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/cvs/deliantra/server/server/c_object.C
Revision: 1.10
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +423 -423 lines
Log Message:
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_c_object_c =
3 root 1.10 * "$Id: c_object.C,v 1.9 2006-08-29 07:34:00 root Exp $";
4 elmex 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The author can be reached via e-mail to crossfire-devel@real-time.com
26    
27     Object (handling) commands
28     */
29    
30     #include <global.h>
31     #include <loader.h>
32     #include <skills.h>
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36     #include <living.h>
37     #include <math.h>
38     /*
39     * Object id parsing functions
40     */
41    
42     #define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43     fatal(OUT_OF_MEMORY);
44    
45     #define ADD_ITEM(NEW,COUNT)\
46 root 1.10 if(!first) {\
47     OBLINKMALLOC(first);\
48     last=first;\
49     } else {\
50     OBLINKMALLOC(last->next);\
51     last=last->next;\
52     }\
53     last->next=NULL;\
54     last->ob=(NEW);\
55 elmex 1.1 last->id=(COUNT);
56    
57     /**
58     * Search the inventory of 'pl' for what matches best with params.
59     * we use item_matched_string above - this gives us consistent behaviour
60     * between many commands. Return the best match, or NULL if no match.
61     * aflag is used with apply -u , and apply -a to
62     * only unapply applied, or apply unapplied objects
63     **/
64     static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag)
65     {
66     object *tmp, *best=NULL;
67     int match_val=0,tmpmatch;
68    
69     for (tmp=pl->inv; tmp; tmp=tmp->below) {
70     if (tmp->invisible) continue;
71     if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) {
72     if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
73     if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) 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 *find_best_object_match(object *pl, const char *params)
85     {
86     return find_best_apply_object_match(pl, params, AP_NULL);
87     }
88    
89     int command_uskill ( object *pl, char *params) {
90     if (!params) {
91     new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
92     return 0;
93     }
94     return use_skill(pl,params);
95     }
96    
97     int command_rskill ( object *pl, char *params) {
98     object *skill;
99    
100     if (!params) {
101 root 1.10 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102     return 0;
103 elmex 1.1 }
104     skill = find_skill_by_name(pl, params);
105    
106     if (!skill) {
107 root 1.10 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
108     return 0;
109 elmex 1.1 }
110     return change_skill(pl,skill, 0);
111     }
112    
113    
114     /* These functions (command_search, command_disarm) are really just wrappers for
115     * things like 'use_skill ...'). In fact, they should really be obsoleted
116     * and replaced with those.
117     */
118     int command_search (object *op, char *params) {
119     return use_skill(op, skill_names[SK_FIND_TRAPS]);
120     }
121    
122     int command_disarm (object *op, char *params) {
123     return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124     }
125    
126    
127     /* A little special because we do want to pass the full params along
128     * as it includes the object to throw.
129     */
130     int command_throw (object *op, char *params)
131     {
132     object *skop;
133    
134     skop = find_skill_by_name(op, skill_names[SK_THROWING]);
135     if (skop) return do_skill(op, op, skop, op->facing,params);
136     else {
137 root 1.10 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
138 elmex 1.1 }
139     return 0;
140     }
141    
142    
143     int command_apply (object *op, char *params)
144     {
145     if (!params) {
146     player_apply_below(op);
147     return 0;
148     }
149     else {
150     apply_flag aflag = (apply_flag) 0;
151     object *inv;
152    
153     while (*params==' ') params++;
154     if (!strncmp(params,"-a ",3)) {
155 root 1.10 aflag=AP_APPLY;
156     params+=3;
157 elmex 1.1 }
158     if (!strncmp(params,"-u ",3)) {
159 root 1.10 aflag=AP_UNAPPLY;
160     params+=3;
161 elmex 1.1 }
162     while (*params==' ') params++;
163    
164     inv=find_best_apply_object_match(op, params, aflag);
165     if (inv) {
166 root 1.10 player_apply(op,inv,aflag,0);
167 elmex 1.1 } else
168 root 1.10 new_draw_info_format(NDI_UNIQUE, 0, op,
169     "Could not find any match to the %s.",params);
170 elmex 1.1 }
171     return 0;
172     }
173    
174     /*
175     * Check if an item op can be put into a sack. If pl exists then tell
176     * a player the reason of failure.
