1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
11 |
* option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
21 |
* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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 |
static bool |
98 |
can_split (object *pl, object *&op, sint32 nrof) |
99 |
{ |
100 |
if (object *tmp = op->split (nrof ? nrof : op->number_of ())) |
101 |
{ |
102 |
op = tmp; |
103 |
return true; |
104 |
} |
105 |
else |
106 |
{ |
107 |
if (op->nrof > 1) |
108 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl); |
109 |
else |
110 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name); |
111 |
|
112 |
return false; |
113 |
} |
114 |
} |
115 |
|
116 |
int |
117 |
command_uskill (object *pl, char *params) |
118 |
{ |
119 |
if (!params) |
120 |
{ |
121 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); |
122 |
return 0; |
123 |
} |
124 |
|
125 |
return use_skill (pl, params); |
126 |
} |
127 |
|
128 |
int |
129 |
command_rskill (object *pl, char *params) |
130 |
{ |
131 |
object *skill; |
132 |
|
133 |
if (!params) |
134 |
{ |
135 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); |
136 |
return 0; |
137 |
} |
138 |
|
139 |
skill = find_skill_by_name_fuzzy (pl, params); |
140 |
|
141 |
if (!skill) |
142 |
{ |
143 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); |
144 |
return 0; |
145 |
} |
146 |
|
147 |
pl->change_skill (0); |
148 |
apply_special (pl, skill, AP_APPLY); |
149 |
return 1; |
150 |
} |
151 |
|
152 |
/* A little special because we do want to pass the full params along |
153 |
* as it includes the object to throw. |
154 |
*/ |
155 |
int |
156 |
command_throw (object *op, char *params) |
157 |
{ |
158 |
if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING])) |
159 |
return do_skill (op, op, skop, op->facing, params); |
160 |
else |
161 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); |
162 |
|
163 |
return 0; |
164 |
} |
165 |
|
166 |
int |
167 |
command_apply (object *op, char *params) |
168 |
{ |
169 |
if (!params) |
170 |
{ |
171 |
player_apply_below (op); |
172 |
return 0; |
173 |
} |
174 |
else |
175 |
{ |
176 |
apply_flag aflag = (apply_flag)0; |
177 |
|
178 |
while (*params == ' ') |
179 |
params++; |
180 |
|
181 |
if (!strncmp (params, "-a ", 3)) |
182 |
{ |
183 |
aflag = AP_APPLY; |
184 |
params += 3; |
185 |
} |
186 |
|
187 |
if (!strncmp (params, "-u ", 3)) |
188 |
{ |
189 |
aflag = AP_UNAPPLY; |
190 |
params += 3; |
191 |
} |
192 |
|
193 |
while (*params == ' ') |
194 |
params++; |
195 |
|
196 |
if (object *inv = find_best_apply_object_match (op, params, aflag)) |
197 |
player_apply (op, inv, aflag, 0); |
198 |
else |
199 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); |
200 |
} |
201 |
|
202 |
return 0; |
203 |
} |
204 |
|
205 |
/* |
206 |
* Check if an item op can be put into a sack. If pl exists then tell |
207 |
* a player the reason of failure. |
208 |
* returns 1 if it will fit, 0 if it will not. nrof is the number of |
209 |
* objects (op) we want to put in. We specify it separately instead of |
210 |
* using op->nrof because often times, a player may have specified a |
211 |
* certain number of objects to drop, so we can pass that number, and |
212 |
* not need to use split_ob and stuff. |
213 |
*/ |
214 |
int |
215 |
sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) |
216 |
{ |
217 |
if (!QUERY_FLAG (sack, FLAG_APPLIED)) |
218 |
{ |
219 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); |
220 |
return 0; |
221 |
} |
222 |
|
223 |
if (sack == op) |
224 |
{ |
225 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); |
226 |
return 0; |
227 |
} |
228 |
|
229 |
if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) |
230 |
{ |
231 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); |
232 |
return 0; |
233 |
} |
234 |
|
235 |
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) |
236 |
{ |
237 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); |
238 |
return 0; |
239 |
} |
240 |
|
241 |
if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * |
242 |
(op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) |
243 |
* (100 - sack->stats.Str) / 100) > sack->weight_limit) |
244 |
{ |
245 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); |
246 |
return 0; |
247 |
} |
248 |
|
249 |
/* All other checks pass, must be OK */ |
250 |
return 1; |
251 |
} |
252 |
|
253 |
/* Pick up commands follow */ |
254 |
|
255 |
/* pl = player (not always - monsters can use this now) |
256 |
* op is the object to put tmp into, |
257 |
* tmp is the object to pick up, nrof is the number to |
258 |
* pick up (0 means all of them) |
259 |
*/ |
260 |
static void |
261 |
pick_up_object (object *pl, object *op, object *tmp, int nrof) |
