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/cvs/deliantra/server/server/c_object.C
Revision: 1.38
Committed: Wed Feb 7 23:50:01 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +2 -0 lines
Log Message:
interim check-in for server upgrade

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 *
24 */
25
26 /*
27 * Object (handling) commands
28 */
29
30 #include <global.h>
31 #include <loader.h>
32 #include <skills.h>
33 #include <sproto.h>
34 #include <living.h>
35 #include <math.h>
36
37 /*
38 * Object id parsing functions
39 */
40
41 #define ADD_ITEM(NEW,COUNT)\
42 if(!first) {\
43 first = new objectlink;\
44 last=first;\
45 } else {\
46 last->next = new objectlink;\
47 last=last->next;\
48 }\
49 last->next=0;\
50 last->ob=(NEW);\
51 last->id=(COUNT);
52
53 /**
54 * Search the inventory of 'pl' for what matches best with params.
55 * we use item_matched_string above - this gives us consistent behaviour
56 * between many commands. Return the best match, or NULL if no match.
57 * aflag is used with apply -u , and apply -a to
58 * only unapply applied, or apply unapplied objects
59 **/
60 static object *
61 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
62 {
63 object *tmp, *best = NULL;
64 int match_val = 0, tmpmatch;
65
66 for (tmp = pl->inv; tmp; tmp = tmp->below)
67 {
68 if (tmp->invisible)
69 continue;
70 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val)
71 {
72 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue;
74 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
75 continue;
76 match_val = tmpmatch;
77 best = tmp;
78 }
79 }
80 return best;
81 }
82
83 /**
84 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
85 **/
86 object *
87 find_best_object_match (object *pl, const char *params)
88 {
89 return find_best_apply_object_match (pl, params, AP_NULL);
90 }
91
92 int
93 command_uskill (object *pl, char *params)
94 {
95 if (!params)
96 {
97 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
98 return 0;
99 }
100 return use_skill (pl, params);
101 }
102
103 int
104 command_rskill (object *pl, char *params)
105 {
106 object *skill;
107
108 if (!params)
109 {
110 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
111 return 0;
112 }
113 skill = find_skill_by_name (pl, params);
114
115 if (!skill)
116 {
117 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
118 return 0;
119 }
120 return change_skill (pl, skill, 0);
121 }
122
123
124 /* These functions (command_search, command_disarm) are really just wrappers for
125 * things like 'use_skill ...'). In fact, they should really be obsoleted
126 * and replaced with those.
127 */
128 int
129 command_search (object *op, char *params)
130 {
131 return use_skill (op, skill_names[SK_FIND_TRAPS]);
132 }
133
134 int
135 command_disarm (object *op, char *params)
136 {
137 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
138 }
139
140
141 /* A little special because we do want to pass the full params along
142 * as it includes the object to throw.
143 */
144 int
145 command_throw (object *op, char *params)
146 {
147 object *skop;
148
149 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
150 if (skop)
151 return do_skill (op, op, skop, op->facing, params);
152 else
153 {
154 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
155 }
156 return 0;
157 }
158
159
160 int
161 command_apply (object *op, char *params)
162 {
163 if (!params)
164 {
165 player_apply_below (op);
166 return 0;
167 }
168 else
169 {
170 apply_flag aflag = (apply_flag) 0;
171 object *inv;
172
173 while (*params == ' ')
174 params++;
175 if (!strncmp (params, "-a ", 3))
176 {
177 aflag = AP_APPLY;
178 params += 3;
179 }
180 if (!strncmp (params, "-u ", 3))
181 {
182 aflag = AP_UNAPPLY;
183 params += 3;
184 }
185 while (*params == ' ')
186 params++;
187
188 inv = find_best_apply_object_match (op, params, aflag);
189 if (inv)
190 {
191 player_apply (op, inv, aflag, 0);
192 }
193 else
194 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
195 }
196 return 0;
197 }
198
199 /*
200 * Check if an item op can be put into a sack. If pl exists then tell
201 * a player the reason of failure.