177     * returns 1 if it will fit, 0 if it will not. nrof is the number of
178     * objects (op) we want to put in. We specify it separately instead of
179     * using op->nrof because often times, a player may have specified a
180     * certain number of objects to drop, so we can pass that number, and
181     * not need to use split_ob and stuff.
182     */
183     int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) {
184    
185     if (! QUERY_FLAG (sack, FLAG_APPLIED)) {
186 root 1.10 new_draw_info_format(NDI_UNIQUE, 0, pl,
187     "The %s is not active.", query_name(sack));
188     return 0;
189 elmex 1.1 }
190     if (sack == op) {
191 root 1.10 new_draw_info_format(NDI_UNIQUE, 0, pl,
192     "You can't put the %s into itself.", query_name(sack));
193     return 0;
194 elmex 1.1 }
195     if (sack->race && (sack->race != op->race || op->type == CONTAINER
196 root 1.10 || (sack->stats.food && sack->stats.food != op->type))) {
197     new_draw_info_format(NDI_UNIQUE, 0, pl,
198     "You can put only %s into the %s.", sack->race, query_name(sack));
199     return 0;
200 elmex 1.1 }
201     if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
202 root 1.10 new_draw_info_format(NDI_UNIQUE, 0, pl,
203     "You can't put the key into %s.", query_name(sack));
204     return 0;
205 elmex 1.1 }
206     if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
207 root 1.10 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
208     * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
209     new_draw_info_format(NDI_UNIQUE, 0, pl,
210     "That won't fit in the %s!", query_name(sack));
211 elmex 1.1 return 0;
212     }
213     /* All other checks pass, must be OK */
214     return 1;
215     }
216    
217     /* Pick up commands follow */
218     /* pl = player (not always - monsters can use this now)
219     * op is the object to put tmp into,
220     * tmp is the object to pick up, nrof is the number to
221     * pick up (0 means all of them)
222     */
223     static void pick_up_object (object *pl, object *op, object *tmp, int nrof)
224     {
225     /* buf needs to be big (more than 256 chars) because you can get
226     * very long item names.
227     */
228     char buf[HUGE_BUF];
229     object *env=tmp->env;
230     uint32 weight, effective_weight_limit;
231     int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
232    
233     /* IF the player is flying & trying to take the item out of a container
234     * that is in his inventory, let him. tmp->env points to the container
235     * (sack, luggage, etc), tmp->env->env then points to the player (nested
236     * containers not allowed as of now)
237     */
238     if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) &&
239     is_player_inv(tmp)!=pl) {
240 root 1.10 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241     return;
242 elmex 1.1 }
243     if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 root 1.10 return;
245 elmex 1.1 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
246 root 1.10 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
247     new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
248     if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
249     if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
250 elmex 1.1 remove_ob (tmp);
251 root 1.10 free_object(tmp);
252     return;
253 elmex 1.1 }
254    
255     if (nrof > tmp_nrof || nrof == 0)
256 root 1.10 nrof = tmp_nrof;
257 elmex 1.1 /* Figure out how much weight this object will add to the player */
258     weight = tmp->weight * nrof;
259     if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260     if (pl->stats.Str <= MAX_STAT)
261     effective_weight_limit = weight_limit[pl->stats.Str];
262     else
263     effective_weight_limit = weight_limit[MAX_STAT];
264     if ((pl->weight + pl->carrying + weight) > effective_weight_limit) {
265 root 1.10 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
266     return;
267 elmex 1.1 }
268     if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
269 root 1.10 SET_FLAG(tmp, FLAG_WAS_WIZ);
270 elmex 1.1 if (nrof != tmp_nrof) {
271 root 1.10 object *tmp2 = tmp;
272 elmex 1.1 tag_t tmp2_tag = tmp2->count;
273 root 1.10 tmp = get_split_ob (tmp, nrof);
274     if(!tmp) {
275     new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276     return;
277     }
278     /* Tell a client what happened rest of objects */
279     if (pl->type == PLAYER) {
280     if (was_destroyed (tmp2, tmp2_tag))
281     esrv_del_item (pl->contr, tmp2_tag);
282     else
283     esrv_send_item (pl, tmp2);
284     }
285 elmex 1.1 } else {
286 root 1.10 /* If the object is in a container, send a delete to the client.
