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/cvs/deliantra/server/server/c_object.C
Revision: 1.32
Committed: Tue Dec 26 08:54:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +1 -3 lines
Log Message:
replace update_ob_speed by ->set_speed

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 #include <sproto.h>
30 #include <living.h>
31 #include <math.h>
32
33 /*
34 * Object id parsing functions
35 */
36
37 #define ADD_ITEM(NEW,COUNT)\
38 if(!first) {\
39 first = new objectlink;\
40 last=first;\
41 } else {\
42 last->next = new objectlink;\
43 last=last->next;\
44 }\
45 last->next=0;\
46 last->ob=(NEW);\
47 last->id=(COUNT);
48
49 /**
50 * Search the inventory of 'pl' for what matches best with params.
51 * we use item_matched_string above - this gives us consistent behaviour
52 * between many commands. Return the best match, or NULL if no match.
53 * aflag is used with apply -u , and apply -a to
54 * only unapply applied, or apply unapplied objects
55 **/
56 static object *
57 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
58 {
59 object *tmp, *best = NULL;
60 int match_val = 0, tmpmatch;
61
62 for (tmp = pl->inv; tmp; tmp = tmp->below)
63 {
64 if (tmp->invisible)
65 continue;
66 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val)
67 {
68 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
69 continue;
70 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
71 continue;
72 match_val = tmpmatch;
73 best = tmp;
74 }
75 }
76 return best;
77 }
78
79 /**
80 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
81 **/
82 object *
83 find_best_object_match (object *pl, const char *params)
84 {
85 return find_best_apply_object_match (pl, params, AP_NULL);
86 }
87
88 int
89 command_uskill (object *pl, char *params)
90 {
91 if (!params)
92 {
93 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
94 return 0;
95 }
96 return use_skill (pl, params);
97 }
98
99 int
100 command_rskill (object *pl, char *params)
101 {
102 object *skill;
103
104 if (!params)
105 {
106 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
107 return 0;
108 }
109 skill = find_skill_by_name (pl, params);
110
111 if (!skill)
112 {
113 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
114 return 0;
115 }
116 return change_skill (pl, skill, 0);
117 }
118
119
120 /* These functions (command_search, command_disarm) are really just wrappers for
121 * things like 'use_skill ...'). In fact, they should really be obsoleted
122 * and replaced with those.
123 */
124 int
125 command_search (object *op, char *params)
126 {
127 return use_skill (op, skill_names[SK_FIND_TRAPS]);
128 }
129
130 int
131 command_disarm (object *op, char *params)
132 {
133 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
134 }
135
136
137 /* A little special because we do want to pass the full params along
138 * as it includes the object to throw.
139 */
140 int
141 command_throw (object *op, char *params)
142 {
143 object *skop;
144
145 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
146 if (skop)
147 return do_skill (op, op, skop, op->facing, params);
148 else
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
151 }
152 return 0;
153 }
154
155
156 int
157 command_apply (object *op, char *params)
158 {
159 if (!params)
160 {
161 player_apply_below (op);
162 return 0;
163 }
164 else
165 {
166 apply_flag aflag = (apply_flag) 0;
167 object *inv;
168
169 while (*params == ' ')
170 params++;
171 if (!strncmp (params, "-a ", 3))
172 {
173 aflag = AP_APPLY;
174 params += 3;
175 }
176 if (!strncmp (params, "-u ", 3))
177 {
178 aflag = AP_UNAPPLY;
179 params += 3;
180 }
181 while (*params == ' ')
182 params++;
183
184 inv = find_best_apply_object_match (op, params, aflag);
185 if (inv)
186 {
187 player_apply (op, inv, aflag, 0);
188 }
189 else
190 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
191 }
192 return 0;
193 }
194
195 /*
196 * Check if an item op can be put into a sack. If pl exists then tell
197 * a player the reason of failure.
198 * returns 1 if it will fit, 0 if it will not. nrof is the number of
199 * objects (op) we want to put in. We specify it separately instead of
200 * using op->nrof because often times, a player may have specified a
201 * certain number of objects to drop, so we can pass that number, and
202 * not need to use split_ob and stuff.