202 * returns 1 if it will fit, 0 if it will not. nrof is the number of
203 * objects (op) we want to put in. We specify it separately instead of
204 * using op->nrof because often times, a player may have specified a
205 * certain number of objects to drop, so we can pass that number, and
206 * not need to use split_ob and stuff.
207 */
208 int
209 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
210 {
211
212 if (!QUERY_FLAG (sack, FLAG_APPLIED))
213 {
214 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
215 return 0;
216 }
217 if (sack == op)
218 {
219 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
220 return 0;
221 }
222 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
223 {
224 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
225 return 0;
226 }
227 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
228 {
229 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
230 return 0;
231 }
232 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
233 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
234 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
235 {
236 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
237 return 0;
238 }
239 /* All other checks pass, must be OK */
240 return 1;
241 }
242
243 /* Pick up commands follow */
244
245 /* pl = player (not always - monsters can use this now)
246 * op is the object to put tmp into,
247 * tmp is the object to pick up, nrof is the number to
248 * pick up (0 means all of them)
249 */
250 static void
251 pick_up_object (object *pl, object *op, object *tmp, int nrof)
252 {
253 /* buf needs to be big (more than 256 chars) because you can get
254 * very long item names.
255 */
256 char buf[HUGE_BUF];
257 object *env = tmp->env;
258 uint32 weight, effective_weight_limit;
259 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
260
261 /* IF the player is flying & trying to take the item out of a container
262 * that is in his inventory, let him. tmp->env points to the container
263 * (sack, luggage, etc), tmp->env->env then points to the player (nested
264 * containers not allowed as of now)
265 */
266 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
267 {
268 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!");
269 return;
270 }
271
272 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
273 return;
274
275 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
276 {
277 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
278 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
279
280 if (pl->type == PLAYER)
281 esrv_del_item (pl->contr, tmp->count);
282
283 tmp->destroy ();
284 return;
285 }
286
287 if (nrof > tmp_nrof || nrof == 0)
288 nrof = tmp_nrof;
289
290 /* Figure out how much weight this object will add to the player */
291 weight = tmp->weight * nrof;
292 if (tmp->inv)
293 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
294
295 if (pl->stats.Str <= MAX_STAT)
296 effective_weight_limit = weight_limit[pl->stats.Str];
297 else
298 effective_weight_limit = weight_limit[MAX_STAT];
299
300 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
301 {
302 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
303 return;
304 }
305
306 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
307 SET_FLAG (tmp, FLAG_WAS_WIZ);
308
309 if (nrof != tmp_nrof)
310 {
311 object *tmp2 = tmp;
312
313 tmp = get_split_ob (tmp, nrof);
314 if (!tmp)
315 {
316 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
317 return;
318 }
319
320 /* Tell a client what happened rest of objects */
321 if (pl->type == PLAYER)
322 {
323 if (tmp2->destroyed ())
324 esrv_del_item (pl->contr, tmp2->count);
325 else
326 esrv_send_item (pl, tmp2);
327 }
328 }
329 else
330 {
331 /* If the object is in a container, send a delete to the client.
332 * - we are moving all the items from the container to elsewhere,
333 * so it needs to be deleted.
334 */
335 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
336 {
337 if (tmp->env && pl->type == PLAYER)
338 esrv_del_item (pl->contr, tmp->count);
339 tmp->remove (); /* Unlink it */
340 }
341 }
342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
343 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
344 else
345 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
346 new_draw_info (NDI_UNIQUE, 0, pl, buf);
347
348 tmp = insert_ob_in_ob (tmp, op);
349
350 /* All the stuff below deals with client/server code, and is only
351 * usable by players
352 */
353 if (pl->type != PLAYER)
354 return;
355
356 esrv_send_item (pl, tmp);
357 /* These are needed to update the weight for the container we
358 * are putting the object in.