287     * - we are moving all the items from the container to elsewhere,
288     * so it needs to be deleted.
289     */
290 elmex 1.1 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291 root 1.10 if (tmp->env && pl->type==PLAYER)
292     esrv_del_item (pl->contr, tmp->count);
293     remove_ob(tmp); /* Unlink it */
294     }
295 elmex 1.1 }
296     if(QUERY_FLAG(tmp, FLAG_UNPAID))
297 root 1.10 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
298     query_cost_string(tmp,pl,F_BUY | F_SHOP));
299 elmex 1.1 else
300 root 1.10 (void) sprintf(buf,"You pick up the %s.", query_name(tmp));
301 elmex 1.1 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302    
303     tmp = insert_ob_in_ob(tmp, op);
304    
305     /* All the stuff below deals with client/server code, and is only
306     * usable by players
307     */
308     if(pl->type!=PLAYER) return;
309    
310     esrv_send_item (pl, tmp);
311     /* These are needed to update the weight for the container we
312     * are putting the object in.
313     */
314     if (op!=pl) {
315 root 1.10 esrv_update_item (UPD_WEIGHT, pl, op);
316     esrv_send_item (pl, pl);
317 elmex 1.1 }
318    
319     /* Update the container the object was in */
320     if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
321     }
322    
323    
324     void pick_up(object *op,object *alt)
325     /* modified slightly to allow monsters use this -b.t. 5-31-95 */
326     {
327     int need_fix_tmp = 0;
328     object *tmp=NULL;
329     mapstruct *tmp_map=NULL;
330     int count;
331     tag_t tag;
332    
333     /* Decide which object to pick. */
334     if (alt)
335     {
336     if ( ! can_pick (op, alt)) {
337     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.",
338     alt->name);
339 root 1.10 goto leave;
340 elmex 1.1 }
341     tmp = alt;
342     }
343     else
344     {
345     if (op->below == NULL || ! can_pick (op, op->below)) {
346     new_draw_info (NDI_UNIQUE, 0, op,
347     "There is nothing to pick up here.");
348     goto leave;
349     }
350     tmp = op->below;
351     }
352    
353     /* Try to catch it. */
354     tmp_map = tmp->map;
355     tmp = stop_item (tmp);
356     if (tmp == NULL)
357     goto leave;
358     need_fix_tmp = 1;
359     if ( ! can_pick (op, tmp))
360     goto leave;
361    
362     if (op->type==PLAYER) {
363 root 1.10 count=op->contr->count;
364     if (count==0) count = tmp->nrof;
365 elmex 1.1 }
366     else
367 root 1.10 count=tmp->nrof;
368 elmex 1.1
369     /* container is open, so use it */
370     if (op->container) {
371 root 1.10 alt = op->container;
372     if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373     goto leave;
374 elmex 1.1 } else { /* non container pickup */
375 root 1.10 for (alt=op->inv; alt; alt=alt->below)
376     if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
377     alt->race && alt->race==tmp->race &&
378     sack_can_hold (NULL, alt, tmp,count))
379     break; /* perfect match */
380    
381     if (!alt)
382     for (alt=op->inv; alt; alt=alt->below)
383     if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
384     sack_can_hold (NULL, alt, tmp,count))
385     break; /* General container comes next */
386     if (!alt)
387     alt = op; /* No free containers */
388 elmex 1.1 }
389     if(tmp->env == alt) {
390 root 1.10 /* here it could be possible to check rent,
391     * if someone wants to implement it
392     */
393     alt = op;
394 elmex 1.1 }
395     #ifdef PICKUP_DEBUG
396     LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397     #endif
398    
399     /* startequip items are not allowed to be put into containers: */
400     if (op->type == PLAYER && alt->type == CONTAINER
401 root 1.10 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 elmex 1.1 {
403     new_draw_info (NDI_UNIQUE, 0, op,
404     "This object cannot be put into containers!");
405     goto leave;
406     }
407    
408     tag = tmp->count;
409     pick_up_object (op, alt, tmp, count);
410     if (was_destroyed (tmp, tag) || tmp->env)
411     need_fix_tmp = 0;
412     if (op->type == PLAYER)
413     op->contr->count=0;
414     goto leave;
415    
416     leave:
417     if (need_fix_tmp)
418     fix_stopped_item (tmp, tmp_map, op);
419     }
420    
421    
422     /* This takes (picks up) and item. op is the player
423     * who issued the command. params is a string to
424     * match against the item name. Basically, always
425     * returns zero, but that should be improved.