262 |
{ |
263 |
object *env = tmp->env; |
264 |
uint32 weight, effective_weight_limit; |
265 |
int tmp_nrof = tmp->number_of (); |
266 |
|
267 |
/* IF the player is flying & trying to take the item out of a container |
268 |
* that is in his inventory, let him. tmp->env points to the container |
269 |
* (sack, luggage, etc), tmp->env->env then points to the player (nested |
270 |
* containers not allowed as of now) |
271 |
*/ |
272 |
if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl) |
273 |
{ |
274 |
pl->failmsg ("You are levitating, you can't reach the ground! " |
275 |
"H<You have to stop levitating first, if you can, either by using your levitation skill, " |
276 |
"or waiting till the levitation effect wears off.>"); |
277 |
return; |
278 |
} |
279 |
|
280 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
281 |
return; |
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 |
effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)]; |
292 |
|
293 |
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) |
294 |
{ |
295 |
new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); |
296 |
return; |
297 |
} |
298 |
|
299 |
if (!can_split (pl, tmp, nrof)) |
300 |
return; |
301 |
|
302 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
303 |
{ |
304 |
tmp->flag.reset (FLAG_UNPAID); |
305 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP)); |
306 |
tmp->flag.set (FLAG_UNPAID); |
307 |
} |
308 |
else |
309 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp)); |
310 |
|
311 |
op->insert (tmp); |
312 |
} |
313 |
|
314 |
/* modified slightly to allow monsters use this -b.t. 5-31-95 */ |
315 |
void |
316 |
pick_up (object *op, object *alt) |
317 |
{ |
318 |
int need_fix_tmp = 0; |
319 |
object *tmp = NULL; |
320 |
maptile *tmp_map = NULL; |
321 |
int count; |
322 |
|
323 |
/* Decide which object to pick. */ |
324 |
if (alt) |
325 |
{ |
326 |
if (!can_pick (op, alt)) |
327 |
{ |
328 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); |
329 |
goto leave; |
330 |
} |
331 |
|
332 |
tmp = alt; |
333 |
} |
334 |
else |
335 |
{ |
336 |
if (op->below == NULL || !can_pick (op, op->below)) |
337 |
{ |
338 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); |
339 |
goto leave; |
340 |
} |
341 |
|
342 |
tmp = op->below; |
343 |
} |
344 |
|
345 |
/* Try to catch it. */ |
346 |
tmp_map = tmp->map; |
347 |
tmp = stop_item (tmp); |
348 |
if (tmp == NULL) |
349 |
goto leave; |
350 |
|
351 |
need_fix_tmp = 1; |
352 |
if (!can_pick (op, tmp)) |
353 |
goto leave; |
354 |
|
355 |
if (op->type == PLAYER) |
356 |
{ |
357 |
count = op->contr->count; |
358 |
if (count == 0) |
359 |
count = tmp->nrof; |
360 |
} |
361 |
else |
362 |
count = tmp->nrof; |
363 |
|
364 |
/* container is open, so use it */ |
365 |
if (tmp->flag [FLAG_STARTEQUIP]) |
366 |
alt = op; |
367 |
else if ((alt = op->container_ ())) |
368 |
{ |
369 |
if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) |
370 |
goto leave; |
371 |
} |
372 |
else |
373 |
{ /* non container pickup */ |
374 |
for (alt = op->inv; alt; alt = alt->below) |
375 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && |
376 |
alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) |
377 |
break; /* perfect match */ |
378 |
|
379 |
if (!alt) |
380 |
for (alt = op->inv; alt; alt = alt->below) |
381 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) |
382 |
break; /* General container comes next */ |
383 |
|
384 |
if (!alt) |
385 |
alt = op; /* No free containers */ |
386 |
} |
387 |
|
388 |
if (tmp->env == alt) |
389 |
{ |
390 |
/* here it could be possible to check rent, |
391 |
* if someone wants to implement it |
392 |
*/ |
393 |
alt = op; |
394 |
} |
395 |
|
396 |
#ifdef PICKUP_DEBUG |
397 |
LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); |
398 |
#endif |
399 |
|
400 |
/* startequip items are not allowed to be put into containers: */ |
401 |
if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
402 |
{ |
403 |
new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); |
404 |
goto leave; |
405 |
} |
406 |
|
407 |
pick_up_object (op, alt, tmp, count); |
408 |
|
409 |
if (tmp->destroyed () || tmp->env) |
410 |
need_fix_tmp = 0; |
411 |
|
412 |
if (op->type == PLAYER) |
413 |
op->contr->count = 0; |
414 |
|
415 |
goto leave; |
416 |
|
417 |
leave: |
418 |
if (need_fix_tmp) |
419 |
fix_stopped_item (tmp, tmp_map, op); |
420 |
} |
421 |
|
422 |
/* This takes (picks up) and item. op is the player |
423 |
* who issued the command. params is a string to |
424 |
* match against the item name. Basically, always |
425 |
* returns zero, but that should be improved. |
426 |
*/ |
427 |
int |
428 |
command_take (object *op, char *params) |
429 |
{ |
430 |
object *tmp, *next; |