359 */
360 if (op != pl)
361 {
362 esrv_update_item (UPD_WEIGHT, pl, op);
363 esrv_send_item (pl, pl);
364 }
365
366 /* Update the container the object was in */
367 if (env && env != pl && env != op)
368 esrv_update_item (UPD_WEIGHT, pl, env);
369 }
370
371 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
372 void
373 pick_up (object *op, object *alt)
374 {
375 int need_fix_tmp = 0;
376 object *tmp = NULL;
377 maptile *tmp_map = NULL;
378 int count;
379
380 /* Decide which object to pick. */
381 if (alt)
382 {
383 if (!can_pick (op, alt))
384 {
385 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
386 goto leave;
387 }
388 tmp = alt;
389 }
390 else
391 {
392 if (op->below == NULL || !can_pick (op, op->below))
393 {
394 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
395 goto leave;
396 }
397
398 tmp = op->below;
399 }
400
401 /* Try to catch it. */
402 tmp_map = tmp->map;
403 tmp = stop_item (tmp);
404 if (tmp == NULL)
405 goto leave;
406 need_fix_tmp = 1;
407 if (!can_pick (op, tmp))
408 goto leave;
409
410 if (op->type == PLAYER)
411 {
412 count = op->contr->count;
413 if (count == 0)
414 count = tmp->nrof;
415 }
416 else
417 count = tmp->nrof;
418
419 /* container is open, so use it */
420 if (op->container)
421 {
422 alt = op->container;
423 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
424 goto leave;
425 }
426 else
427 { /* non container pickup */
428 for (alt = op->inv; alt; alt = alt->below)
429 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
430 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
431 break; /* perfect match */
432
433 if (!alt)
434 for (alt = op->inv; alt; alt = alt->below)
435 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
436 break; /* General container comes next */
437 if (!alt)
438 alt = op; /* No free containers */
439 }
440
441 if (tmp->env == alt)
442 {
443 /* here it could be possible to check rent,
444 * if someone wants to implement it
445 */
446 alt = op;
447 }
448 #ifdef PICKUP_DEBUG
449 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
450 #endif
451
452 /* startequip items are not allowed to be put into containers: */
453 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
454 {
455 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
456 goto leave;
457 }
458
459 pick_up_object (op, alt, tmp, count);
460
461 if (tmp->destroyed () || tmp->env)
462 need_fix_tmp = 0;
463
464 if (op->type == PLAYER)
465 op->contr->count = 0;
466
467 goto leave;
468
469 leave:
470 if (need_fix_tmp)
471 fix_stopped_item (tmp, tmp_map, op);
472 }
473
474
475 /* This takes (picks up) and item. op is the player
476 * who issued the command. params is a string to
477 * match against the item name. Basically, always
478 * returns zero, but that should be improved.
479 */
480 int
481 command_take (object *op, char *params)
482 {
483 object *tmp, *next;
484
485 if (op->container)
486 tmp = op->container->inv;
487 else
488 {
489 tmp = op->above;
490 if (tmp)
491 while (tmp->above)
492 tmp = tmp->above;
493
494 if (!tmp)
495 tmp = op->below;
496 }
497
498 if (tmp == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
501 return 0;
502 }
503
504 /* Makes processing easier */
505 if (params && *params == '\0')
506 params = NULL;
507
508 while (tmp)
509 {
510 next = tmp->below;
511
512 if (tmp->invisible)
513 {
514 tmp = next;
515 continue;
516 }
517
518 /* This following two if and else if could be merged into line
519 * but that probably will make it more difficult to read, and
520 * not make it any more efficient
521 */
522 if (params && item_matched_string (op, tmp, params))
523 pick_up (op, tmp);
524 else if (can_pick (op, tmp) && !params)
525 {
526 pick_up (op, tmp);
527 break;
528 }
529
530 tmp = next;
531 }
532
533 if (!params && !tmp)
534 {
535 for (tmp = op->below; tmp; tmp = tmp->below)
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
545 if (!tmp)
546 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
547 }
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 op->update_stats (); /* 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 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