426     */
427     int command_take (object *op, char *params)
428     {
429     object *tmp, *next;
430    
431     if (op->container)
432 root 1.10 tmp=op->container->inv;
433 elmex 1.1 else {
434 root 1.10 tmp=op->above;
435     if (tmp) while (tmp->above) {
436     tmp=tmp->above;
437     }
438     if (!tmp)
439     tmp=op->below;
440 elmex 1.1 }
441    
442     if (tmp==NULL) {
443 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
444     return 0;
445 elmex 1.1 }
446    
447     /* Makes processing easier */
448     if (params && *params=='\0') params=NULL;
449    
450     while (tmp) {
451 root 1.10 next=tmp->below;
452 elmex 1.1
453 root 1.10 if (tmp->invisible) {
454     tmp=next;
455     continue;
456     }
457     /* This following two if and else if could be merged into line
458     * but that probably will make it more difficult to read, and
459     * not make it any more efficient
460     */
461     if (params && item_matched_string(op, tmp, params)) {
462     pick_up(op, tmp);
463     }
464     else if (can_pick(op, tmp) && !params) {
465     pick_up(op,tmp);
466     break;
467     }
468     tmp=next;
469     /* Might as well just skip over the player immediately -
470     * we know it can't be picked up
471     */
472     if (tmp == op) tmp=tmp->below;
473 elmex 1.1 }
474     if (!params && !tmp) {
475 root 1.10 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
476     if (!tmp->invisible) {
477     char buf[MAX_BUF];
478     sprintf(buf,"You can't pick up a %s.",
479     tmp->name? tmp->name:"null");
480     new_draw_info(NDI_UNIQUE, 0,op, buf);
481     break;
482     }
483     if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up.");
484 elmex 1.1 }
485     return 0;
486     }
487    
488    
489     /*
490     * This function was part of drop, now is own function.
491     * Player 'op' tries to put object 'tmp' into sack 'sack',
492     * if nrof is non zero, then nrof objects is tried to put into sack.
493     * Note that the 'sack' in question can now be a transport,
494     * so this function isn't named very good anymore.
495     */
496     void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497     {
498     tag_t tmp_tag, tmp2_tag;
499     object *tmp2, *sack2;
500     char buf[MAX_BUF];
501    
502     if (sack==tmp) return; /* Can't put an object in itself */
503     if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
504 root 1.10 new_draw_info_format(NDI_UNIQUE, 0,op,
505     "You cannot put the %s in the %s.", query_name(tmp),
506     query_name(sack));
507     return;
508 elmex 1.1 }
509     if (tmp->type == CONTAINER && tmp->inv) {
510    
511 root 1.10 /* Eneq(@csd.uu.se): If the object to be dropped is a container
512     * we instead move the contents of that container into the active
513     * container, this is only done if the object has something in it.
