1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008 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 |
* |
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* Deliantra 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 3 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, |
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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 GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
*/ |
23 |
|
24 |
/* |
25 |
* Object (handling) commands |
26 |
*/ |
27 |
|
28 |
#include <global.h> |
29 |
#include <loader.h> |
30 |
#include <skills.h> |
31 |
#include <sproto.h> |
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 *best = 0; |
62 |
int match_val = 0; |
63 |
|
64 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
65 |
{ |
66 |
if (tmp->invisible) |
67 |
continue; |
68 |
|
69 |
int tmpmatch = item_matched_string (pl, tmp, params); |
70 |
|
71 |
if (tmpmatch > match_val) |
72 |
{ |
73 |
if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) |
74 |
continue; |
75 |
|
76 |
if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) |
77 |
continue; |
78 |
|
79 |
match_val = tmpmatch; |
80 |
best = tmp; |
81 |
} |
82 |
} |
83 |
|
84 |
return best; |
85 |
} |
86 |
|
87 |
/** |
88 |
* Shortcut to find_best_apply_object_match(pl, params, AF_NULL); |
89 |
**/ |
90 |
object * |
91 |
find_best_object_match (object *pl, const char *params) |
92 |
{ |
93 |
return find_best_apply_object_match (pl, params, AP_TOGGLE); |
94 |
} |
95 |
|
96 |
static bool |
97 |
can_split (object *pl, object *&op, sint32 nrof) |
98 |
{ |
99 |
if (object *tmp = op->split (nrof ? nrof : op->number_of ())) |
100 |
{ |
101 |
op = tmp; |
102 |
return true; |
103 |
} |
104 |
else |
105 |
{ |
106 |
if (op->nrof > 1) |
107 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl); |
108 |
else |
109 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name); |
110 |
|
111 |
return false; |
112 |
} |
113 |
} |
114 |
|
115 |
int |
116 |
command_uskill (object *pl, char *params) |
117 |
{ |
118 |
if (!params) |
119 |
{ |
120 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); |
121 |
return 0; |
122 |
} |
123 |
|
124 |
return use_skill (pl, params); |
125 |
} |
126 |
|
127 |
int |
128 |
command_rskill (object *pl, char *params) |
129 |
{ |
130 |
object *skill; |
131 |
|
132 |
if (!params) |
133 |
{ |
134 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); |
135 |
return 0; |
136 |
} |
137 |
|
138 |
skill = find_skill_by_name (pl, params); |
139 |
|
140 |
if (!skill) |
141 |
{ |
142 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); |
143 |
return 0; |
144 |
} |
145 |
|
146 |
pl->change_skill (0); |
147 |
apply_special (pl, skill, AP_APPLY); |
148 |
return 1; |
149 |
} |
150 |
|
151 |
/* These functions (command_search, command_disarm) are really just wrappers for |
152 |
* things like 'use_skill ...'). In fact, they should really be obsoleted |
153 |
* and replaced with those. |
154 |
*/ |
155 |
int |
156 |
command_search (object *op, char *params) |
157 |
{ |
158 |
return use_skill (op, skill_names[SK_FIND_TRAPS]); |
159 |
} |
160 |
|
161 |
int |
162 |
command_disarm (object *op, char *params) |
163 |
{ |
164 |
return use_skill (op, skill_names[SK_DISARM_TRAPS]); |
165 |
} |
166 |
|
167 |
/* A little special because we do want to pass the full params along |
168 |
* as it includes the object to throw. |
169 |
*/ |
170 |
int |
171 |
command_throw (object *op, char *params) |
172 |
{ |
173 |
if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING])) |
174 |
return do_skill (op, op, skop, op->facing, params); |
175 |
else |
176 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); |
177 |
|
178 |
return 0; |
179 |
} |
180 |
|
181 |
int |
182 |
command_apply (object *op, char *params) |
183 |
{ |
184 |
if (!params) |
185 |
{ |
186 |
player_apply_below (op); |
187 |
return 0; |
188 |
} |
189 |
else |
190 |
{ |
191 |
apply_flag aflag = (apply_flag)0; |
192 |
|
193 |
while (*params == ' ') |
194 |
params++; |
195 |
|
196 |
if (!strncmp (params, "-a ", 3)) |
197 |
{ |
198 |
aflag = AP_APPLY; |
199 |
params += 3; |
200 |
} |
201 |
|
202 |
if (!strncmp (params, "-u ", 3)) |
203 |
{ |
204 |
aflag = AP_UNAPPLY; |
205 |
params += 3; |
206 |
} |
207 |
|
208 |
while (*params == ' ') |
209 |
params++; |
210 |
|
211 |
if (object *inv = find_best_apply_object_match (op, params, aflag)) |
212 |
player_apply (op, inv, aflag, 0); |
213 |
else |
214 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); |
215 |
} |
216 |
|
217 |
return 0; |
218 |
} |
219 |
|
220 |
/* |
221 |
* Check if an item op can be put into a sack. If pl exists then tell |
222 |