431 |
|
432 |
if (op->container_ ()) |
433 |
tmp = op->container_ ()->inv; |
434 |
else |
435 |
{ |
436 |
tmp = op->above; |
437 |
if (tmp) |
438 |
while (tmp->above) |
439 |
tmp = tmp->above; |
440 |
|
441 |
if (!tmp) |
442 |
tmp = op->below; |
443 |
} |
444 |
|
445 |
if (!tmp) |
446 |
{ |
447 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); |
448 |
return 0; |
449 |
} |
450 |
|
451 |
/* Makes processing easier */ |
452 |
if (params && *params == '\0') |
453 |
params = 0; |
454 |
|
455 |
int cnt = MAX_ITEM_PER_DROP; |
456 |
|
457 |
while (tmp) |
458 |
{ |
459 |
next = tmp->below; |
460 |
|
461 |
if (tmp->invisible) |
462 |
{ |
463 |
tmp = next; |
464 |
continue; |
465 |
} |
466 |
|
467 |
/* This following two if and else if could be merged into line |
468 |
* but that probably will make it more difficult to read, and |
469 |
* not make it any more efficient |
470 |
*/ |
471 |
if (params && item_matched_string (op, tmp, params)) |
472 |
{ |
473 |
if (--cnt < 0) break; |
474 |
pick_up (op, tmp); |
475 |
} |
476 |
else if (can_pick (op, tmp) && !params) |
477 |
{ |
478 |
if (--cnt < 0) break; |
479 |
pick_up (op, tmp); |
480 |
break; |
481 |
} |
482 |
|
483 |
tmp = next; |
484 |
} |
485 |
|
486 |
if (cnt < 0) |
487 |
{ |
488 |
op->failmsg ("Couldn't pick up so many items at once."); |
489 |
return 0; |
490 |
} |
491 |
|
492 |
if (!params && !tmp) |
493 |
{ |
494 |
for (tmp = op->below; tmp; tmp = tmp->below) |
495 |
if (!tmp->invisible) |
496 |
{ |
497 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name); |
498 |
break; |
499 |
} |
500 |
|
501 |
if (!tmp) |
502 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); |
503 |
} |
504 |
|
505 |
return 0; |
506 |
} |
507 |
|
508 |
/* |
509 |
* This function was part of drop, now is own function. |
510 |
* Player 'op' tries to put object 'tmp' into sack 'sack', |
511 |
* if nrof is non zero, then nrof objects is tried to put into sack. |
512 |
* |
513 |
* Note that the 'sack' in question can now be a transport, |
514 |
* so this function isn't named very good anymore. |
515 |
*/ |
516 |
void |
517 |
put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) |
518 |
{ |
519 |
object *tmp2, *sack2; |
520 |
char buf[MAX_BUF]; |
521 |
|
522 |
if (sack == tmp) |
523 |
return; /* Can't put an object in itself */ |
524 |
|
525 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP)) |
526 |
{ |
527 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); |
528 |
return; |
529 |
} |
530 |
|
531 |
if (tmp->type == CONTAINER && tmp->inv) |
532 |
{ |
533 |
/* Eneq(@csd.uu.se): If the object to be dropped is a container |
534 |
* we instead move the contents of that container into the active |
535 |
* container, this is only done if the object has something in it. |
536 |
*/ |
537 |
sack2 = tmp; |
538 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); |
539 |
|
540 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) |
541 |
{ |
542 |
tmp = tmp2->below; |
543 |
|
544 |
if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof))) |
545 |
put_object_in_sack (op, sack, tmp2, 0); |
546 |
else |
547 |
{ |
548 |
sprintf (buf, "Your %s fills up.", query_name (sack)); |
549 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
550 |
break; |
551 |
} |
552 |
} |
553 |
|
554 |
return; |
555 |
} |
556 |
|
557 |
/* Don't worry about this for containers - our caller should have |
558 |
* already checked this. |
559 |
*/ |
560 |
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) |
561 |
return; |
562 |
|
563 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
564 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
565 |
return; |
566 |
|
567 |
/* we want to put some portion of the item into the container */ |
568 |
if (!can_split (op, tmp, nrof)) |
569 |
return; |
570 |
|
571 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); |
572 |
sack->insert (tmp); |
573 |
} |
574 |
|
575 |
/* |
576 |
* This function was part of drop, now is own function. |
577 |
* Player 'op' tries to drop object 'tmp', if tmp is non zero, then |
578 |
* nrof objects is tried to dropped. |
579 |
* This is used when dropping objects onto the floor. |
580 |
*/ |
581 |
void |
582 |
drop_object (object *op, object *tmp, uint32 nrof) |
583 |
{ |
584 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
585 |
return; |
586 |
|
587 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
588 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
589 |
return; /* can't unapply it */ |
590 |
|
591 |
/* We are only dropping some of the items. We split the current object |
592 |
* off |
593 |
*/ |
594 |
if (!can_split (op, tmp, nrof)) |
595 |
return; |
596 |
|
597 |
drop_object (op, tmp); |
598 |
|
599 |