203 */
204 int
205 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
206 {
207
208 if (!QUERY_FLAG (sack, FLAG_APPLIED))
209 {
210 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
211 return 0;
212 }
213 if (sack == op)
214 {
215 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
216 return 0;
217 }
218 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
219 {
220 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
221 return 0;
222 }
223 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
224 {
225 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
226 return 0;
227 }
228 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
229 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
230 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
231 {
232 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
233 return 0;
234 }
235 /* All other checks pass, must be OK */
236 return 1;
237 }
238
239 /* Pick up commands follow */
240
241 /* pl = player (not always - monsters can use this now)
242 * op is the object to put tmp into,
243 * tmp is the object to pick up, nrof is the number to
244 * pick up (0 means all of them)
245 */
246 static void
247 pick_up_object (object *pl, object *op, object *tmp, int nrof)
248 {
249 /* buf needs to be big (more than 256 chars) because you can get
250 * very long item names.
251 */
252 char buf[HUGE_BUF];
253 object *env = tmp->env;
254 uint32 weight, effective_weight_limit;
255 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
256
257 /* IF the player is flying & trying to take the item out of a container
258 * that is in his inventory, let him. tmp->env points to the container
259 * (sack, luggage, etc), tmp->env->env then points to the player (nested
260 * containers not allowed as of now)
261 */
262 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
263 {
264 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
265 return;
266 }
267
268 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
269 return;
270
271 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
272 {
273 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
274 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
275
276 if (pl->type == PLAYER)
277 esrv_del_item (pl->contr, tmp->count);
278
279 tmp->destroy ();
280 return;
281 }
282
283 if (nrof > tmp_nrof || nrof == 0)
284 nrof = tmp_nrof;
285
286 /* Figure out how much weight this object will add to the player */
287 weight = tmp->weight * nrof;
288 if (tmp->inv)
289 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
290
291 if (pl->stats.Str <= MAX_STAT)
292 effective_weight_limit = weight_limit[pl->stats.Str];
293 else
294 effective_weight_limit = weight_limit[MAX_STAT];
295
296 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
297 {
298 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
299 return;
300 }
301
302 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
303 SET_FLAG (tmp, FLAG_WAS_WIZ);
304
305 if (nrof != tmp_nrof)
306 {
307 object *tmp2 = tmp;
308
309 tmp = get_split_ob (tmp, nrof);
310 if (!tmp)
311 {
312 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
313 return;
314 }
315
316 /* Tell a client what happened rest of objects */
317 if (pl->type == PLAYER)
318 {
319 if (tmp2->destroyed ())
320 esrv_del_item (pl->contr, tmp2->count);
321 else
322 esrv_send_item (pl, tmp2);
323 }
324 }
325 else
326 {
327 /* If the object is in a container, send a delete to the client.
328 * - we are moving all the items from the container to elsewhere,
329 * so it needs to be deleted.
330 */
331 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
332 {
333 if (tmp->env && pl->type == PLAYER)
334 esrv_del_item (pl->contr, tmp->count);
335 tmp->remove (); /* Unlink it */
336 }
337 }
338 if (QUERY_FLAG (tmp, FLAG_UNPAID))
339 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
340 else
341 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
342 new_draw_info (NDI_UNIQUE, 0, pl, buf);
343
344 tmp = insert_ob_in_ob (tmp, op);
345
346 /* All the stuff below deals with client/server code, and is only
347 * usable by players
348 */
349 if (pl->type != PLAYER)
350 return;
351
352 esrv_send_item (pl, tmp);
353 /* These are needed to update the weight for the container we
354 * are putting the object in.