* a player the reason of failure. |
223 |
* returns 1 if it will fit, 0 if it will not. nrof is the number of |
224 |
* objects (op) we want to put in. We specify it separately instead of |
225 |
* using op->nrof because often times, a player may have specified a |
226 |
* certain number of objects to drop, so we can pass that number, and |
227 |
* not need to use split_ob and stuff. |
228 |
*/ |
229 |
int |
230 |
sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) |
231 |
{ |
232 |
if (!QUERY_FLAG (sack, FLAG_APPLIED)) |
233 |
{ |
234 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); |
235 |
return 0; |
236 |
} |
237 |
|
238 |
if (sack == op) |
239 |
{ |
240 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); |
241 |
return 0; |
242 |
} |
243 |
|
244 |
if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) |
245 |
{ |
246 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); |
247 |
return 0; |
248 |
} |
249 |
|
250 |
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) |
251 |
{ |
252 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); |
253 |
return 0; |
254 |
} |
255 |
|
256 |
if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * |
257 |
(op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) |
258 |
* (100 - sack->stats.Str) / 100) > sack->weight_limit) |
259 |
{ |
260 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); |
261 |
return 0; |
262 |
} |
263 |
|
264 |
/* All other checks pass, must be OK */ |
265 |
return 1; |
266 |
} |
267 |
|
268 |
/* Pick up commands follow */ |
269 |
|
270 |
/* pl = player (not always - monsters can use this now) |
271 |
* op is the object to put tmp into, |
272 |
* tmp is the object to pick up, nrof is the number to |
273 |
* pick up (0 means all of them) |
274 |
*/ |
275 |
static void |
276 |
pick_up_object (object *pl, object *op, object *tmp, int nrof) |
277 |
{ |
278 |
object *env = tmp->env; |
279 |
uint32 weight, effective_weight_limit; |
280 |
int tmp_nrof = tmp->number_of (); |
281 |
|
282 |
/* IF the player is flying & trying to take the item out of a container |
283 |
* that is in his inventory, let him. tmp->env points to the container |
284 |
* (sack, luggage, etc), tmp->env->env then points to the player (nested |
285 |
* containers not allowed as of now) |
286 |
*/ |
287 |
if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl) |
288 |
{ |
289 |
pl->failmsg ("You are levitating, you can't reach the ground! " |
290 |
"H<You have to stop levitating first, if you can, either by using your levitation skill, " |
291 |
"or waiting till the levitation effect wears off.>"); |
292 |
return; |
293 |
} |
294 |
|
295 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
296 |
return; |
297 |
|
298 |
if (nrof > tmp_nrof || nrof <= 0) |
299 |
nrof = tmp_nrof; |
300 |
|
301 |
/* Figure out how much weight this object will add to the player */ |
302 |
weight = tmp->weight * nrof; |
303 |
if (tmp->inv) |
304 |
weight += tmp->carrying * (100 - tmp->stats.Str) / 100; |
305 |
|
306 |
effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)]; |
307 |
|
308 |
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) |
309 |
{ |
310 |
new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); |
311 |
return; |
312 |
} |
313 |
|
314 |
if (!can_split (pl, tmp, nrof)) |
315 |
return; |
316 |
|
317 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
318 |
{ |
319 |
tmp->flag.reset (FLAG_UNPAID); |
320 |
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)); |
321 |
tmp->flag.set (FLAG_UNPAID); |
322 |
} |
323 |
else |
324 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp)); |
325 |
|
326 |
op->insert (tmp); |
327 |
} |
328 |
|
329 |
/* modified slightly to allow monsters use this -b.t. 5-31-95 */ |
330 |
void |
331 |
pick_up (object *op, object *alt) |
332 |
{ |
333 |
int need_fix_tmp = 0; |
334 |
object *tmp = NULL; |
335 |
maptile *tmp_map = NULL; |
336 |
int count; |
337 |
|
338 |
/* Decide which object to pick. */ |
339 |
if (alt) |
340 |
{ |
341 |
if (!can_pick (op, alt)) |
342 |
{ |
343 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); |
344 |
goto leave; |
345 |
} |
346 |
|
347 |
tmp = alt; |
348 |
} |
349 |
else |
350 |
{ |
351 |
if (op->below == NULL || !can_pick (op, op->below)) |
352 |
{ |
353 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); |
354 |
goto leave; |
355 |
} |
356 |
|
357 |
tmp = op->below; |
358 |
} |
359 |
|
360 |
/* Try to catch it. */ |
361 |
tmp_map = tmp->map; |
362 |
tmp = stop_item (tmp); |
363 |
if (tmp == NULL) |
364 |
goto leave; |
365 |
|
366 |
need_fix_tmp = 1; |
367 |
if (!can_pick (op, tmp)) |
368 |
goto leave; |
369 |
|
370 |
if (op->type == PLAYER) |
371 |
{ |
372 |