if (!tmp->destroyed () && !tmp->is_inserted ()) |
600 |
{ |
601 |
// if nothing happened with the object we give it back |
602 |
op->insert (tmp); |
603 |
} |
604 |
} |
605 |
|
606 |
/* In contrast to drop_object (op, tmp, nrof) above this function takes the |
607 |
* already split off object, and feeds it to the event handlers and does |
608 |
* other magic with it. |
609 |
* |
610 |
* <droppper> is the object that dropped this object and <obj> is the |
611 |
* object that was dropped. |
612 |
* |
613 |
* Make sure to check what happened with <obj> after this function returns! |
614 |
* Otherwise you may leak this object. |
615 |
*/ |
616 |
void |
617 |
drop_object (object *dropper, object *obj) |
618 |
{ |
619 |
if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper))) |
620 |
return; |
621 |
|
622 |
if (obj->destroyed () || obj->is_inserted ()) |
623 |
return; |
624 |
|
625 |
if (QUERY_FLAG (obj, FLAG_STARTEQUIP)) |
626 |
{ |
627 |
dropper->statusmsg (format ("You drop the %s.", query_name (obj))); |
628 |
dropper->statusmsg ("The god who lent it to you retrieves it."); |
629 |
|
630 |
obj->destroy (); |
631 |
dropper->update_stats (); |
632 |
return; |
633 |
} |
634 |
|
635 |
for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y); |
636 |
floor; |
637 |
floor = floor->above) |
638 |
if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper))) |
639 |
return; |
640 |
|
641 |
if (obj->destroyed () || obj->is_inserted ()) |
642 |
return; |
643 |
|
644 |
if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY) |
645 |
if (!sell_item (obj, dropper)) |
646 |
return; |
647 |
|
648 |
/* If nothing special happened with this object, the default action is to |
649 |
* insert it below the dropper: |
650 |
*/ |
651 |
|
652 |
obj->x = dropper->x; |
653 |
obj->y = dropper->y; |
654 |
|
655 |
insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR); |
656 |
} |
657 |
|
658 |
void |
659 |
drop (object *op, object *tmp) |
660 |
{ |
661 |
/* Hopeful fix for disappearing objects when dropping from a container - |
662 |
* somehow, players get an invisible object in the container, and the |
663 |
* old logic would skip over invisible objects - works fine for the |
664 |
* playes inventory, but drop inventory wants to use the next value. |
665 |
*/ |
666 |
if (tmp->invisible) |
667 |
{ |
668 |
/* if the following is the case, it must be in an container. */ |
669 |
if (tmp->env && tmp->env->type != PLAYER) |
670 |
{ |
671 |
/* Just toss the object - probably shouldn't be hanging |
672 |
* around anyways |
673 |
*/ |
674 |
tmp->destroy (); |
675 |
return; |
676 |
} |
677 |
else |
678 |
{ |
679 |
while (tmp && tmp->invisible) |
680 |
tmp = tmp->below; |
681 |
} |
682 |
} |
683 |
|
684 |
if (tmp == NULL) |
685 |
{ |
686 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); |
687 |
return; |
688 |
} |
689 |
|
690 |
if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
691 |
{ |
692 |
new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); |
693 |
return; |
694 |
} |
695 |
|
696 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
697 |
{ |
698 |
#if 0 |
699 |
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ |
700 |
new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); |
701 |
#endif |
702 |
return; |
703 |
} |
704 |
|
705 |
if (op->type == PLAYER && op->contr->last_used == tmp) |
706 |
op->contr->last_used = tmp->below ? tmp->below |
707 |
: tmp->above ? tmp->above |
708 |
: (object *)0; |
709 |
|
710 |
if (op->container_ ()) |
711 |
{ |
712 |
if (op->type == PLAYER) |
713 |
put_object_in_sack (op, op->container_ (), tmp, op->contr->count); |
714 |
else |
715 |
put_object_in_sack (op, op->container_ (), tmp, 0); |
716 |
} |
717 |
else |
718 |
{ |
719 |
if (op->type == PLAYER) |
720 |
drop_object (op, tmp, op->contr->count); |
721 |
else |
722 |
drop_object (op, tmp, 0); |
723 |
} |
724 |
|
725 |
if (op->type == PLAYER) |
726 |
op->contr->count = 0; |
727 |
} |
728 |
|
729 |
/* Command will drop all items that have not been locked */ |
730 |
int |
731 |
command_dropall (object *op, char *params) |
732 |
{ |
733 |
|
734 |
if (op->inv == NULL) |
735 |
{ |
736 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); |
737 |
return 0; |
738 |
} |
739 |
|
740 |
object *curinv = op->inv; |
741 |
object *nextinv; |
742 |
|
743 |
/* |
744 |
This is the default. Drops everything not locked or considered |
745 |
not something that should be dropped. |
746 |
*/ |
747 |
/* |
748 |
Care must be taken that the next item pointer is not to money as |
749 |
the drop() routine will do unknown things to it when dropping |
750 |
in a shop. --Tero.Pelander@utu.fi |
751 |
*/ |
752 |
|
753 |
int cnt = MAX_ITEM_PER_DROP; |
754 |
|
755 |
if (!params) |
756 |
{ |
757 |