514     */
515     sack2 = tmp;
516     new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
517     query_name(tmp), query_name(sack));
518     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
519     tmp = tmp2->below;
520     if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) {
521     put_object_in_sack (op, sack, tmp2, 0);
522     } else {
523     sprintf(buf,"Your %s fills up.", query_name(sack));
524     new_draw_info(NDI_UNIQUE, 0,op, buf);
525     break;
526     }
527     }
528     esrv_update_item (UPD_WEIGHT, op, sack2);
529     return;
530 elmex 1.1 }
531    
532     /* Don't worry about this for containers - our caller should have
533     * already checked this.
534     */
535     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
536 root 1.10 return;
537 elmex 1.1
538     if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
539 root 1.10 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
540     return;
541 elmex 1.1 }
542    
543     /* we want to put some portion of the item into the container */
544     if (nrof && tmp->nrof != nrof) {
545 root 1.10 object *tmp2 = tmp;
546 elmex 1.1 tmp2_tag = tmp2->count;
547 root 1.10 tmp = get_split_ob (tmp, nrof);
548 elmex 1.1
549 root 1.10 if(!tmp) {
550     new_draw_info(NDI_UNIQUE, 0,op, errmsg);
551     return;
552     }
553     /* Tell a client what happened other objects */
554     if (was_destroyed (tmp2, tmp2_tag))
555     esrv_del_item (op->contr, tmp2_tag);
556     else /* this can proably be replaced with an update */
557     esrv_send_item (op, tmp2);
558 elmex 1.1 } else
559 root 1.10 remove_ob(tmp);
560 elmex 1.1
561     new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
562 root 1.10 query_name(tmp), query_name(sack));
563 elmex 1.1 tmp_tag = tmp->count;
564     tmp2 = insert_ob_in_ob(tmp, sack);
565     fix_player(op); /* This is overkill, fix_player() is called somewhere */
566 root 1.10 /* in object.c */
567 elmex 1.1
568     /* If an object merged (and thus, different object), we need to
569     * delete the original.
570     */
571     if (tmp2 != tmp)
572 root 1.10 esrv_del_item (op->contr, tmp_tag);
573 elmex 1.1
574     esrv_send_item (op, tmp2);
575    
576 root 1.9 /* update the sacks weight */
577     esrv_update_item (UPD_WEIGHT, op, sack);
578 elmex 1.1 }
579    
580     /*
581     * This function was part of drop, now is own function.
582     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
583     * nrof objects is tried to dropped.
584     * This is used when dropping objects onto the floor.
585     */
586 elmex 1.2 void
587     drop_object (object * op, object * tmp, uint32 nrof)
588 elmex 1.1 {
589 elmex 1.2 char buf[MAX_BUF];
590     object *floor;
591 elmex 1.1
592 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593     return;
594 elmex 1.1
595 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
596     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
597     return; /* can't unapply it */
598    
599     /* We are only dropping some of the items. We split the current objec
600     * off
601     */
602     if (nrof && tmp->nrof != nrof)
603     {
604     object *tmp2 = tmp;
605     tag_t tmp2_tag = tmp2->count;
606     tmp = get_split_ob (tmp, nrof);
607     if (!tmp)
608     {
609     new_draw_info (NDI_UNIQUE, 0, op, errmsg);
610     return;
611     }
612     /* Tell a client what happened rest of objects. tmp2 is now the
613     * original object
614     */
615     if (op->type == PLAYER)
616     {
617     if (was_destroyed (tmp2, tmp2_tag))
618     esrv_del_item (op->contr, tmp2_tag);
619     else
620     esrv_send_item (op, tmp2);
621     }
622 elmex 1.1 }
623 elmex 1.2 else
624     remove_ob (tmp);
625 elmex 1.1
626 root 1.7 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
627 elmex 1.2 return;
628 elmex 1.1
629 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
630     {
631     sprintf (buf, "You drop the %s.", query_name (tmp));
632     new_draw_info (NDI_UNIQUE, 0, op, buf);
633     new_draw_info (NDI_UNIQUE, 0, op,
634     "The gods who lent it to you retrieves it.");
635     if (op->type == PLAYER)
636     esrv_del_item (op->contr, tmp->count);
637     free_object (tmp);
638     fix_player (op);
639 elmex 1.1 return;
640     }
641    
642     /* If SAVE_INTERVAL is commented out, we never want to save
643     * the player here.