count = op->contr->count; |
373 |
if (count == 0) |
374 |
count = tmp->nrof; |
375 |
} |
376 |
else |
377 |
count = tmp->nrof; |
378 |
|
379 |
/* container is open, so use it */ |
380 |
if (tmp->flag [FLAG_STARTEQUIP]) |
381 |
alt = op; |
382 |
else if (op->container) |
383 |
{ |
384 |
alt = op->container; |
385 |
if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) |
386 |
goto leave; |
387 |
} |
388 |
else |
389 |
{ /* non container pickup */ |
390 |
for (alt = op->inv; alt; alt = alt->below) |
391 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && |
392 |
alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) |
393 |
break; /* perfect match */ |
394 |
|
395 |
if (!alt) |
396 |
for (alt = op->inv; alt; alt = alt->below) |
397 |
if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) |
398 |
break; /* General container comes next */ |
399 |
|
400 |
if (!alt) |
401 |
alt = op; /* No free containers */ |
402 |
} |
403 |
|
404 |
if (tmp->env == alt) |
405 |
{ |
406 |
/* here it could be possible to check rent, |
407 |
* if someone wants to implement it |
408 |
*/ |
409 |
alt = op; |
410 |
} |
411 |
|
412 |
#ifdef PICKUP_DEBUG |
413 |
LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); |
414 |
#endif |
415 |
|
416 |
/* startequip items are not allowed to be put into containers: */ |
417 |
if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
418 |
{ |
419 |
new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); |
420 |
goto leave; |
421 |
} |
422 |
|
423 |
pick_up_object (op, alt, tmp, count); |
424 |
|
425 |
if (tmp->destroyed () || tmp->env) |
426 |
need_fix_tmp = 0; |
427 |
|
428 |
if (op->type == PLAYER) |
429 |
op->contr->count = 0; |
430 |
|
431 |
goto leave; |
432 |
|
433 |
leave: |
434 |
if (need_fix_tmp) |
435 |
fix_stopped_item (tmp, tmp_map, op); |
436 |
} |
437 |
|
438 |
/* This takes (picks up) and item. op is the player |
439 |
* who issued the command. params is a string to |
440 |
* match against the item name. Basically, always |
441 |
* returns zero, but that should be improved. |
442 |
*/ |
443 |
int |
444 |
command_take (object *op, char *params) |
445 |
{ |
446 |
object *tmp, *next; |
447 |
|
448 |
if (op->container) |
449 |
tmp = op->container->inv; |
450 |
else |
451 |
{ |
452 |
tmp = op->above; |
453 |
if (tmp) |
454 |
while (tmp->above) |
455 |
tmp = tmp->above; |
456 |
|
457 |
if (!tmp) |
458 |
tmp = op->below; |
459 |
} |
460 |
|
461 |
if (!tmp) |
462 |
{ |
463 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); |
464 |
return 0; |
465 |
} |
466 |
|
467 |
/* Makes processing easier */ |
468 |
if (params && *params == '\0') |
469 |
params = 0; |
470 |
|
471 |
int cnt = MAX_ITEM_PER_DROP; |
472 |
|
473 |
while (tmp) |
474 |
{ |
475 |
next = tmp->below; |
476 |
|
477 |
if (tmp->invisible) |
478 |
{ |
479 |
tmp = next; |
480 |
continue; |
481 |
} |
482 |
|
483 |
/* This following two if and else if could be merged into line |
484 |
* but that probably will make it more difficult to read, and |
485 |
* not make it any more efficient |
486 |
*/ |
487 |
if (params && item_matched_string (op, tmp, params)) |
488 |
{ |
489 |
pick_up (op, tmp); |
490 |
if (--cnt <= 0) break; |
491 |
} |
492 |
else if (can_pick (op, tmp) && !params) |
493 |
{ |
494 |
pick_up (op, tmp); |
495 |
break; |
496 |
} |
497 |
|
498 |
tmp = next; |
499 |
} |
500 |
|
501 |
if (cnt <= 0) |
502 |
{ |
503 |
op->failmsg ("Couldn't pick up so many items at once."); |
504 |
return 0; |
505 |
} |
506 |
|
507 |
if (!params && !tmp) |
508 |
{ |
509 |
for (tmp = op->below; tmp; tmp = tmp->below) |
510 |
if (!tmp->invisible) |
511 |
{ |
512 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name); |
513 |
break; |
514 |
} |
515 |
|
516 |
if (!tmp) |
517 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); |
518 |
} |
519 |
|
520 |
return 0; |
521 |
} |
522 |
|
523 |
/* |
524 |
* This function was part of drop, now is own function. |
525 |
* Player 'op' tries to put object 'tmp' into sack 'sack', |
526 |
* if nrof is non zero, then nrof objects is tried to put into sack. |
527 |
* Note that the 'sack' in question can now be a transport, |
528 |
* so this function isn't named very good anymore. |
529 |
*/ |
530 |
void |
531 |
put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) |
532 |
{ |
533 |
object *tmp2, *sack2; |
534 |
char buf[MAX_BUF]; |
535 |
|
536 |
if (sack == tmp) |
537 |
return; /* Can't put an object in itself */ |
538 |
|
539 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
540 |
{ |
541 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); |
542 |
return; |
543 |
} |
544 |
|
545 |
if (tmp->type == CONTAINER && tmp->inv) |
546 |
{ |
547 |
