1021 if (tmp == op->contr->mark)
1022 {
1023 if (!tmp->destroyed ())
1024 return tmp;
1025 else
1026 {
1027 op->contr->mark = 0;
1028 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1029 return 0;
1030 }
1031 }
1032 }
1033
1034 return 0;
1035 }
1036
1037 std::string
1038 object::describe_monster (object *who)
1039 {
1040 dynbuf_text buf (512, 512);
1041
1042 object *mon = head ? head : this;
1043
1044 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1045 buf << "It is an undead force.\n";
1046
1047 if (mon->level > who->level)
1048 buf << "It is likely more powerful than you.\n";
1049 else if (mon->level < who->level)
1050 buf << "It is likely less powerful than you.\n";
1051 else
1052 buf << "It is probably as powerful as you.\n";
1053
1054 if (mon->attacktype & AT_ACID)
1055 buf << "You seem to smell an acrid odor.\n";
1056
1057 /* Anyone know why this used to use the clone value instead of the
1058 * maxhp field? This seems that it should give more accurate results.
1059 */
1060 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1061 { /* From 1-4 */
1062 case 1:
1063 buf << "It is in a bad shape.\n";
1064 break;
1065 case 2:
1066 buf << "It is hurt.\n";
1067 break;
1068 case 3:
1069 buf << "It is somewhat hurt.\n";
1070 break;
1071 case 4:
1072 buf << "It is in excellent shape.\n";
1073 break;
1074 }
1075
1076 if (present_in_ob (POISONING, mon))
1077 buf << "It looks very ill.\n";
1078
1079 return buf;
1080 }
1081
1082 /* tmp is the object being described, pl is who is examing it. */
1083 const char *
1084 long_desc (object *tmp, object *pl)
1085 {
1086 static std::string s;
1087
1088 return (s = tmp->long_desc (pl)).c_str ();
1089 }
1090
1091 std::string
1092 object::long_desc (object *who)
1093 {
1094 std::string buf (query_name (this));
1095
1096 switch (type)
1097 {
1098 case RING:
1099 case SKILL:
1100 case WEAPON:
1101 case ARMOUR:
1102 case BRACERS:
1103 case HELMET:
1104 case SHIELD:
1105 case BOOTS:
1106 case GLOVES:
1107 case AMULET:
1108 case GIRDLE:
1109 case BOW:
1110 case ARROW:
1111 case CLOAK:
1112 case FOOD:
1113 case DRINK:
1114 case FLESH:
1115 case SKILL_TOOL:
1116 case POWER_CRYSTAL:
1117 {
1118 const char *cp = ::describe_item (this, who);
1119
1120 if (*cp)
1121 {
1122 buf.append (" ");
1123 buf.append (cp);
1124 }
1125 }
1126 }
1127
1128 return buf;
1129 }
1130
1131 /* op is the player
1132 * tmp is the monster being examined.
1133 */
1134 void
1135 examine_monster (object *op, object *tmp)
1136 {
1137 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1138 }
1139
1140 std::string
1141 object::describe (object *who)
1142 {
1143 dynbuf_text buf (1024, 1024);
1144
1145 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1146
1147 if (custom_name)
1148 buf,printf ("You call it %s\n", &custom_name);
1149
1150 switch (type)
1151 {
1152 case SPELLBOOK:
1153 if (flag [FLAG_IDENTIFIED] && inv)
1154 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1155 break;
1156
1157 case BOOK:
1158 if (msg)
1159 buf << "Something is written in it.\n";
1160 break;
1161
1162 case CONTAINER:
1163 if (race != NULL)
1164 {
1165 if (weight_limit && stats.Str < 100)
1166 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1167 &race, weight_limit / (10.0 * (100 - stats.Str)));
1168 else
1169 buf.printf ("It can hold only %s.\n", &race);
1170 }
1171 else if (weight_limit && stats.Str < 100)
1172 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1173 break;
1174
1175 case WAND:
1176 if (flag [FLAG_IDENTIFIED])
1177 buf.printf ("It has %d charges left.\n", stats.food);
1178 break;
1179 }
1180
1181 if (materialname && !msg)
1182 buf.printf ("It is made of: %s.\n", &materialname);
1183
1184 if (who)
1185 /* Where to wear this item */
1186 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1187 if (slot[i].info)
1188 {
1189 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1190
1191 if (slot[i].info < -1 && who->slot[i].info)
1192 buf.printf ("(%d)", -slot[i].info);
1193
1194 buf << ".\n";
1195 }
1196
1197 if (weight)
1198 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1199
1200 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1201 {
1202 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1203
1204 if (is_in_shop (who))
1205 {
1206 if (flag [FLAG_UNPAID])
1207 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1208 else
1209 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1210 }
1211 }
1212
1213 if (flag [FLAG_MONSTER])
1214 buf << describe_monster (who);
1215
1216 /* Is this item buildable? */
1217 if (flag [FLAG_IS_BUILDABLE])
1218 buf << "This is a buildable item.\n";
1219
1220 /* Does the object have a message? Don't show message for all object
1221 * types - especially if the first entry is a match
1222 */
1223 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && strncasecmp (msg, "@match", 7))
1224 {
1225 /* This is just a hack so when identifying the items, we print
1226 * out the extra message
1227 */
1228 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1229 buf << "The object has a story:\n";
1230
1231 buf << msg << '\n';
1232 }
1233
1234 buf << '\n';
1235
1236 return std::string (buf.linearise (), buf.size ());
1237 }
1238
1239 void
1240 examine (object *op, object *tmp)
1241 {
1242 std::string s = tmp->describe (op);
1243
1244 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1245 }
1246
1247 /*
1248 * inventory prints object's inventory. If inv==NULL then print player's
1249 * inventory.