while (curinv) |
758 |
{ |
759 |
nextinv = curinv->below; |
760 |
|
761 |
while (nextinv && nextinv->type == MONEY) |
762 |
nextinv = nextinv->below; |
763 |
|
764 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && |
765 |
curinv->type != FOOD && curinv->type != KEY && |
766 |
curinv->type != SPECIAL_KEY && curinv->type != GEM && |
767 |
!curinv->invisible && (curinv->type != CONTAINER || op->container_ () != curinv)) |
768 |
{ |
769 |
drop (op, curinv); |
770 |
if (--cnt <= 0) break; |
771 |
} |
772 |
|
773 |
curinv = nextinv; |
774 |
} |
775 |
} |
776 |
else if (strcmp (params, "weapons") == 0) |
777 |
{ |
778 |
while (curinv) |
779 |
{ |
780 |
nextinv = curinv->below; |
781 |
|
782 |
while (nextinv && nextinv->type == MONEY) |
783 |
nextinv = nextinv->below; |
784 |
|
785 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) |
786 |
{ |
787 |
drop (op, curinv); |
788 |
if (--cnt <= 0) break; |
789 |
} |
790 |
|
791 |
curinv = nextinv; |
792 |
} |
793 |
} |
794 |
else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) |
795 |
{ |
796 |
while (curinv) |
797 |
{ |
798 |
nextinv = curinv->below; |
799 |
|
800 |
while (nextinv && nextinv->type == MONEY) |
801 |
nextinv = nextinv->below; |
802 |
|
803 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) |
804 |
{ |
805 |
drop (op, curinv); |
806 |
if (--cnt <= 0) break; |
807 |
} |
808 |
|
809 |
curinv = nextinv; |
810 |
} |
811 |
} |
812 |
else if (strcmp (params, "misc") == 0) |
813 |
{ |
814 |
while (curinv) |
815 |
{ |
816 |
nextinv = curinv->below; |
817 |
|
818 |
while (nextinv && nextinv->type == MONEY) |
819 |
nextinv = nextinv->below; |
820 |
|
821 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) |
822 |
{ |
823 |
switch (curinv->type) |
824 |
{ |
825 |
case HORN: |
826 |
case BOOK: |
827 |
case SPELLBOOK: |
828 |
case GIRDLE: |
829 |
case AMULET: |
830 |
case RING: |
831 |
case CLOAK: |
832 |
case BOOTS: |
833 |
case GLOVES: |
834 |
case BRACERS: |
835 |
case SCROLL: |
836 |
case ARMOUR_IMPROVER: |
837 |
case WEAPON_IMPROVER: |
838 |
case WAND: |
839 |
case ROD: |
840 |
case POTION: |
841 |
drop (op, curinv); |
842 |
curinv = nextinv; |
843 |
break; |
844 |
default: |
845 |
curinv = nextinv; |
846 |
break; |
847 |
} |
848 |
|
849 |
if (--cnt <= 0) break; |
850 |
} |
851 |
|
852 |
curinv = nextinv; |
853 |
} |
854 |
} |
855 |
|
856 |
if (cnt <= 0) |
857 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
858 |
|
859 |
/* draw_look(op);*/ |
860 |
return 0; |
861 |
} |
862 |
|
863 |
|
864 |
/* This function tries to drop all objects in the <objs> vector. |
865 |
* <dropper> is the object that wants to drop them. |
866 |
* <cnt> can be a 0 pointer or a pointer to the maximum number of |
867 |
* drop operations to perform. |
868 |
* |
869 |
* Returns true if at least one item was dropped. |
870 |
*/ |
871 |
bool |
872 |
drop_vector (object *dropper, vector<object *> &objs, int *cnt) |
873 |
{ |
874 |
vector<object *>::iterator i; |
875 |
|
876 |
bool did_one = false; |
877 |
|
878 |
for (i = objs.begin (); i != objs.end (); i++) |
879 |
{ |
880 |
drop (dropper, *i); |
881 |
if (cnt && --*cnt <= 0) break; |
882 |
did_one = true; |
883 |
} |
884 |
|
885 |
return did_one; |
886 |
} |
887 |
|
888 |
/* Object op wants to drop object(s) params. params can be a |
889 |
* comma seperated list. |
890 |
*/ |
891 |
int |
892 |
command_drop (object *op, char *params) |
893 |
{ |
894 |
object *tmp, *next; |
895 |
int did_one = 0; |
896 |
|
897 |
if (!params) |
898 |
{ |
899 |
new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); |
900 |
return 0; |
901 |
} |
902 |
else |
903 |
{ |
904 |
vector<object *> matched_objs; |
905 |
|
906 |
for (tmp = op->inv; tmp; tmp = next) |
907 |
{ |
908 |
next = tmp->below; |
909 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) |
910 |
continue; |
911 |
|
912 |
if (item_matched_string (op, tmp, params)) |
913 |
matched_objs.push_back (tmp); |
914 |
} |
915 |
|
916 |
int cnt = MAX_ITEM_PER_DROP; |
917 |
|
918 |
if (!drop_vector (op, matched_objs, &cnt)) |
919 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); |
920 |
|
921 |
if (cnt <= 0) |
922 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
923 |
} |
924 |
|
925 |
return 0; |
926 |
} |
927 |
|
928 |
int |
929 |
command_examine (object *op, char *params) |
930 |
{ |
931 |
if (!params) |
932 |
{ |
933 |
object *tmp = op->below; |
934 |
|
935 |
while (tmp && !tmp->client_visible ()) |
936 |
tmp = tmp->below; |
937 |
|
938 |
if (tmp) |
939 |
examine (op, tmp); |
940 |
} |
941 |
else |
942 |
{ |
943 |
object *tmp = find_best_object_match (op, params); |
944 |
|
945 |
if (tmp) |
946 |
examine (op, tmp); |
947 |
else |
948 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params)); |