355 */
356 if (op != pl)
357 {
358 esrv_update_item (UPD_WEIGHT, pl, op);
359 esrv_send_item (pl, pl);
360 }
361
362 /* Update the container the object was in */
363 if (env && env != pl && env != op)
364 esrv_update_item (UPD_WEIGHT, pl, env);
365 }
366
367 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
368 void
369 pick_up (object *op, object *alt)
370 {
371 int need_fix_tmp = 0;
372 object *tmp = NULL;
373 maptile *tmp_map = NULL;
374 int count;
375
376 /* Decide which object to pick. */
377 if (alt)
378 {
379 if (!can_pick (op, alt))
380 {
381 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
382 goto leave;
383 }
384 tmp = alt;
385 }
386 else
387 {
388 if (op->below == NULL || !can_pick (op, op->below))
389 {
390 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
391 goto leave;
392 }
393
394 tmp = op->below;
395 }
396
397 /* Try to catch it. */
398 tmp_map = tmp->map;
399 tmp = stop_item (tmp);
400 if (tmp == NULL)
401 goto leave;
402 need_fix_tmp = 1;
403 if (!can_pick (op, tmp))
404 goto leave;
405
406 if (op->type == PLAYER)
407 {
408 count = op->contr->count;
409 if (count == 0)
410 count = tmp->nrof;
411 }
412 else
413 count = tmp->nrof;
414
415 /* container is open, so use it */
416 if (op->container)
417 {
418 alt = op->container;
419 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
420 goto leave;
421 }
422 else
423 { /* non container pickup */
424 for (alt = op->inv; alt; alt = alt->below)
425 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
426 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
427 break; /* perfect match */
428
429 if (!alt)
430 for (alt = op->inv; alt; alt = alt->below)
431 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
432 break; /* General container comes next */
433 if (!alt)
434 alt = op; /* No free containers */
435 }
436
437 if (tmp->env == alt)
438 {
439 /* here it could be possible to check rent,
440 * if someone wants to implement it
441 */
442 alt = op;
443 }
444 #ifdef PICKUP_DEBUG
445 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
446 #endif
447
448 /* startequip items are not allowed to be put into containers: */
449 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
450 {
451 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
452 goto leave;
453 }
454
455 pick_up_object (op, alt, tmp, count);
456
457 if (tmp->destroyed () || tmp->env)
458 need_fix_tmp = 0;
459
460 if (op->type == PLAYER)
461 op->contr->count = 0;
462
463 goto leave;
464
465 leave:
466 if (need_fix_tmp)
467 fix_stopped_item (tmp, tmp_map, op);
468 }
469
470
471 /* This takes (picks up) and item. op is the player
472 * who issued the command. params is a string to
473 * match against the item name. Basically, always
474 * returns zero, but that should be improved.
475 */
476 int
477 command_take (object *op, char *params)
478 {
479 object *tmp, *next;
480
481 if (op->container)
482 tmp = op->container->inv;
483 else
484 {
485 tmp = op->above;
486 if (tmp)
487 while (tmp->above)
488 tmp = tmp->above;
489
490 if (!tmp)
491 tmp = op->below;
492 }
493
494 if (tmp == NULL)
495 {
496 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
497 return 0;
498 }
499
500 /* Makes processing easier */
501 if (params && *params == '\0')
502 params = NULL;
503
504 while (tmp)
505 {
506 next = tmp->below;
507
508 if (tmp->invisible)
509 {
510 tmp = next;
511 continue;
512 }
513 /* This following two if and else if could be merged into line
514 * but that probably will make it more difficult to read, and
515 * not make it any more efficient
516 */
517 if (params && item_matched_string (op, tmp, params))
518 {
519 pick_up (op, tmp);
520 }
521 else if (can_pick (op, tmp) && !params)
522 {
523 pick_up (op, tmp);
524 break;
525 }
526 tmp = next;
527 /* Might as well just skip over the player immediately -
528 * we know it can't be picked up
529 */
530 if (tmp == op)
531 tmp = tmp->below;
532 }
533 if (!params && !tmp)
534 {
535 for (tmp = op->below; tmp != NULL; tmp = tmp->next)
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 if (!tmp)
545 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
546 }
547 return 0;
548 }
549
550
551 /*
552 * This function was part of drop, now is own function.
553 * Player 'op' tries to put object 'tmp' into sack 'sack',
554 * if nrof is non zero, then nrof objects is tried to put into sack.
555 * Note that the 'sack' in question can now be a transport,
556 * so this function isn't named very good anymore.
