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/cvs/deliantra/server/server/c_object.C
Revision: 1.26
Committed: Wed Dec 13 01:39:32 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +9 -29 lines
Log Message:
no generation counters anymore

File Contents

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