673
674 /* We are only dropping some of the items. We split the current object
675 * off
676 */
677 if (nrof && tmp->nrof != nrof)
678 {
679 object *tmp2 = tmp;
680
681 tmp = get_split_ob (tmp, nrof);
682 if (!tmp)
683 {
684 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
685 return;
686 }
687 /* Tell a client what happened rest of objects. tmp2 is now the
688 * original object
689 */
690 if (op->type == PLAYER)
691 {
692 if (tmp2->destroyed ())
693 esrv_del_item (op->contr, tmp2->count);
694 else
695 esrv_send_item (op, tmp2);
696 }
697 }
698 else
699 tmp->remove ();
700
701 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
702 return;
703
704 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
705 {
706 sprintf (buf, "You drop the %s.", query_name (tmp));
707 new_draw_info (NDI_UNIQUE, 0, op, buf);
708 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
709
710 if (op->type == PLAYER)
711 esrv_del_item (op->contr, tmp->count);
712
713 tmp->destroy ();
714 op->update_stats ();
715 return;
716 }
717
718 if (op->type == PLAYER)
719 esrv_del_item (op->contr, tmp->count);
720
721 /* Call this before we update the various windows/players. At least
722 * that we, we know the weight is correct.
723 */
724 op->update_stats (); /* This is overkill, fix_player() is called somewhere */
725 /* in object.c */
726
727 if (op->type == PLAYER)
728 {
729 /* Need to update the weight for the player */
730 esrv_send_item (op, op);
731 op->contr->ns->floorbox_update ();
732 }
733
734 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
735 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
736 return;
737
738 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
739 sell_item (tmp, op);
740
741 tmp->x = op->x;
742 tmp->y = op->y;
743
744 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
745 }
746
747 void
748 drop (object *op, object *tmp)
749 {
750 /* Hopeful fix for disappearing objects when dropping from a container -
751 * somehow, players get an invisible object in the container, and the
752 * old logic would skip over invisible objects - works fine for the
753 * playes inventory, but drop inventory wants to use the next value.
754 */
755 if (tmp->invisible)
756 {
757 /* if the following is the case, it must be in an container. */
758 if (tmp->env && tmp->env->type != PLAYER)
759 {
760 /* Just toss the object - probably shouldn't be hanging
761 * around anyways
762 */
763 tmp->remove ();
764 tmp->destroy ();
765 return;
766 }
767 else
768 {
769 while (tmp != NULL && tmp->invisible)
770 tmp = tmp->below;
771 }
772 }
773
774 if (tmp == NULL)
775 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
777 return;
778 }
779 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
780 {
781 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
782 return;
783 }
784 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
785 {
786 #if 0
787 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
788 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
789 #endif
790 return;
791 }
792
793 if (op->type == PLAYER && op->contr->last_used == tmp)
794 op->contr->last_used = tmp->below ? tmp->below
795 : tmp->above ? tmp->above
796 : 0;
797
798 if (op->container)
799 {
800 if (op->type == PLAYER)
801 put_object_in_sack (op, op->container, tmp, op->contr->count);
802 else
803 put_object_in_sack (op, op->container, tmp, 0);
804 }
805 else
806 {
807 if (op->type == PLAYER)
808 drop_object (op, tmp, op->contr->count);
809 else
810 drop_object (op, tmp, 0);
811 }
812
813 if (op->type == PLAYER)
814 op->contr->count = 0;
815 }
816
817
818
819 /* Command will drop all items that have not been locked */
820 int
821 command_dropall (object *op, char *params)
822 {
823
824 object *curinv, *nextinv;
825
826 if (op->inv == NULL)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
829 return 0;
830 }
831
832 curinv = op->inv;
833
834 /*
835 This is the default. Drops everything not locked or considered
836 not something that should be dropped.