1250 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1251 */
1252 void
1253 inventory (object *op, object *inv)
1254 {
1255 object *tmp;
1256 const char *in;
1257 int items = 0, length;
1258
1259 if (inv == NULL && op == NULL)
1260 {
1261 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1262 return;
1263 }
1264
1265 tmp = inv ? inv->inv : op->inv;
1266
1267 while (tmp)
1268 {
1269 if ((!tmp->invisible &&
1270 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1271 items++;
1272 tmp = tmp->below;
1273 }
1274
1275 if (inv == NULL)
1276 { /* player's inventory */
1277 if (items == 0)
1278 {
1279 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1280 return;
1281 }
1282 else
1283 {
1284 length = 28;
1285 in = "";
1286 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1287 }
1288 }
1289 else
1290 {
1291 if (items == 0)
1292 return;
1293 else
1294 {
1295 length = 28;
1296 in = " ";
1297 }
1298 }
1299
1300 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1301 {
1302 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1303 continue;
1304 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1305 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1306 query_name (tmp), tmp->count, query_weight (tmp));
1307 else
1308 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1309 }
1310
1311 if (!inv && op)
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1313 }
1314
1315 static void
1316 display_new_pickup (object *op)
1317 {
1318 int i = op->contr->mode;
1319
1320 if (!(i & PU_NEWMODE))
1321 return;
1322
1323 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1324 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1325 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1326 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1327
1328 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1329
1330 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1331 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1332 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1333
1334 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1335 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1336
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1338 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1339 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1340
1341 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1342 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1343 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1345
1346 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1347 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1348 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1349 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1350
1351 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1352 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1353 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1354 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1355
1356 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1357
1358 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1360
1361 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1362 }
1363
1364 int
1365 command_pickup (object *op, char *params)
1366 {
1367 uint32 i;
1368 static const char *names[] = {
1369 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1370 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1371 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1372 "jewels", "flesh", NULL
1373 };
1374 static uint32 modes[] = {
1375 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1376 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1377 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1378 PU_JEWELS, PU_FLESH, 0
1379 };
1380
1381 if (!params)
1382 {
1383 /* if the new mode is used, just print the settings */
1384 if (op->contr->mode & PU_NEWMODE)
1385 {
1386 display_new_pickup (op);
1387 return 1;
1388 }
1389 if (1)
1390 LOG (llevDebug, "command_pickup: !params\n");
1391 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1392 return 0;
1393 }
1394
1395 while (*params == ' ' && *params)
1396 params++;
1397
1398 if (*params == '+' || *params == '-')
1399 {
1400 int mode;
1401
1402 for (mode = 0; names[mode]; mode++)
1403 {
1404 if (!strcmp (names[mode], params + 1))
1405 {
1406 i = op->contr->mode;
1407 if (!(i & PU_NEWMODE))
1408 i = PU_NEWMODE;
1409 if (*params == '+')
1410 i = i | modes[mode];
1411 else
1412 i = i & ~modes[mode];
1413 op->contr->mode = i;
1414 display_new_pickup (op);
1415 return 1;
1416 }
1417 }
1418 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1419 return 1;
1420 }
1421
1422 if (sscanf (params, "%u", &i) != 1)
1423 {
1424 if (1)
1425 LOG (llevDebug, "command_pickup: params==NULL\n");
1426 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1427 return 1;
1428 }
1429 set_pickup_mode (op, i);
1430
1431 return 1;
1432 }
1433
1434 void
1435 set_pickup_mode (object *op, int i)
1436 {
1437 switch (op->contr->mode = i)
1438 {
1439 case 0:
1440 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1441 break;
1442 case 1:
1443 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1444 break;
1445 case 2:
1446 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1447 break;
1448 case 3:
1449 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1450 break;
1451 case 4:
1452 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1453 break;
1454 case 5:
1455 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1456 break;
1457 case 6:
1458 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1459 break;
1460 case 7:
1461 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1462 break;
1463 }
1464 }
1465
1466 int
1467 command_search_items (object *op, char *params)
1468 {
1469 char buf[MAX_BUF];
1470
1471 if (settings.search_items == FALSE)
1472 return 1;
1473
1474 if (params == NULL)
1475 {
1476 if (op->contr->search_str[0] == '\0')
1477 {
1478 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1479 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1480 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1481 return 1;
1482 }
1483
1484 op->contr->search_str[0] = '\0';
1485 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1486 op->update_stats ();
1487 return 1;
1488 }
1489
1490 if ((int) strlen (params) >= MAX_BUF)
1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1493 return 1;
1494 }
1495
1496 strcpy (op->contr->search_str, params);
1497 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1498 new_draw_info (NDI_UNIQUE, 0, op, buf);
1499 op->update_stats ();
1500 return 1;
1501 }
1502