949 |
} |
950 |
|
951 |
return 0; |
952 |
} |
953 |
|
954 |
/* op should be a player. |
955 |
* we return the object the player has marked with the 'mark' command |
956 |
* below. If no match is found (or object has changed), we return |
957 |
* NULL. We leave it up to the calling function to print messages if |
958 |
* nothing is found. |
959 |
*/ |
960 |
object * |
961 |
find_marked_object (object *op) |
962 |
{ |
963 |
object *tmp; |
964 |
|
965 |
if (!op || !op->contr) |
966 |
return NULL; |
967 |
|
968 |
if (!op->contr->mark) |
969 |
{ |
970 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
971 |
return 0; |
972 |
} |
973 |
|
974 |
/* This may seem like overkill, but we need to make sure that they |
975 |
* player hasn't dropped the item. We use count on the off chance that |
976 |
* an item got reincarnated at some point. |
977 |
*/ |
978 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
979 |
{ |
980 |
if (tmp->invisible) |
981 |
continue; |
982 |
|
983 |
if (tmp == op->contr->mark) |
984 |
{ |
985 |
if (!tmp->destroyed ()) |
986 |
return tmp; |
987 |
else |
988 |
{ |
989 |
op->contr->mark = 0; |
990 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
991 |
return 0; |
992 |
} |
993 |
} |
994 |
} |
995 |
|
996 |
return 0; |
997 |
} |
998 |
|
999 |
std::string |
1000 |
object::describe_monster (object *who) |
1001 |
{ |
1002 |
dynbuf_text buf (512, 512); |
1003 |
|
1004 |
object *mon = head ? head : this; |
1005 |
|
1006 |
if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
1007 |
buf << "It is an undead force.\r"; |
1008 |
|
1009 |
if (mon->level > who->level) |
1010 |
buf << "It is likely more powerful than you.\r"; |
1011 |
else if (mon->level < who->level) |
1012 |
buf << "It is likely less powerful than you.\r"; |
1013 |
else |
1014 |
buf << "It is probably as powerful as you.\r"; |
1015 |
|
1016 |
if (mon->attacktype & AT_ACID) |
1017 |
buf << "You seem to smell an acrid odor.\r"; |
1018 |
|
1019 |
/* Anyone know why this used to use the clone value instead of the |
1020 |
* maxhp field? This seems that it should give more accurate results. |
1021 |
*/ |
1022 |
switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) |
1023 |
{ /* From 1-4 */ |
1024 |
case 1: |
1025 |
buf << "It is in a bad shape.\r"; |
1026 |
break; |
1027 |
case 2: |
1028 |
buf << "It is hurt.\r"; |
1029 |
break; |
1030 |
case 3: |
1031 |
buf << "It is somewhat hurt.\r"; |
1032 |
break; |
1033 |
case 4: |
1034 |
buf << "It is in excellent shape.\r"; |
1035 |
break; |
1036 |
} |
1037 |
|
1038 |
if (present_in_ob (POISONING, mon)) |
1039 |
buf << "It looks very ill.\r"; |
1040 |
|
1041 |
buf << '\n'; |
1042 |
|
1043 |
return buf; |
1044 |
} |
1045 |
|
1046 |
/* tmp is the object being described, pl is who is examing it. */ |
1047 |
const char * |
1048 |
long_desc (object *tmp, object *pl) |
1049 |
{ |
1050 |
static std::string s; |
1051 |
|
1052 |
return (s = tmp->long_desc (pl)).c_str (); |
1053 |
} |
1054 |
|
1055 |
std::string |
1056 |
object::long_desc (object *who) |
1057 |
{ |
1058 |
std::string buf (query_name ()); |
1059 |
|
1060 |
switch (type) |
1061 |
{ |
1062 |
case RING: |
1063 |
case SKILL: |
1064 |
case WEAPON: |
1065 |
case ARMOUR: |
1066 |
case BRACERS: |
1067 |
case HELMET: |
1068 |
case SHIELD: |
1069 |
case BOOTS: |
1070 |
case GLOVES: |
1071 |
case AMULET: |
1072 |
case GIRDLE: |
1073 |
case BOW: |
1074 |
case ARROW: |
1075 |
case CLOAK: |
1076 |
case FOOD: |
1077 |
case DRINK: |
1078 |
case FLESH: |
1079 |
case SKILL_TOOL: |
1080 |
case LAMP: |
1081 |
case POWER_CRYSTAL: |
1082 |
{ |
1083 |
const char *cp = ::describe_item (this, who); |
1084 |
|
1085 |
if (*cp) |
1086 |
{ |
1087 |
buf.append (" "); |
1088 |
buf.append (cp); |
1089 |
} |
1090 |
} |
1091 |
} |
1092 |
|
1093 |
return buf; |
1094 |
} |
1095 |
|
1096 |
/* op is the player |
1097 |
* tmp is the monster being examined. |
1098 |
*/ |
1099 |
void |
1100 |
examine_monster (object *op, object *tmp) |
1101 |
{ |
1102 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); |
1103 |
} |
1104 |
|
1105 |
static void |
1106 |
describe_dump_object (dynbuf &buf, object *ob) |
1107 |
{ |
1108 |
char *txt = dump_object (ob); |
1109 |
for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r'; |
1110 |
buf << "\n" << txt << "\n"; |
1111 |
|
1112 |
if (!ob->is_arch ()) |
1113 |
describe_dump_object (buf, ob->arch); |
1114 |
} |
1115 |
|
1116 |
std::string |
1117 |
object::describe (object *who) |
1118 |
{ |
1119 |
dynbuf_text buf (1024, 1024); |
1120 |
|
1121 |
buf.printf ("That is: %s.\r", long_desc (who).c_str ()); |
1122 |
|
1123 |
if (custom_name) |
1124 |
buf.printf ("You call it %s.\r", &custom_name); |
1125 |
|
1126 |
switch (type) |
1127 |
{ |
1128 |
case SPELLBOOK: |