837 */
838 /*
839 Care must be taken that the next item pointer is not to money as
840 the drop() routine will do unknown things to it when dropping
841 in a shop. --Tero.Pelander@utu.fi
842 */
843
844 if (params == NULL)
845 {
846 while (curinv != NULL)
847 {
848 nextinv = curinv->below;
849 while (nextinv && nextinv->type == MONEY)
850 nextinv = nextinv->below;
851 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
852 curinv->type != FOOD && curinv->type != KEY &&
853 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
854 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
855 {
856 drop (op, curinv);
857 }
858 curinv = nextinv;
859 }
860 }
861
862 else if (strcmp (params, "weapons") == 0)
863 {
864 while (curinv != NULL)
865 {
866 nextinv = curinv->below;
867 while (nextinv && nextinv->type == MONEY)
868 nextinv = nextinv->below;
869 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
870 {
871 drop (op, curinv);
872 }
873 curinv = nextinv;
874 }
875 }
876
877 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
878 {
879 while (curinv != NULL)
880 {
881 nextinv = curinv->below;
882 while (nextinv && nextinv->type == MONEY)
883 nextinv = nextinv->below;
884 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
885 {
886 drop (op, curinv);
887 }
888 curinv = nextinv;
889 }
890 }
891
892 else if (strcmp (params, "misc") == 0)
893 {
894 while (curinv != NULL)
895 {
896 nextinv = curinv->below;
897 while (nextinv && nextinv->type == MONEY)
898 nextinv = nextinv->below;
899 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
900 {
901 switch (curinv->type)
902 {
903 case HORN:
904 case BOOK:
905 case SPELLBOOK:
906 case GIRDLE:
907 case AMULET:
908 case RING:
909 case CLOAK:
910 case BOOTS:
911 case GLOVES:
912 case BRACERS:
913 case SCROLL:
914 case ARMOUR_IMPROVER:
915 case WEAPON_IMPROVER:
916 case WAND:
917 case ROD:
918 case POTION:
919 drop (op, curinv);
920 curinv = nextinv;
921 break;
922 default:
923 curinv = nextinv;
924 break;
925 }
926 }
927 curinv = nextinv;
928 }
929 }
930
931 op->contr->ns->floorbox_update ();
932
933 /* draw_look(op);*/
934 return 0;
935 }
936
937 /* Object op wants to drop object(s) params. params can be a
938 * comma seperated list.
939 */
940
941 int
942 command_drop (object *op, char *params)
943 {
944 object *tmp, *next;
945 int did_one = 0;
946
947 if (!params)
948 {
949 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
950 return 0;
951 }
952 else
953 {
954 for (tmp = op->inv; tmp; tmp = next)
955 {
956 next = tmp->below;
957 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
958 continue;
959 if (item_matched_string (op, tmp, params))
960 {
961 drop (op, tmp);
962 did_one = 1;
963 }
964 }
965 if (!did_one)
966 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
967 }
968 if (op->type == PLAYER)
969 {
970 op->contr->count = 0;
971 op->contr->ns->floorbox_update ();
972 };
973
974 /* draw_look(op);*/
975 return 0;
976 }
977
978 int
979 command_examine (object *op, char *params)
980 {
981 if (!params)
982 {
983 object *tmp = op->below;
984
985 while (tmp && !tmp->client_visible ())
986 tmp = tmp->below;
987 if (tmp)
988 examine (op, tmp);
989 }
990 else
991 {
992 object *tmp = find_best_object_match (op, params);
993
994 if (tmp)
995 examine (op, tmp);
996 else
997 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
998 }
999 return 0;
1000 }
1001
1002 /* op should be a player.
1003 * we return the object the player has marked with the 'mark' command
1004 * below. If no match is found (or object has changed), we return
1005 * NULL. We leave it up to the calling function to print messages if
1006 * nothing is found.
1007 */
1008 object *
1009 find_marked_object (object *op)
1010 {
1011 object *tmp;
1012
1013 if (!op || !op->contr)
1014 return NULL;
1015
1016 if (!op->contr->mark)
1017 {
1018 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1019 return 0;
1020 }
1021
1022 /* This may seem like overkill, but we need to make sure that they
1023 * player hasn't dropped the item. We use count on the off chance that
1024 * an item got reincarnated at some point.