/* Eneq(@csd.uu.se): If the object to be dropped is a container |
548 |
* we instead move the contents of that container into the active |
549 |
* container, this is only done if the object has something in it. |
550 |
*/ |
551 |
sack2 = tmp; |
552 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); |
553 |
|
554 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) |
555 |
{ |
556 |
tmp = tmp2->below; |
557 |
|
558 |
if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof))) |
559 |
put_object_in_sack (op, sack, tmp2, 0); |
560 |
else |
561 |
{ |
562 |
sprintf (buf, "Your %s fills up.", query_name (sack)); |
563 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
564 |
break; |
565 |
} |
566 |
} |
567 |
|
568 |
return; |
569 |
} |
570 |
|
571 |
/* Don't worry about this for containers - our caller should have |
572 |
* already checked this. |
573 |
*/ |
574 |
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) |
575 |
return; |
576 |
|
577 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
578 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
579 |
return; |
580 |
|
581 |
/* we want to put some portion of the item into the container */ |
582 |
if (!can_split (op, tmp, nrof)) |
583 |
return; |
584 |
|
585 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); |
586 |
sack->insert (tmp); |
587 |
} |
588 |
|
589 |
/* |
590 |
* This function was part of drop, now is own function. |
591 |
* Player 'op' tries to drop object 'tmp', if tmp is non zero, then |
592 |
* nrof objects is tried to dropped. |
593 |
* This is used when dropping objects onto the floor. |
594 |
*/ |
595 |
void |
596 |
drop_object (object *op, object *tmp, uint32 nrof) |
597 |
{ |
598 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
599 |
return; |
600 |
|
601 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
602 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
603 |
return; /* can't unapply it */ |
604 |
|
605 |
//fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D |
606 |
|
607 |
/* We are only dropping some of the items. We split the current object |
608 |
* off |
609 |
*/ |
610 |
if (!can_split (op, tmp, nrof)) |
611 |
|
612 |
if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op))) |
613 |
return; |
614 |
|
615 |
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
616 |
{ |
617 |
op->statusmsg (format ("You drop the %s.", query_name (tmp))); |
618 |
op->statusmsg ("The gods who lent it to you retrieves it."); |
619 |
|
620 |
tmp->destroy (); |
621 |
op->update_stats (); |
622 |
return; |
623 |
} |
624 |
|
625 |
/* Call this before we update the various windows/players. At least |
626 |
* that we, we know the weight is correct. |
627 |
*/ |
628 |
// 2007-11-26: moved op->update_stats away and calling it later after |
629 |
// all items of a drop command have been processed. |
630 |
|
631 |
for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above) |
632 |
if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op))) |
633 |
return; |
634 |
|
635 |
if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY) |
636 |
{ |
637 |
if (!sell_item (tmp, op)) |
638 |
return; // if we can't sell it we don't drop it |
639 |
} |
640 |
|
641 |
tmp->x = op->x; |
642 |
tmp->y = op->y; |
643 |
|
644 |
insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
645 |
} |
646 |
|
647 |
void |
648 |
drop (object *op, object *tmp) |
649 |
{ |
650 |
/* Hopeful fix for disappearing objects when dropping from a container - |
651 |
* somehow, players get an invisible object in the container, and the |
652 |
* old logic would skip over invisible objects - works fine for the |
653 |
* playes inventory, but drop inventory wants to use the next value. |
654 |
*/ |
655 |
if (tmp->invisible) |
656 |
{ |
657 |
/* if the following is the case, it must be in an container. */ |
658 |
if (tmp->env && tmp->env->type != PLAYER) |
659 |
{ |
660 |
/* Just toss the object - probably shouldn't be hanging |
661 |
* around anyways |
662 |
*/ |
663 |
tmp->remove (); |
664 |
tmp->destroy (); |
665 |
return; |
666 |
} |
667 |
else |
668 |
{ |
669 |
while (tmp && tmp->invisible) |
670 |
tmp = tmp->below; |
671 |
} |
672 |
} |
673 |
|
674 |
if (tmp == NULL) |
675 |
{ |
676 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); |
677 |
return; |
678 |
} |
679 |
|
680 |
if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
681 |
{ |
682 |
new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); |
683 |
return; |
684 |
} |
685 |
|
686 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP)) |
687 |
{ |
688 |
#if 0 |
689 |
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ |
690 |
new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); |
691 |