557 */
558 void
559 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
560 {
561 object *tmp2, *sack2;
562 char buf[MAX_BUF];
563
564 if (sack == tmp)
565 return; /* Can't put an object in itself */
566
567 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
568 {
569 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
570 return;
571 }
572
573 if (tmp->type == CONTAINER && tmp->inv)
574 {
575
576 /* Eneq(@csd.uu.se): If the object to be dropped is a container
577 * we instead move the contents of that container into the active
578 * container, this is only done if the object has something in it.
579 */
580 sack2 = tmp;
581 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
582
583 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
584 {
585 tmp = tmp2->below;
586
587 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
588 {
589 put_object_in_sack (op, sack, tmp2, 0);
590 }
591 else
592 {
593 sprintf (buf, "Your %s fills up.", query_name (sack));
594 new_draw_info (NDI_UNIQUE, 0, op, buf);
595 break;
596 }
597 }
598
599 esrv_update_item (UPD_WEIGHT, op, sack2);
600 return;
601 }
602
603 /* Don't worry about this for containers - our caller should have
604 * already checked this.
605 */
606 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
607 return;
608
609 if (QUERY_FLAG (tmp, FLAG_APPLIED))
610 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
611 return;
612
613 /* we want to put some portion of the item into the container */
614 if (nrof && tmp->nrof != nrof)
615 {
616 object *tmp2 = tmp;
617
618 tmp = get_split_ob (tmp, nrof);
619
620 if (!tmp)
621 {
622 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
623 return;
624 }
625 /* Tell a client what happened other objects */
626 if (tmp2->destroyed ())
627 esrv_del_item (op->contr, tmp2->count);
628 else /* this can proably be replaced with an update */
629 esrv_send_item (op, tmp2);
630 }
631 else
632 tmp->remove ();
633
634 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
635 tmp2 = insert_ob_in_ob (tmp, sack);
636 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
637 /* in object.c */
638
639 /* If an object merged (and thus, different object), we need to
640 * delete the original.
641 */
642 if (tmp2 != tmp)
643 esrv_del_item (op->contr, tmp->count);
644
645 esrv_send_item (op, tmp2);
646
647 /* update the sacks weight */
648 esrv_update_item (UPD_WEIGHT, op, sack);
649 }
650
651 /*
652 * This function was part of drop, now is own function.
653 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
654 * nrof objects is tried to dropped.
655 * This is used when dropping objects onto the floor.
656 */
657 void
658 drop_object (object *op, object *tmp, uint32 nrof)
659 {
660 char buf[MAX_BUF];
661 object *floor;
662
663 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
664 return;
665
666 if (QUERY_FLAG (tmp, FLAG_APPLIED))
667 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
668 return; /* can't unapply it */
669
670 /* We are only dropping some of the items. We split the current object
671 * off
672 */
673 if (nrof && tmp->nrof != nrof)
674 {
675 object *tmp2 = tmp;
676
677 tmp = get_split_ob (tmp, nrof);
678 if (!tmp)
679 {
680 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
681 return;
682 }
683 /* Tell a client what happened rest of objects. tmp2 is now the
684 * original object
685 */
686 if (op->type == PLAYER)
687 {
688 if (tmp2->destroyed ())
689 esrv_del_item (op->contr, tmp2->count);
690 else
691 esrv_send_item (op, tmp2);
692 }
693 }
694 else
695 tmp->remove ();
696
697 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
698 return;
699
700 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
701 {
702 sprintf (buf, "You drop the %s.", query_name (tmp));
703 new_draw_info (NDI_UNIQUE, 0, op, buf);
704 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
705
706 if (op->type == PLAYER)
707 esrv_del_item (op->contr, tmp->count);
708
709 tmp->destroy ();
710 op->update_stats ();
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 op->contr->save ();
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 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
737 /* in object.c */
738
739 if (op->type == PLAYER)
740 {
741 /* Need to update the weight for the player */
742 esrv_send_item (op, op);
743 op->contr->ns->floorbox_update ();
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 && op->contr->last_used == tmp)
806 op->contr->last_used = tmp->below ? tmp->below
807 : tmp->above ? tmp->above
808 : 0;
809
810 if (op->container)
811 {
812 if (op->type == PLAYER)
813 put_object_in_sack (op, op->container, tmp, op->contr->count);
814 else
815 put_object_in_sack (op, op->container, tmp, 0);
816 }
817 else
818 {
819 if (op->type == PLAYER)
820 drop_object (op, tmp, op->contr->count);
821 else
822 drop_object (op, tmp, 0);
823 }
824
825 if (op->type == PLAYER)
826 op->contr->count = 0;
827 }
828
829
830
831 /* Command will drop all items that have not been locked */
832 int
833 command_dropall (object *op, char *params)
834 {
835
836 object *curinv, *nextinv;
837
838 if (op->inv == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
841 return 0;
842 }
843
844 curinv = op->inv;
845
846 /*
847 This is the default. Drops everything not locked or considered
848 not something that should be dropped.