1025 */
1026 for (tmp = op->inv; tmp; tmp = tmp->below)
1027 {
1028 if (tmp->invisible)
1029 continue;
1030
1031 if (tmp == op->contr->mark)
1032 {
1033 if (!tmp->destroyed ())
1034 return tmp;
1035 else
1036 {
1037 op->contr->mark = 0;
1038 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1039 return 0;
1040 }
1041 }
1042 }
1043
1044 return 0;
1045 }
1046
1047
1048 /* op should be a player, params is any params.
1049 * If no params given, we print out the currently marked object.
1050 * otherwise, try to find a matching object - try best match first.
1051 */
1052 int
1053 command_mark (object *op, char *params)
1054 {
1055 if (!op->contr)
1056 return 1;
1057
1058 if (!params)
1059 {
1060 object *mark = find_marked_object (op);
1061
1062 if (!mark)
1063 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1064 else
1065 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1066 }
1067 else
1068 {
1069 object *mark1 = find_best_object_match (op, params);
1070
1071 if (!mark1)
1072 {
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1074 return 1;
1075 }
1076 else
1077 {
1078 op->contr->mark = mark1;
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1080 return 0;
1081 }
1082 }
1083
1084 return 0; /*shouldnt get here */
1085 }
1086
1087
1088 /* op is the player
1089 * tmp is the monster being examined.
1090 */
1091 void
1092 examine_monster (object *op, object *tmp)
1093 {
1094 object *mon = tmp->head ? tmp->head : tmp;
1095
1096 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1097 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1098 if (mon->level > op->level)
1099 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1100 else if (mon->level < op->level)
1101 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1102 else
1103 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1104 if (mon->attacktype & AT_ACID)
1105 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor.");
1106
1107 /* Anyone know why this used to use the clone value instead of the
1108 * maxhp field? This seems that it should give more accurate results.
1109 */
1110 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1111 { /* From 1-4 */
1112 case 1:
1113 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape.");
1114 break;
1115 case 2:
1116 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt.");
1117 break;
1118 case 3:
1119 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt.");
1120 break;
1121 case 4:
1122 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape.");
1123 break;
1124 }
1125 if (present_in_ob (POISONING, mon) != NULL)
1126 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill.");
1127 }
1128
1129
1130 /* tmp is the object being described, pl is who is examing it. */
1131 char *
1132 long_desc (object *tmp, object *pl)
1133 {
1134 static char buf[VERY_BIG_BUF];
1135 char *cp;
1136
1137 if (tmp == NULL)
1138 return "";
1139
1140 buf[0] = '\0';
1141 switch (tmp->type)
1142 {
1143 case RING:
1144 case SKILL:
1145 case WEAPON:
1146 case ARMOUR:
1147 case BRACERS:
1148 case HELMET:
1149 case SHIELD:
1150 case BOOTS:
1151 case GLOVES:
1152 case AMULET:
1153 case GIRDLE:
1154 case BOW:
1155 case ARROW:
1156 case CLOAK:
1157 case FOOD:
1158 case DRINK:
1159 case FLESH:
1160 case SKILL_TOOL:
1161 case POWER_CRYSTAL:
1162 if (*(cp = describe_item (tmp, pl)) != '\0')
1163 {
1164 int len;
1165
1166 assign (buf, query_name (tmp));
1167 len = strlen (buf);
1168 if (len < VERY_BIG_BUF - 5)
1169 {
1170 /* Since we know the length, we save a few cpu cycles by using
1171 * it instead of calling strcat */
1172 strcpy (buf + len, " ");
1173 len++;
1174 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1175 }
1176 }
1177 }
1178
1179 if (buf[0] == '\0')
1180 assign (buf, query_name (tmp));
1181
1182 return buf;