#endif |
692 |
return; |
693 |
} |
694 |
|
695 |
if (op->type == PLAYER && op->contr->last_used == tmp) |
696 |
op->contr->last_used = tmp->below ? tmp->below |
697 |
: tmp->above ? tmp->above |
698 |
: 0; |
699 |
|
700 |
if (op->container) |
701 |
{ |
702 |
if (op->type == PLAYER) |
703 |
put_object_in_sack (op, op->container, tmp, op->contr->count); |
704 |
else |
705 |
put_object_in_sack (op, op->container, tmp, 0); |
706 |
} |
707 |
else |
708 |
{ |
709 |
if (op->type == PLAYER) |
710 |
drop_object (op, tmp, op->contr->count); |
711 |
else |
712 |
drop_object (op, tmp, 0); |
713 |
} |
714 |
|
715 |
if (op->type == PLAYER) |
716 |
op->contr->count = 0; |
717 |
} |
718 |
|
719 |
/* Command will drop all items that have not been locked */ |
720 |
int |
721 |
command_dropall (object *op, char *params) |
722 |
{ |
723 |
|
724 |
if (op->inv == NULL) |
725 |
{ |
726 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); |
727 |
return 0; |
728 |
} |
729 |
|
730 |
object *curinv = op->inv; |
731 |
object *nextinv; |
732 |
|
733 |
/* |
734 |
This is the default. Drops everything not locked or considered |
735 |
not something that should be dropped. |
736 |
*/ |
737 |
/* |
738 |
Care must be taken that the next item pointer is not to money as |
739 |
the drop() routine will do unknown things to it when dropping |
740 |
in a shop. --Tero.Pelander@utu.fi |
741 |
*/ |
742 |
|
743 |
int cnt = MAX_ITEM_PER_DROP; |
744 |
|
745 |
if (!params) |
746 |
{ |
747 |
while (curinv) |
748 |
{ |
749 |
nextinv = curinv->below; |
750 |
|
751 |
while (nextinv && nextinv->type == MONEY) |
752 |
nextinv = nextinv->below; |
753 |
|
754 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && |
755 |
curinv->type != FOOD && curinv->type != KEY && |
756 |
curinv->type != SPECIAL_KEY && curinv->type != GEM && |
757 |
!curinv->invisible && (curinv->type != CONTAINER || op->container != curinv)) |
758 |
{ |
759 |
drop (op, curinv); |
760 |
if (--cnt <= 0) break; |
761 |
} |
762 |
|
763 |
curinv = nextinv; |
764 |
} |
765 |
} |
766 |
else if (strcmp (params, "weapons") == 0) |
767 |
{ |
768 |
while (curinv) |
769 |
{ |
770 |
nextinv = curinv->below; |
771 |
|
772 |
while (nextinv && nextinv->type == MONEY) |
773 |
nextinv = nextinv->below; |
774 |
|
775 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) |
776 |
{ |
777 |
drop (op, curinv); |
778 |
if (--cnt <= 0) break; |
779 |
} |
780 |
|
781 |
curinv = nextinv; |
782 |
} |
783 |
} |
784 |
else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) |
785 |
{ |
786 |
while (curinv) |
787 |
{ |
788 |
nextinv = curinv->below; |
789 |
|
790 |
while (nextinv && nextinv->type == MONEY) |
791 |
nextinv = nextinv->below; |
792 |
|
793 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) |
794 |
{ |
795 |
drop (op, curinv); |
796 |
if (--cnt <= 0) break; |
797 |
} |
798 |
|
799 |
curinv = nextinv; |
800 |
} |
801 |
} |
802 |
else if (strcmp (params, "misc") == 0) |
803 |
{ |
804 |
while (curinv) |
805 |
{ |
806 |
nextinv = curinv->below; |
807 |
|
808 |
while (nextinv && nextinv->type == MONEY) |
809 |
nextinv = nextinv->below; |
810 |
|
811 |
if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) |
812 |
{ |
813 |
switch (curinv->type) |
814 |
{ |
815 |
case HORN: |
816 |
case BOOK: |
817 |
case SPELLBOOK: |
818 |
case GIRDLE: |
819 |
case AMULET: |
820 |
case RING: |
821 |
case CLOAK: |
822 |
case BOOTS: |
823 |
case GLOVES: |
824 |
case BRACERS: |
825 |
case SCROLL: |
826 |
case ARMOUR_IMPROVER: |
827 |
case WEAPON_IMPROVER: |
828 |
case WAND: |
829 |
case ROD: |
830 |
case POTION: |
831 |
drop (op, curinv); |
832 |
curinv = nextinv; |
833 |
break; |
834 |
default: |
835 |
curinv = nextinv; |
836 |
break; |
837 |
} |
838 |
|
839 |
if (--cnt <= 0) break; |
840 |
} |
841 |
|
842 |
curinv = nextinv; |
843 |
} |
844 |
} |
845 |
|
846 |
if (cnt <= 0) |
847 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
848 |
|
849 |
/* draw_look(op);*/ |
850 |
return 0; |
851 |
} |
852 |
|
853 |
/* Object op wants to drop object(s) params. params can be a |
854 |
* comma seperated list. |
855 |
*/ |
856 |
int |
857 |
command_drop (object *op, char *params) |
858 |
{ |
859 |
object *tmp, *next; |
860 |
int did_one = 0; |
861 |
|
862 |
if (!params) |
863 |
{ |
864 |
new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); |
865 |
return 0; |
866 |
} |
867 |
else |
868 |
{ |
869 |
int cnt = MAX_ITEM_PER_DROP; |
870 |
|
871 |
for (tmp = op->inv; tmp; tmp = next) |
872 |
{ |
873 |
next = tmp->below; |
874 |
if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) |
875 |
continue; |
876 |
|
877 |
if (item_matched_string (op, tmp, params)) |
878 |
{ |
879 |
drop (op, tmp); |
880 |