849 */
850 /*
851 Care must be taken that the next item pointer is not to money as
852 the drop() routine will do unknown things to it when dropping
853 in a shop. --Tero.Pelander@utu.fi
854 */
855
856 if (params == NULL)
857 {
858 while (curinv != NULL)
859 {
860 nextinv = curinv->below;
861 while (nextinv && nextinv->type == MONEY)
862 nextinv = nextinv->below;
863 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
864 curinv->type != FOOD && curinv->type != KEY &&
865 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
866 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
867 {
868 drop (op, curinv);
869 }
870 curinv = nextinv;
871 }
872 }
873
874 else if (strcmp (params, "weapons") == 0)
875 {
876 while (curinv != NULL)
877 {
878 nextinv = curinv->below;
879 while (nextinv && nextinv->type == MONEY)
880 nextinv = nextinv->below;
881 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
882 {
883 drop (op, curinv);
884 }
885 curinv = nextinv;
886 }
887 }
888
889 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
890 {
891 while (curinv != NULL)
892 {
893 nextinv = curinv->below;
894 while (nextinv && nextinv->type == MONEY)
895 nextinv = nextinv->below;
896 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
897 {
898 drop (op, curinv);
899 }
900 curinv = nextinv;
901 }
902 }
903
904 else if (strcmp (params, "misc") == 0)
905 {
906 while (curinv != NULL)
907 {
908 nextinv = curinv->below;
909 while (nextinv && nextinv->type == MONEY)
910 nextinv = nextinv->below;
911 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
912 {
913 switch (curinv->type)
914 {
915 case HORN:
916 case BOOK:
917 case SPELLBOOK:
918 case GIRDLE:
919 case AMULET:
920 case RING:
921 case CLOAK:
922 case BOOTS:
923 case GLOVES:
924 case BRACERS:
925 case SCROLL:
926 case ARMOUR_IMPROVER:
927 case WEAPON_IMPROVER:
928 case WAND:
929 case ROD:
930 case POTION:
931 drop (op, curinv);
932 curinv = nextinv;
933 break;
934 default:
935 curinv = nextinv;
936 break;
937 }
938 }
939 curinv = nextinv;
940 }
941 }
942
943 op->contr->ns->floorbox_update ();
944
945 /* draw_look(op);*/
946 return 0;
947 }
948
949 /* Object op wants to drop object(s) params. params can be a
950 * comma seperated list.
951 */
952
953 int
954 command_drop (object *op, char *params)
955 {
956 object *tmp, *next;
957 int did_one = 0;
958
959 if (!params)
960 {
961 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
962 return 0;
963 }
964 else
965 {
966 for (tmp = op->inv; tmp; tmp = next)
967 {
968 next = tmp->below;
969 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
970 continue;
971 if (item_matched_string (op, tmp, params))
972 {
973 drop (op, tmp);
974 did_one = 1;
975 }
976 }
977 if (!did_one)
978 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
979 }
980 if (op->type == PLAYER)
981 {
982 op->contr->count = 0;
983 op->contr->ns->floorbox_update ();
984 };
985
986 /* draw_look(op);*/
987 return 0;
988 }
989
990 int
991 command_examine (object *op, char *params)
992 {
993 if (!params)
994 {
995 object *tmp = op->below;
996
997 while (tmp && !LOOK_OBJ (tmp))
998 tmp = tmp->below;
999 if (tmp)
1000 examine (op, tmp);
1001 }
1002 else
1003 {
1004 object *tmp = find_best_object_match (op, params);
1005
1006 if (tmp)
1007 examine (op, tmp);
1008 else
1009 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1010 }
1011 return 0;
1012 }
1013
1014 /* op should be a player.