644     */
645     #ifdef SAVE_INTERVAL
646 elmex 1.2 /* I'm not sure why there is a value check - since the save
647     * is done every SAVE_INTERVAL seconds, why care the value
648     * of what he is dropping?
649     */
650     if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
651 elmex 1.1 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
652 elmex 1.2 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
653     {
654     save_player (op, 1);
655     op->contr->last_save_time = time (NULL);
656 elmex 1.1 }
657     #endif /* SAVE_INTERVAL */
658    
659 elmex 1.2 if (op->type == PLAYER)
660     esrv_del_item (op->contr, tmp->count);
661 elmex 1.1
662 elmex 1.2 /* Call this before we update the various windows/players. At least
663     * that we, we know the weight is correct.
664     */
665     fix_player (op); /* This is overkill, fix_player() is called somewhere */
666     /* in object.c */
667 elmex 1.1
668 elmex 1.2 if (op->type == PLAYER)
669     {
670     op->contr->socket.update_look = 1;
671     /* Need to update the weight for the player */
672     esrv_send_item (op, op);
673     }
674 elmex 1.1
675 elmex 1.5 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
676 root 1.7 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
677 elmex 1.5 return;
678 elmex 1.1
679 root 1.8 floor = get_map_ob (op->map, op->x, op->y);
680    
681 elmex 1.2 if (floor
682     && floor->type == SHOP_FLOOR
683     && !QUERY_FLAG (tmp, FLAG_UNPAID)
684     && tmp->type != MONEY)
685     sell_item (tmp, op);
686 elmex 1.1
687 elmex 1.2 tmp->x = op->x;
688     tmp->y = op->y;
689 elmex 1.1
690 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
691 elmex 1.1 }
692    
693     void drop(object *op, object *tmp)
694     {
695     /* Hopeful fix for disappearing objects when dropping from a container -
696     * somehow, players get an invisible object in the container, and the
697     * old logic would skip over invisible objects - works fine for the
698     * playes inventory, but drop inventory wants to use the next value.
699     */
700     if (tmp->invisible) {
701 root 1.10 /* if the following is the case, it must be in an container. */
702     if (tmp->env && tmp->env->type != PLAYER) {
703     /* Just toss the object - probably shouldn't be hanging
704     * around anyways
705     */
706     remove_ob(tmp);
707     free_object(tmp);
708     return;
709     } else {
710     while(tmp!=NULL && tmp->invisible)
711     tmp=tmp->below;
712     }
713 elmex 1.1 }
714    
715     if (tmp==NULL) {
716     new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
717     return;
718     }
719     if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
720     new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
721     return;
722     }
723     if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
724     #if 0
725     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
726     new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
727     #endif
728     return;
729     }
730    
731     if (op->type == PLAYER)
732     {
733     if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
734     object *n=NULL;
735     if(tmp->below != NULL)
736 root 1.10 n = tmp->below;
737 elmex 1.1 else if(tmp->above != NULL)
738 root 1.10 n = tmp->above;
739 elmex 1.1 op->contr->last_used = n;
740     if (n != NULL)
741 root 1.10 op->contr->last_used_id = n->count;
742 elmex 1.1 else
743 root 1.10 op->contr->last_used_id = 0;
744 elmex 1.1 }
745     };
746    
747     if (op->container) {
748     if (op->type == PLAYER)
749     {
750     put_object_in_sack (op, op->container, tmp, op->contr->count);
751     } else {
752     put_object_in_sack(op, op->container, tmp, 0);
753     };
754     } else {
755     if (op->type == PLAYER)
756     {
757     drop_object (op, tmp, op->contr->count);
758     } else {
759     drop_object(op,tmp,0);
760     };
761     }
762     if (op->type == PLAYER)
763     op->contr->count = 0;
764     }
765    
766    
767    
768     /* Command will drop all items that have not been locked */
769     int command_dropall (object *op, char *params) {
770    
771     object * curinv, *nextinv;
772    
773     if(op->inv == NULL) {
774     new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
775     return 0;
776     }
777    
778     curinv = op->inv;
779    
780     /*
781     This is the default. Drops everything not locked or considered
782     not something that should be dropped.