1129 |
if (flag [FLAG_IDENTIFIED] && inv) |
1130 |
buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill); |
1131 |
break; |
1132 |
|
1133 |
case BOOK: |
1134 |
if (msg) |
1135 |
buf << "Something is written in it.\r"; |
1136 |
break; |
1137 |
|
1138 |
case CONTAINER: |
1139 |
if (race) |
1140 |
{ |
1141 |
if (weight_limit && stats.Str < 100) |
1142 |
buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r", |
1143 |
&race, weight_limit / (10.0 * (100 - stats.Str))); |
1144 |
else |
1145 |
buf.printf ("It can hold only %s.\r", &race); |
1146 |
} |
1147 |
else if (weight_limit && stats.Str < 100) |
1148 |
buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str))); |
1149 |
break; |
1150 |
|
1151 |
case WAND: |
1152 |
if (flag [FLAG_IDENTIFIED]) |
1153 |
buf.printf ("It has %d charges left.\r", stats.food); |
1154 |
break; |
1155 |
} |
1156 |
|
1157 |
if (materialname && !msg) |
1158 |
buf << (nrof > 1 ? "They are made of " : "It is made of ") |
1159 |
<< materialname |
1160 |
<< '\r'; |
1161 |
|
1162 |
if (who) |
1163 |
/* Where to wear this item */ |
1164 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1165 |
if (slot[i].info) |
1166 |
{ |
1167 |
buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); |
1168 |
|
1169 |
if (slot[i].info < -1 && who->slot[i].info) |
1170 |
buf.printf ("(%d)", -slot[i].info); |
1171 |
|
1172 |
buf << ".\r"; |
1173 |
} |
1174 |
|
1175 |
if (weight) |
1176 |
buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0); |
1177 |
|
1178 |
if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) |
1179 |
{ |
1180 |
buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); |
1181 |
|
1182 |
if (is_in_shop (who)) |
1183 |
{ |
1184 |
if (flag [FLAG_UNPAID]) |
1185 |
buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); |
1186 |
else |
1187 |
buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); |
1188 |
} |
1189 |
} |
1190 |
|
1191 |
if (flag [FLAG_MONSTER]) |
1192 |
buf << describe_monster (who); |
1193 |
|
1194 |
/* Is this item buildable? */ |
1195 |
if (flag [FLAG_IS_BUILDABLE]) |
1196 |
buf << "This is a buildable item.\r"; |
1197 |
|
1198 |
/* Does the object have a message? Don't show message for all object |
1199 |
* types - especially if the first entry is a match |
1200 |
*/ |
1201 |
if (msg) |
1202 |
{ |
1203 |
if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
1204 |
{ |
1205 |
buf << '\r'; |
1206 |
|
1207 |
/* This is just a hack so when identifying the items, we print |
1208 |
* out the extra message |
1209 |
*/ |
1210 |
if (need_identify (this) && flag [FLAG_IDENTIFIED]) |
1211 |
buf << "The object has a story:\r"; |
1212 |
|
1213 |
buf << msg << '\n'; |
1214 |
} |
1215 |
} |
1216 |
else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] |
1217 |
&& (type == SPELLBOOK || type == ROD || type == WAND |
1218 |
|| type == ROD || type == POTION || type == SCROLL)) |
1219 |
// for spellbooks and other stuff that contains spells, print the spell message, |
1220 |
// unless the object has a custom message handled above. |
1221 |
buf << '\r' << inv->msg << '\n'; |
1222 |
|
1223 |
// try to display the duration for some potions and scrolls |
1224 |
// this includes change ability potions and group spells, |
1225 |
// but does not handle protection potions |
1226 |
if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] |
1227 |
&& (type == POTION || type == SCROLL)) |
1228 |
{ |
1229 |
object *spell = inv; |
1230 |
|
1231 |
if (spell->subtype == SP_PARTY_SPELL) |
1232 |
spell = spell->other_arch; |
1233 |
|
1234 |
if (spell->subtype == SP_CHANGE_ABILITY) |
1235 |
buf.printf ("\nH<The effect will last about %.10g seconds.>", |
1236 |
TICK2TIME (change_ability_duration (spell, this))); |
1237 |
} |
1238 |
|
1239 |
// Display a hint about inscribable items [empty books] |
1240 |
// This includes the amount of text they can hold. |
1241 |
if (type == INSCRIBABLE) |
1242 |
{ |
1243 |
if (other_arch && other_arch->type == SCROLL) |
1244 |
buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>"); |
1245 |
else |
1246 |
buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>", |
1247 |
weight_limit); |
1248 |
} |
1249 |
|
1250 |
buf << '\n'; |
1251 |
|
1252 |
// the dungeon master additionally gets a complete dump |
1253 |
if (who && who->flag [FLAG_WIZLOOK]) |
1254 |
{ |
1255 |
buf << "\nT<Object>\n"; |
1256 |
describe_dump_object (buf, this); |
1257 |
|
1258 |
if (inv) |
1259 |
{ |
1260 |
buf << "\nT<Top Inventory>\n"; |
1261 |
describe_dump_object (buf, inv); |
1262 |
} |
1263 |
} |
1264 |
|
1265 |
return std::string (buf.linearise (), buf.size ()); |
1266 |
} |
1267 |
|
1268 |
static void |
1269 |
display_new_pickup (object *op) |
1270 |
{ |
1271 |
int i = op->contr->mode; |