if (--cnt <= 0) break; |
881 |
did_one = 1; |
882 |
} |
883 |
} |
884 |
|
885 |
if (!did_one) |
886 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); |
887 |
|
888 |
if (cnt <= 0) |
889 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
890 |
} |
891 |
|
892 |
return 0; |
893 |
} |
894 |
|
895 |
int |
896 |
command_examine (object *op, char *params) |
897 |
{ |
898 |
if (!params) |
899 |
{ |
900 |
object *tmp = op->below; |
901 |
|
902 |
while (tmp && !tmp->client_visible ()) |
903 |
tmp = tmp->below; |
904 |
|
905 |
if (tmp) |
906 |
examine (op, tmp); |
907 |
} |
908 |
else |
909 |
{ |
910 |
object *tmp = find_best_object_match (op, params); |
911 |
|
912 |
if (tmp) |
913 |
examine (op, tmp); |
914 |
else |
915 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params)); |
916 |
} |
917 |
|
918 |
return 0; |
919 |
} |
920 |
|
921 |
/* op should be a player. |
922 |
* we return the object the player has marked with the 'mark' command |
923 |
* below. If no match is found (or object has changed), we return |
924 |
* NULL. We leave it up to the calling function to print messages if |
925 |
* nothing is found. |
926 |
*/ |
927 |
object * |
928 |
find_marked_object (object *op) |
929 |
{ |
930 |
object *tmp; |
931 |
|
932 |
if (!op || !op->contr) |
933 |
return NULL; |
934 |
|
935 |
if (!op->contr->mark) |
936 |
{ |
937 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
938 |
return 0; |
939 |
} |
940 |
|
941 |
/* This may seem like overkill, but we need to make sure that they |
942 |
* player hasn't dropped the item. We use count on the off chance that |
943 |
* an item got reincarnated at some point. |
944 |
*/ |
945 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
946 |
{ |
947 |
if (tmp->invisible) |
948 |
continue; |
949 |
|
950 |
if (tmp == op->contr->mark) |
951 |
{ |
952 |
if (!tmp->destroyed ()) |
953 |
return tmp; |
954 |
else |
955 |
{ |
956 |
op->contr->mark = 0; |
957 |
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ |
958 |
return 0; |
959 |
} |
960 |
} |
961 |
} |
962 |
|
963 |
return 0; |
964 |
} |
965 |
|
966 |
std::string |
967 |
object::describe_monster (object *who) |
968 |
{ |
969 |
dynbuf_text buf (512, 512); |
970 |
|
971 |
object *mon = head ? head : this; |
972 |
|
973 |
if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
974 |
buf << "It is an undead force.\n"; |
975 |
|
976 |
if (mon->level > who->level) |
977 |
buf << "It is likely more powerful than you.\n"; |
978 |
else if (mon->level < who->level) |
979 |
buf << "It is likely less powerful than you.\n"; |
980 |
else |
981 |
buf << "It is probably as powerful as you.\n"; |
982 |
|
983 |
if (mon->attacktype & AT_ACID) |
984 |
buf << "You seem to smell an acrid odor.\n"; |
985 |
|
986 |
/* Anyone know why this used to use the clone value instead of the |
987 |
* maxhp field? This seems that it should give more accurate results. |
988 |
*/ |
989 |
switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) |
990 |
{ /* From 1-4 */ |
991 |
case 1: |
992 |
buf << "It is in a bad shape.\n"; |
993 |
break; |
994 |
case 2: |
995 |
buf << "It is hurt.\n"; |
996 |
break; |
997 |
case 3: |
998 |
buf << "It is somewhat hurt.\n"; |
999 |
break; |
1000 |
case 4: |
1001 |
buf << "It is in excellent shape.\n"; |
1002 |
break; |
1003 |
} |
1004 |
|
1005 |
if (present_in_ob (POISONING, mon)) |
1006 |
buf << "It looks very ill.\n"; |
1007 |
|
1008 |
return buf; |
1009 |
} |
1010 |
|
1011 |
/* tmp is the object being described, pl is who is examing it. */ |
1012 |
const char * |
1013 |
long_desc (object *tmp, object *pl) |
1014 |
{ |
1015 |
static std::string s; |
1016 |
|
1017 |
return (s = tmp->long_desc (pl)).c_str (); |
1018 |
} |
1019 |
|
1020 |
std::string |
1021 |
object::long_desc (object *who) |
1022 |
{ |
1023 |
std::string buf (query_name (this)); |
1024 |
|
1025 |
switch (type) |
1026 |
{ |
1027 |
case RING: |
1028 |
case SKILL: |
1029 |
case WEAPON: |
1030 |
case ARMOUR: |
1031 |
case BRACERS: |
1032 |
case HELMET: |
1033 |
case SHIELD: |
1034 |
case BOOTS: |
1035 |
case GLOVES: |
1036 |
case AMULET: |
1037 |
case GIRDLE: |
1038 |
case BOW: |
1039 |
case ARROW: |
1040 |
case CLOAK: |
1041 |
case FOOD: |
1042 |
case DRINK: |
1043 |
case FLESH: |
1044 |
case SKILL_TOOL: |
1045 |
case POWER_CRYSTAL: |
1046 |
{ |
1047 |
const char *cp = ::describe_item (this, who); |
1048 |
|
1049 |
if (*cp) |
1050 |
{ |
1051 |
buf.append (" "); |
1052 |
buf.append (cp); |
1053 |
} |
1054 |
} |
1055 |
} |
1056 |
|
1057 |
return buf; |
1058 |
} |
1059 |
|
1060 |
/* op is the player |
1061 |
* tmp is the monster being examined. |
1062 |
*/ |
1063 |
void |
1064 |
examine_monster (object *op, object *tmp) |
1065 |
{ |