783     */
784     /*
785     Care must be taken that the next item pointer is not to money as
786     the drop() routine will do unknown things to it when dropping
787     in a shop. --Tero.Pelander@utu.fi
788     */
789    
790     if(params==NULL) {
791     while(curinv != NULL) {
792     nextinv = curinv->below;
793     while (nextinv && nextinv->type==MONEY)
794 root 1.10 nextinv = nextinv->below;
795 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
796 root 1.10 curinv->type != FOOD && curinv->type != KEY &&
797     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
798     !curinv->invisible &&
799     (curinv->type!=CONTAINER || op->container!=curinv))
800     {
801     drop(op,curinv);
802 elmex 1.1 }
803     curinv = nextinv;
804     }
805     }
806    
807     else if(strcmp(params, "weapons") == 0) {
808     while(curinv != NULL) {
809     nextinv = curinv->below;
810     while (nextinv && nextinv->type==MONEY)
811 root 1.10 nextinv = nextinv->below;
812 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
813 root 1.10 (curinv->type == BOW) || (curinv->type == ARROW)))
814     {
815     drop(op,curinv);
816     }
817 elmex 1.1 curinv = nextinv;
818     }
819     }
820    
821     else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
822     while(curinv != NULL) {
823     nextinv = curinv->below;
824     while (nextinv && nextinv->type==MONEY)
825 root 1.10 nextinv = nextinv->below;
826 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
827 root 1.10 curinv->type == SHIELD || curinv->type==HELMET))
828     {
829     drop(op,curinv);
830     }
831 elmex 1.1 curinv = nextinv;
832     }
833     }
834    
835     else if(strcmp(params, "misc") == 0) {
836     while(curinv != NULL) {
837     nextinv = curinv->below;
838     while (nextinv && nextinv->type==MONEY)
839 root 1.10 nextinv = nextinv->below;
840 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
841 root 1.10 switch(curinv->type) {
842     case HORN:
843     case BOOK:
844     case SPELLBOOK:
845     case GIRDLE:
846     case AMULET:
847     case RING:
848     case CLOAK:
849     case BOOTS:
850     case GLOVES:
851     case BRACERS:
852     case SCROLL:
853     case ARMOUR_IMPROVER:
854     case WEAPON_IMPROVER:
855     case WAND:
856     case ROD:
857     case POTION:
858     drop(op,curinv);
859     curinv = nextinv;
860     break;
861     default:
862     curinv = nextinv;
863     break;
864     }
865 elmex 1.1 }
866     curinv = nextinv;
867     }
868     }
869     op->contr->socket.update_look=1;
870     /* draw_look(op);*/
871     return 0;
872     }
873    
874     /* Object op wants to drop object(s) params. params can be a
875     * comma seperated list.
876     */
877    
878     int command_drop (object *op, char *params)
879     {
880     object *tmp, *next;
881     int did_one=0;
882    
883     if (!params) {
884 root 1.10 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
885     return 0;
886 elmex 1.1 } else {
887 root 1.10 for (tmp=op->inv; tmp; tmp=next) {
888     next=tmp->below;
889     if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
890     tmp->invisible) continue;
891     if (item_matched_string(op,tmp,params)) {
892     drop(op, tmp);
893     did_one=1;
894     }
895     }
896     if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
897 elmex 1.1 }
898     if (op->type==PLAYER)
899     {
900     op->contr->count=0;
901     op->contr->socket.update_look=1;
902     };
903     /* draw_look(op);*/
904     return 0;
905     }
906    
907     int command_examine (object *op, char *params)
908     {
909     if (!params) {
910     object *tmp=op->below;
911     while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
912     if (tmp) examine(op,tmp);
913     }
914     else {
915     object *tmp=find_best_object_match(op,params);
916     if (tmp)
917     examine(op,tmp);
918     else
919 root 1.10 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
920 elmex 1.1 }
921     return 0;
922     }
923    
924     /* op should be a player.