1015 * we return the object the player has marked with the 'mark' command
1016 * below. If no match is found (or object has changed), we return
1017 * NULL. We leave it up to the calling function to print messages if
1018 * nothing is found.
1019 */
1020 object *
1021 find_marked_object (object *op)
1022 {
1023 object *tmp;
1024
1025 if (!op || !op->contr)
1026 return NULL;
1027
1028 if (!op->contr->mark)
1029 {
1030 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1031 return 0;
1032 }
1033
1034 /* This may seem like overkill, but we need to make sure that they
1035 * player hasn't dropped the item. We use count on the off chance that
1036 * an item got reincarnated at some point.
1037 */
1038 for (tmp = op->inv; tmp; tmp = tmp->below)
1039 {
1040 if (tmp->invisible)
1041 continue;
1042
1043 if (tmp == op->contr->mark)
1044 {
1045 if (!tmp->destroyed ())
1046 return tmp;
1047 else
1048 {
1049 op->contr->mark = 0;
1050 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1051 return 0;
1052 }
1053 }
1054 }
1055
1056 return 0;
1057 }
1058
1059
1060 /* op should be a player, params is any params.
1061 * If no params given, we print out the currently marked object.
1062 * otherwise, try to find a matching object - try best match first.
1063 */
1064 int
1065 command_mark (object *op, char *params)
1066 {
1067 if (!op->contr)
1068 return 1;
1069
1070 if (!params)
1071 {
1072 object *mark = find_marked_object (op);
1073
1074 if (!mark)
1075 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1076 else
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1078 }
1079 else
1080 {
1081 object *mark1 = find_best_object_match (op, params);
1082
1083 if (!mark1)
1084 {
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1086 return 1;
1087 }
1088 else
1089 {
1090 op->contr->mark = mark1;
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1092 return 0;
1093 }
1094 }
1095
1096 return 0; /*shouldnt get here */
1097 }
1098
1099
1100 /* op is the player
1101 * tmp is the monster being examined.
1102 */
1103 void
1104 examine_monster (object *op, object *tmp)
1105 {
1106 object *mon = tmp->head ? tmp->head : tmp;
1107
1108 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1109 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1110 if (mon->level > op->level)
1111 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1112 else if (mon->level < op->level)
1113 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1114 else
1115 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1116 if (mon->attacktype & AT_ACID)
1117 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1118
1119 /* Anyone know why this used to use the clone value instead of the
1120 * maxhp field? This seems that it should give more accurate results.
1121 */
1122 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1123 { /* From 1-4 */
1124 case 1:
1125 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1126 break;
1127 case 2:
1128 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1129 break;
1130 case 3:
1131 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1132 break;
1133 case 4:
1134 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1135 break;
1136 }
1137 if (present_in_ob (POISONING, mon) != NULL)
1138 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1139 }
1140
1141
1142 /* tmp is the object being described, pl is who is examing it. */
1143 char *
1144 long_desc (object *tmp, object *pl)
1145 {
1146 static char buf[VERY_BIG_BUF];
1147 char *cp;
1148
1149 if (tmp == NULL)
1150 return "";
1151
1152 buf[0] = '\0';
1153 switch (tmp->type)
1154 {
1155 case RING:
1156 case SKILL:
1157 case WEAPON:
1158 case ARMOUR:
1159 case BRACERS:
1160 case HELMET:
1161 case SHIELD:
1162 case BOOTS:
1163 case GLOVES:
1164 case AMULET:
1165 case GIRDLE:
1166 case BOW:
1167 case ARROW:
1168 case CLOAK:
1169 case FOOD:
1170 case DRINK:
1171 case FLESH:
1172 case SKILL_TOOL:
1173 case POWER_CRYSTAL:
1174 if (*(cp = describe_item (tmp, pl)) != '\0')
1175 {
1176 int len;
1177
1178 assign (buf, query_name (tmp));
1179 len = strlen (buf);
1180 if (len < VERY_BIG_BUF - 5)