1183 }
1184
1185 void
1186 examine (object *op, object *tmp)
1187 {
1188 char buf[VERY_BIG_BUF];
1189 int i;
1190
1191 if (tmp == NULL || tmp->type == CLOSE_CON)
1192 return;
1193
1194 strcpy (buf, "That is ");
1195 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1196 buf[VERY_BIG_BUF - 1] = 0;
1197
1198 new_draw_info (NDI_UNIQUE, 0, op, buf);
1199 buf[0] = '\0';
1200
1201 if (tmp->custom_name)
1202 {
1203 strcpy (buf, "You call it ");
1204 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1205 buf[VERY_BIG_BUF - 1] = 0;
1206 new_draw_info (NDI_UNIQUE, 0, op, buf);
1207 buf[0] = '\0';
1208 }
1209
1210 switch (tmp->type)
1211 {
1212 case SPELLBOOK:
1213 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1214 {
1215 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1216 }
1217 break;
1218
1219 case BOOK:
1220 if (tmp->msg != NULL)
1221 strcpy (buf, "Something is written in it.");
1222 break;
1223
1224 case CONTAINER:
1225 if (tmp->race != NULL)
1226 {
1227 if (tmp->weight_limit && tmp->stats.Str < 100)
1228 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1229 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1230 else
1231 sprintf (buf, "It can hold only %s.", &tmp->race);
1232 }
1233 else if (tmp->weight_limit && tmp->stats.Str < 100)
1234 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1235 break;
1236
1237 case WAND:
1238 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1239 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1240 break;
1241 }
1242
1243 if (buf[0] != '\0')
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245
1246 if (tmp->materialname != NULL && !tmp->msg)
1247 {
1248 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1249 new_draw_info (NDI_UNIQUE, 0, op, buf);
1250 }
1251 /* Where to wear this item */
1252 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1253 {
1254 if (tmp->body_info[i] < -1)
1255 {
1256 if (op->body_info[i])
1257 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1258 else
1259 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1260 }
1261 else if (tmp->body_info[i])
1262 {
1263 if (op->body_info[i])
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1265 else
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1267 }
1268 }
1269
1270 if (tmp->weight)
1271 {
1272 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1273 new_draw_info (NDI_UNIQUE, 0, op, buf);
1274 }
1275
1276 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1277 {
1278 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1279 new_draw_info (NDI_UNIQUE, 0, op, buf);
1280 if (is_in_shop (op))
1281 {
1282 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1283 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1284 else
1285 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1286 new_draw_info (NDI_UNIQUE, 0, op, buf);
1287 }
1288 }
1289
1290 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1291 examine_monster (op, tmp);
1292
1293 /* Is this item buildable? */
1294 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1295 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1296
1297 /* Does the object have a message? Don't show message for all object
1298 * types - especially if the first entry is a match
1299 */
1300 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1301 {
1302
1303 /* This is just a hack so when identifying the items, we print
1304 * out the extra message
1305 */
1306 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1307 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1308
1309 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1310 }
1311 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1312 }
1313
1314 /*
1315 * inventory prints object's inventory. If inv==NULL then print player's
1316 * inventory.