1066 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); |
1067 |
} |
1068 |
|
1069 |
std::string |
1070 |
object::describe (object *who) |
1071 |
{ |
1072 |
dynbuf_text buf (1024, 1024); |
1073 |
|
1074 |
buf.printf ("That is: %s.\n", long_desc (who).c_str ()); |
1075 |
|
1076 |
if (custom_name) |
1077 |
buf.printf ("You call it %s\n", &custom_name); |
1078 |
|
1079 |
switch (type) |
1080 |
{ |
1081 |
case SPELLBOOK: |
1082 |
if (flag [FLAG_IDENTIFIED] && inv) |
1083 |
buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill); |
1084 |
break; |
1085 |
|
1086 |
case BOOK: |
1087 |
if (msg) |
1088 |
buf << "Something is written in it.\n"; |
1089 |
break; |
1090 |
|
1091 |
case CONTAINER: |
1092 |
if (race != NULL) |
1093 |
{ |
1094 |
if (weight_limit && stats.Str < 100) |
1095 |
buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n", |
1096 |
&race, weight_limit / (10.0 * (100 - stats.Str))); |
1097 |
else |
1098 |
buf.printf ("It can hold only %s.\n", &race); |
1099 |
} |
1100 |
else if (weight_limit && stats.Str < 100) |
1101 |
buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str))); |
1102 |
break; |
1103 |
|
1104 |
case WAND: |
1105 |
if (flag [FLAG_IDENTIFIED]) |
1106 |
buf.printf ("It has %d charges left.\n", stats.food); |
1107 |
break; |
1108 |
} |
1109 |
|
1110 |
if (materialname && !msg) |
1111 |
buf.printf ("It is made of: %s.\n", &materialname); |
1112 |
|
1113 |
if (who) |
1114 |
/* Where to wear this item */ |
1115 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1116 |
if (slot[i].info) |
1117 |
{ |
1118 |
buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); |
1119 |
|
1120 |
if (slot[i].info < -1 && who->slot[i].info) |
1121 |
buf.printf ("(%d)", -slot[i].info); |
1122 |
|
1123 |
buf << ".\n"; |
1124 |
} |
1125 |
|
1126 |
if (weight) |
1127 |
buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0); |
1128 |
|
1129 |
if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) |
1130 |
{ |
1131 |
buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); |
1132 |
|
1133 |
if (is_in_shop (who)) |
1134 |
{ |
1135 |
if (flag [FLAG_UNPAID]) |
1136 |
buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); |
1137 |
else |
1138 |
buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); |
1139 |
} |
1140 |
} |
1141 |
|
1142 |
if (flag [FLAG_MONSTER]) |
1143 |
buf << describe_monster (who); |
1144 |
|
1145 |
/* Is this item buildable? */ |
1146 |
if (flag [FLAG_IS_BUILDABLE]) |
1147 |
buf << "This is a buildable item.\n"; |
1148 |
|
1149 |
/* Does the object have a message? Don't show message for all object |
1150 |
* types - especially if the first entry is a match |
1151 |
*/ |
1152 |
if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@') |
1153 |
{ |
1154 |
/* This is just a hack so when identifying the items, we print |
1155 |
* out the extra message |
1156 |
*/ |
1157 |
if (need_identify (this) && flag [FLAG_IDENTIFIED]) |
1158 |
buf << "The object has a story:\n"; |
1159 |
|
1160 |
buf << msg << '\n'; |
1161 |
} |
1162 |
|
1163 |
buf << '\n'; |
1164 |
|
1165 |
return std::string (buf.linearise (), buf.size ()); |
1166 |
} |
1167 |
|
1168 |
static void |
1169 |
display_new_pickup (object *op) |
1170 |
{ |
1171 |
int i = op->contr->mode; |
1172 |
|
1173 |
if (!(i & PU_NEWMODE)) |
1174 |
return; |
1175 |
|
1176 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0); |
1177 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); |
1178 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); |
1179 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); |
1180 |
|
1181 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); |
1182 |
|
1183 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); |
1184 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); |
1185 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); |
1186 |
|
1187 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); |
1188 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); |
1189 |
|
1190 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); |
1191 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); |
1192 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); |
1193 |
|
1194 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); |
1195 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); |
1196 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); |
1197 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); |
1198 |
|
1199 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); |
1200 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); |
1201 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); |
1202 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); |