1272 |
|
1273 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); |
1274 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); |
1275 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); |
1276 |
|
1277 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); |
1278 |
|
1279 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); |
1280 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); |
1281 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); |
1282 |
|
1283 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); |
1284 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); |
1285 |
|
1286 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); |
1287 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); |
1288 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); |
1289 |
|
1290 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); |
1291 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); |
1292 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); |
1293 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); |
1294 |
|
1295 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); |
1296 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); |
1297 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); |
1298 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); |
1299 |
|
1300 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); |
1301 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); |
1302 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); |
1303 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); |
1304 |
|
1305 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); |
1306 |
|
1307 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); |
1308 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0); |
1309 |
|
1310 |
new_draw_info_format (NDI_UNIQUE, 0, op, ""); |
1311 |
} |
1312 |
|
1313 |
int |
1314 |
command_pickup (object *op, char *params) |
1315 |
{ |
1316 |
uint32 i; |
1317 |
static const char *names[] = { |
1318 |
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", |
1319 |
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", |
1320 |
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", |
1321 |
"jewels", "flesh", NULL |
1322 |
}; |
1323 |
static uint32 modes[] = { |
1324 |
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, |
1325 |
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, |
1326 |
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, |
1327 |
PU_JEWELS, PU_FLESH, 0 |
1328 |
}; |
1329 |
|
1330 |
if (!params) |
1331 |
{ |
1332 |
/* if the new mode is used, just print the settings */ |
1333 |
display_new_pickup (op); |
1334 |
return 0; |
1335 |
} |
1336 |
|
1337 |
while (*params == ' ' && *params) |
1338 |
params++; |
1339 |
|
1340 |
if (*params == '+' || *params == '-') |
1341 |
{ |
1342 |
int mode; |
1343 |
|
1344 |
for (mode = 0; names[mode]; mode++) |
1345 |
{ |
1346 |
if (!strcmp (names[mode], params + 1)) |
1347 |
{ |
1348 |
i = op->contr->mode; |
1349 |
|
1350 |
if (*params == '+') |
1351 |
i = i | modes[mode]; |
1352 |
else |
1353 |
i = i & ~modes[mode]; |
1354 |
|
1355 |
op->contr->mode = i; |
1356 |
display_new_pickup (op); |
1357 |
return 1; |
1358 |
} |
1359 |
} |
1360 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); |
1361 |
return 1; |
1362 |
} |
1363 |
|
1364 |
if (sscanf (params, "%u", &i) != 1) |
1365 |
{ |
1366 |
new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type."); |
1367 |
return 1; |
1368 |
} |
1369 |
|
1370 |
if (i <= PU_RATIO) |
1371 |
i |= op->contr->mode & ~PU_RATIO; |
1372 |
|
1373 |
op->contr->mode = i; |
1374 |
|
1375 |
return 1; |
1376 |
} |
1377 |
|
1378 |
int |
1379 |
command_search_items (object *op, char *params) |
1380 |
{ |
1381 |
char buf[MAX_BUF]; |
1382 |
|
1383 |
if (params == NULL) |
1384 |
{ |
1385 |
if (op->contr->search_str[0] == '\0') |
1386 |
{ |
1387 |
new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1"); |
1388 |
new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); |
1389 |
new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); |
1390 |
return 1; |
1391 |
} |
1392 |
|
1393 |
op->contr->search_str[0] = '\0'; |
1394 |
new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); |
1395 |
op->update_stats (); |
1396 |
return 1; |
1397 |
} |
1398 |
|
1399 |
if (strlen (params) >= MAX_BUF) |
1400 |
{ |
1401 |
new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); |
1402 |
return 1; |
1403 |
} |
1404 |
|
1405 |
strcpy (op->contr->search_str, params); |
1406 |
sprintf (buf, "Now searching for '%s'.", op->contr->search_str); |
1407 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1408 |
op->update_stats (); |
1409 |
|
1410 |
return 1; |
1411 |
} |
1412 |
|