1181 {
1182 /* Since we know the length, we save a few cpu cycles by using
1183 * it instead of calling strcat */
1184 strcpy (buf + len, " ");
1185 len++;
1186 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1187 }
1188 }
1189 }
1190
1191 if (buf[0] == '\0')
1192 assign (buf, query_name (tmp));
1193
1194 return buf;
1195 }
1196
1197 void
1198 examine (object *op, object *tmp)
1199 {
1200 char buf[VERY_BIG_BUF];
1201 int i;
1202
1203 if (tmp == NULL || tmp->type == CLOSE_CON)
1204 return;
1205
1206 strcpy (buf, "That is ");
1207 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1208 buf[VERY_BIG_BUF - 1] = 0;
1209
1210 new_draw_info (NDI_UNIQUE, 0, op, buf);
1211 buf[0] = '\0';
1212
1213 if (tmp->custom_name)
1214 {
1215 strcpy (buf, "You call it ");
1216 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1217 buf[VERY_BIG_BUF - 1] = 0;
1218 new_draw_info (NDI_UNIQUE, 0, op, buf);
1219 buf[0] = '\0';
1220 }
1221
1222 switch (tmp->type)
1223 {
1224 case SPELLBOOK:
1225 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1226 {
1227 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1228 }
1229 break;
1230
1231 case BOOK:
1232 if (tmp->msg != NULL)
1233 strcpy (buf, "Something is written in it.");
1234 break;
1235
1236 case CONTAINER:
1237 if (tmp->race != NULL)
1238 {
1239 if (tmp->weight_limit && tmp->stats.Str < 100)
1240 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1241 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1242 else
1243 sprintf (buf, "It can hold only %s.", &tmp->race);
1244 }
1245 else if (tmp->weight_limit && tmp->stats.Str < 100)
1246 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1247 break;
1248
1249 case WAND:
1250 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1251 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1252 break;
1253 }
1254
1255 if (buf[0] != '\0')
1256 new_draw_info (NDI_UNIQUE, 0, op, buf);
1257
1258 if (tmp->materialname != NULL && !tmp->msg)
1259 {
1260 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1261 new_draw_info (NDI_UNIQUE, 0, op, buf);
1262 }
1263 /* Where to wear this item */
1264 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1265 {
1266 if (tmp->body_info[i] < -1)
1267 {
1268 if (op->body_info[i])
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1270 else
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1272 }
1273 else if (tmp->body_info[i])
1274 {
1275 if (op->body_info[i])
1276 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1277 else
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1279 }
1280 }
1281
1282 if (tmp->weight)
1283 {
1284 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1285 new_draw_info (NDI_UNIQUE, 0, op, buf);
1286 }
1287
1288 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1289 {
1290 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1291 new_draw_info (NDI_UNIQUE, 0, op, buf);
1292 if (is_in_shop (op))
1293 {
1294 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1295 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1296 else
1297 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1298 new_draw_info (NDI_UNIQUE, 0, op, buf);
1299 }
1300 }
1301
1302 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1303 examine_monster (op, tmp);
1304
1305 /* Is this item buildable? */
1306 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1307 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1308
1309 /* Does the object have a message? Don't show message for all object
1310 * types - especially if the first entry is a match
1311 */
1312 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1313 {
1314
1315 /* This is just a hack so when identifying the items, we print
1316 * out the extra message
1317 */
1318 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1319 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1320
1321 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1322 }
1323 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1324 }
1325
1326 /*
1327 * inventory prints object's inventory. If inv==NULL then print player's
1328 * inventory.