1317 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1318 */
1319 void
1320 inventory (object *op, object *inv)
1321 {
1322 object *tmp;
1323 char *in;
1324 int items = 0, length;
1325
1326 if (inv == NULL && op == NULL)
1327 {
1328 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1329 return;
1330 }
1331 tmp = inv ? inv->inv : op->inv;
1332
1333 while (tmp)
1334 {
1335 if ((!tmp->invisible &&
1336 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1337 items++;
1338 tmp = tmp->below;
1339 }
1340 if (inv == NULL)
1341 { /* player's inventory */
1342 if (items == 0)
1343 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1345 return;
1346 }
1347 else
1348 {
1349 length = 28;
1350 in = "";
1351 if (op)
1352 clear_win_info (op);
1353 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1354 }
1355 }
1356 else
1357 {
1358 if (items == 0)
1359 return;
1360 else
1361 {
1362 length = 28;
1363 in = " ";
1364 }
1365 }
1366 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1367 {
1368 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1369 continue;
1370 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1371 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1372 query_name (tmp), tmp->count, query_weight (tmp));
1373 else
1374 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1375 }
1376 if (!inv && op)
1377 {
1378 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1379 }
1380 }
1381
1382 static void
1383 display_new_pickup (object *op)
1384 {
1385 int i = op->contr->mode;
1386
1387 if (!(i & PU_NEWMODE))
1388 return;
1389
1390 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1391 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1392 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1393 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1394
1395 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1396
1397 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1398 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1399 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1400
1401 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1403
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1406 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1407
1408 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1409 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1412
1413 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1415 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1417
1418 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1419 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1422
1423 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1424
1425 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1427
1428 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1429 }
1430
1431 int
1432 command_pickup (object *op, char *params)
1433 {
1434 uint32 i;
1435 static const char *names[] = {
1436 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1437 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1438 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1439 "jewels", "flesh", NULL
1440 };
1441 static uint32 modes[] = {
1442 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1443 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1444 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1445 PU_JEWELS, PU_FLESH, 0
1446 };
1447
1448 if (!params)
1449 {
1450 /* if the new mode is used, just print the settings */
1451 if (op->contr->mode & PU_NEWMODE)
1452 {
1453 display_new_pickup (op);
1454 return 1;
1455 }
1456 if (1)
1457 LOG (llevDebug, "command_pickup: !params\n");
1458 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1459 return 0;
1460 }
1461
1462 while (*params == ' ' && *params)
1463 params++;
1464
1465 if (*params == '+' || *params == '-')
1466 {
1467 int mode;
1468
1469 for (mode = 0; names[mode]; mode++)
1470 {
1471 if (!strcmp (names[mode], params + 1))
1472 {
1473 i = op->contr->mode;
1474 if (!(i & PU_NEWMODE))
1475 i = PU_NEWMODE;
1476 if (*params == '+')
1477 i = i | modes[mode];
1478 else
1479 i = i & ~modes[mode];
1480 op->contr->mode = i;
1481 display_new_pickup (op);
1482 return 1;
1483 }
1484 }
1485 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1486 return 1;
1487 }
1488
1489 if (sscanf (params, "%u", &i) != 1)
1490 {
1491 if (1)
1492 LOG (llevDebug, "command_pickup: params==NULL\n");
1493 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> .");
1494 return 1;
1495 }
1496 set_pickup_mode (op, i);
1497
1498 return 1;
1499 }
1500
1501 void
1502 set_pickup_mode (object *op, int i)
1503 {
1504 switch (op->contr->mode = i)
1505 {
1506 case 0:
1507 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1508 break;
1509 case 1:
1510 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1511 break;
1512 case 2:
1513 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1514 break;
1515 case 3:
1516 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1517 break;
1518 case 4:
1519 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1520 break;
1521 case 5:
1522 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1523 break;
1524 case 6:
1525 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1526 break;
1527 case 7:
1528 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1529 break;
1530 }
1531 }
1532
1533 int
1534 command_search_items (object *op, char *params)
1535 {
1536 char buf[MAX_BUF];
1537
1538 if (settings.search_items == FALSE)
1539 return 1;
1540
1541 if (params == NULL)
1542 {
1543 if (op->contr->search_str[0] == '\0')
1544 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1546 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1547 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1548 return 1;
1549 }
1550 op->contr->search_str[0] = '\0';
1551 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1552 op->update_stats ();
1553 return 1;
1554 }
1555 if ((int) strlen (params) >= MAX_BUF)
1556 {
1557 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1558 return 1;
1559 }
1560 strcpy (op->contr->search_str, params);
1561 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1562 new_draw_info (NDI_UNIQUE, 0, op, buf);
1563 op->update_stats ();
1564 return 1;
1565 }
1566