1203 |
|
1204 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); |
1205 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); |
1206 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); |
1207 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); |
1208 |
|
1209 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); |
1210 |
|
1211 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); |
1212 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0); |
1213 |
|
1214 |
new_draw_info_format (NDI_UNIQUE, 0, op, ""); |
1215 |
} |
1216 |
|
1217 |
int |
1218 |
command_pickup (object *op, char *params) |
1219 |
{ |
1220 |
uint32 i; |
1221 |
static const char *names[] = { |
1222 |
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", |
1223 |
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", |
1224 |
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", |
1225 |
"jewels", "flesh", NULL |
1226 |
}; |
1227 |
static uint32 modes[] = { |
1228 |
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, |
1229 |
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, |
1230 |
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, |
1231 |
PU_JEWELS, PU_FLESH, 0 |
1232 |
}; |
1233 |
|
1234 |
if (!params) |
1235 |
{ |
1236 |
/* if the new mode is used, just print the settings */ |
1237 |
if (op->contr->mode & PU_NEWMODE) |
1238 |
{ |
1239 |
display_new_pickup (op); |
1240 |
return 1; |
1241 |
} |
1242 |
if (1) |
1243 |
LOG (llevDebug, "command_pickup: !params\n"); |
1244 |
set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1); |
1245 |
return 0; |
1246 |
} |
1247 |
|
1248 |
while (*params == ' ' && *params) |
1249 |
params++; |
1250 |
|
1251 |
if (*params == '+' || *params == '-') |
1252 |
{ |
1253 |
int mode; |
1254 |
|
1255 |
for (mode = 0; names[mode]; mode++) |
1256 |
{ |
1257 |
if (!strcmp (names[mode], params + 1)) |
1258 |
{ |
1259 |
i = op->contr->mode; |
1260 |
if (!(i & PU_NEWMODE)) |
1261 |
i = PU_NEWMODE; |
1262 |
if (*params == '+') |
1263 |
i = i | modes[mode]; |
1264 |
else |
1265 |
i = i & ~modes[mode]; |
1266 |
op->contr->mode = i; |
1267 |
display_new_pickup (op); |
1268 |
return 1; |
1269 |
} |
1270 |
} |
1271 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); |
1272 |
return 1; |
1273 |
} |
1274 |
|
1275 |
if (sscanf (params, "%u", &i) != 1) |
1276 |
{ |
1277 |
if (1) |
1278 |
LOG (llevDebug, "command_pickup: params==NULL\n"); |
1279 |
new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> ."); |
1280 |
return 1; |
1281 |
} |
1282 |
set_pickup_mode (op, i); |
1283 |
|
1284 |
return 1; |
1285 |
} |
1286 |
|
1287 |
void |
1288 |
set_pickup_mode (object *op, int i) |
1289 |
{ |
1290 |
switch (op->contr->mode = i) |
1291 |
{ |
1292 |
case 0: |
1293 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up."); |
1294 |
break; |
1295 |
case 1: |
1296 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item."); |
1297 |
break; |
1298 |
case 2: |
1299 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop."); |
1300 |
break; |
1301 |
case 3: |
1302 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up."); |
1303 |
break; |
1304 |
case 4: |
1305 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items."); |
1306 |
break; |
1307 |
case 5: |
1308 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop."); |
1309 |
break; |
1310 |
case 6: |
1311 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items."); |
1312 |
break; |
1313 |
case 7: |
1314 |
new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems"); |
1315 |
break; |
1316 |
} |
1317 |
} |
1318 |
|
1319 |
int |
1320 |
command_search_items (object *op, char *params) |
1321 |
{ |
1322 |
char buf[MAX_BUF]; |
1323 |
|
1324 |
if (settings.search_items == FALSE) |
1325 |
return 1; |
1326 |
|
1327 |
if (params == NULL) |
1328 |
{ |
1329 |
if (op->contr->search_str[0] == '\0') |
1330 |
{ |
1331 |
new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); |
1332 |
new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); |
1333 |
new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); |
1334 |
return 1; |
1335 |
} |
1336 |
|
1337 |
op->contr->search_str[0] = '\0'; |
1338 |
new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); |
1339 |
op->update_stats (); |
1340 |
return 1; |
1341 |
} |
1342 |
|
1343 |
if ((int) strlen (params) >= MAX_BUF) |
1344 |
{ |
1345 |
new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); |
1346 |
return 1; |
1347 |
} |
1348 |
|
1349 |
strcpy (op->contr->search_str, params); |
1350 |
sprintf (buf, "Searching for '%s'.", op->contr->search_str); |
1351 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1352 |
op->update_stats (); |
1353 |
return 1; |
1354 |
} |
1355 |
|