1329 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1330 */
1331 void
1332 inventory (object *op, object *inv)
1333 {
1334 object *tmp;
1335 char *in;
1336 int items = 0, length;
1337
1338 if (inv == NULL && op == NULL)
1339 {
1340 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1341 return;
1342 }
1343 tmp = inv ? inv->inv : op->inv;
1344
1345 while (tmp)
1346 {
1347 if ((!tmp->invisible &&
1348 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1349 items++;
1350 tmp = tmp->below;
1351 }
1352 if (inv == NULL)
1353 { /* player's inventory */
1354 if (items == 0)
1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1357 return;
1358 }
1359 else
1360 {
1361 length = 28;
1362 in = "";
1363 if (op)
1364 clear_win_info (op);
1365 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1366 }
1367 }
1368 else
1369 {
1370 if (items == 0)
1371 return;
1372 else
1373 {
1374 length = 28;
1375 in = " ";
1376 }
1377 }
1378 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1379 {
1380 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1381 continue;
1382 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1383 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1384 query_name (tmp), tmp->count, query_weight (tmp));
1385 else
1386 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1387 }
1388 if (!inv && op)
1389 {
1390 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1391 }
1392 }
1393
1394 static void
1395 display_new_pickup (object *op)
1396 {
1397 int i = op->contr->mode;
1398
1399 if (!(i & PU_NEWMODE))
1400 return;
1401
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1403 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1406
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1408
1409 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1412
1413 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1415
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1417 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1418 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1419
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1422 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1423 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1424
1425 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1427 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1428 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1429
1430 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1431 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1433 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1434
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1436
1437 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1438 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1439
1440 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1441 }
1442
1443 int
1444 command_pickup (object *op, char *params)
1445 {
1446 uint32 i;
1447 static const char *names[] = {
1448 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1449 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1450 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1451 "jewels", "flesh", NULL
1452 };
1453 static uint32 modes[] = {
1454 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1455 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1456 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1457 PU_JEWELS, PU_FLESH, 0
1458 };
1459
1460 if (!params)
1461 {
1462 /* if the new mode is used, just print the settings */
1463 if (op->contr->mode & PU_NEWMODE)
1464 {
1465 display_new_pickup (op);
1466 return 1;
1467 }
1468 if (1)
1469 LOG (llevDebug, "command_pickup: !params\n");
1470 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1471 return 0;
1472 }
1473
1474 while (*params == ' ' && *params)
1475 params++;
1476
1477 if (*params == '+' || *params == '-')
1478 {
1479 int mode;
1480
1481 for (mode = 0; names[mode]; mode++)
1482 {
1483 if (!strcmp (names[mode], params + 1))
1484 {
1485 i = op->contr->mode;
1486 if (!(i & PU_NEWMODE))
1487 i = PU_NEWMODE;
1488 if (*params == '+')
1489 i = i | modes[mode];
1490 else
1491 i = i & ~modes[mode];
1492 op->contr->mode = i;
1493 display_new_pickup (op);
1494 return 1;
1495 }
1496 }
1497 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1498 return 1;
1499 }
1500
1501 if (sscanf (params, "%u", &i) != 1)
1502 {
1503 if (1)
1504 LOG (llevDebug, "command_pickup: params==NULL\n");
1505 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1506 return 1;
1507 }
1508 set_pickup_mode (op, i);
1509
1510 return 1;
1511 }
1512
1513 void
1514 set_pickup_mode (object *op, int i)
1515 {
1516 switch (op->contr->mode = i)
1517 {
1518 case 0:
1519 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1520 break;
1521 case 1:
1522 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1523 break;
1524 case 2:
1525 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1526 break;
1527 case 3:
1528 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1529 break;
1530 case 4:
1531 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1532 break;
1533 case 5:
1534 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1535 break;
1536 case 6:
1537 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1538 break;
1539 case 7:
1540 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1541 break;
1542 }
1543 }
1544
1545 int
1546 command_search_items (object *op, char *params)
1547 {
1548 char buf[MAX_BUF];
1549
1550 if (settings.search_items == FALSE)
1551 return 1;
1552
1553 if (params == NULL)
1554 {
1555 if (op->contr->search_str[0] == '\0')
1556 {
1557 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1558 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1559 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1560 return 1;
1561 }
1562 op->contr->search_str[0] = '\0';
1563 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1564 op->update_stats ();
1565 return 1;
1566 }
1567 if ((int) strlen (params) >= MAX_BUF)
1568 {
1569 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1570 return 1;
1571 }
1572 strcpy (op->contr->search_str, params);
1573 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1574 new_draw_info (NDI_UNIQUE, 0, op, buf);
1575 op->update_stats ();
1576 return 1;
1577 }
1578