925     * we return the object the player has marked with the 'mark' command
926     * below. If no match is found (or object has changed), we return
927     * NULL. We leave it up to the calling function to print messages if
928     * nothing is found.
929     */
930     object *find_marked_object(object *op)
931     {
932     object *tmp;
933    
934     if (!op || !op->contr) return NULL;
935     if (!op->contr->mark) {
936     /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
937 root 1.10 return NULL;
938 elmex 1.1 }
939     /* This may seem like overkill, but we need to make sure that they
940     * player hasn't dropped the item. We use count on the off chance that
941     * an item got reincarnated at some point.
942     */
943     for (tmp=op->inv; tmp; tmp=tmp->below) {
944 root 1.10 if (tmp->invisible) continue;
945     if (tmp == op->contr->mark) {
946     if (tmp->count == op->contr->mark_count)
947     return tmp;
948     else {
949     op->contr->mark=NULL;
950     op->contr->mark_count=0;
951 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
952 root 1.10 return NULL;
953     }
954     }
955 elmex 1.1 }
956     return NULL;
957     }
958    
959    
960     /* op should be a player, params is any params.
961     * If no params given, we print out the currently marked object.
962     * otherwise, try to find a matching object - try best match first.
963     */
964     int command_mark(object *op, char *params)
965     {
966     if (!op->contr) return 1;
967     if (!params) {
968 root 1.10 object *mark=find_marked_object(op);
969     if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
970     else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
971 elmex 1.1 }
972     else {
973 root 1.10 object *mark1=find_best_object_match(op, params);
974     if (!mark1) {
975     new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
976     return 1;
977     }
978     else {
979     op->contr->mark=mark1;
980     op->contr->mark_count=mark1->count;
981     new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
982     return 0;
983     }
984 elmex 1.1 }
985     return 0; /*shouldnt get here */
986     }
987    
988    
989     /* op is the player
990     * tmp is the monster being examined.
991     */
992     void examine_monster(object *op,object *tmp) {
993     object *mon=tmp->head?tmp->head:tmp;
994    
995     if(QUERY_FLAG(mon,FLAG_UNDEAD))
996 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
997 elmex 1.1 if(mon->level>op->level)
998 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
999 elmex 1.1 else if(mon->level<op->level)
1000 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1001 elmex 1.1 else
1002 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1003 elmex 1.1 if(mon->attacktype&AT_ACID)
1004 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1005 elmex 1.1
1006     /* Anyone know why this used to use the clone value instead of the
1007     * maxhp field? This seems that it should give more accurate results.
1008     */
1009     switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1010 root 1.10 case 1:
1011     new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1012     break;
1013     case 2:
1014     new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1015     break;
1016     case 3:
1017     new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1018     break;
1019     case 4:
1020     new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1021     break;
1022 elmex 1.1 }
1023     if(present_in_ob(POISONING,mon)!=NULL)
1024 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1025 elmex 1.1 }
1026    
1027    
1028     /* tmp is the object being described, pl is who is examing it. */
1029     char *long_desc(object *tmp, object *pl) {
1030     static char buf[VERY_BIG_BUF];
1031     char *cp;
1032    
1033     if(tmp==NULL)
1034 root 1.10 return "";
1035 elmex 1.1
1036     buf[0]='\0';
1037     switch(tmp->type) {
1038 root 1.10 case RING:
1039     case SKILL:
1040     case WEAPON:
1041     case ARMOUR:
1042     case BRACERS:
1043     case HELMET:
1044     case SHIELD:
1045     case BOOTS:
1046     case GLOVES:
1047     case AMULET:
1048     case GIRDLE:
1049     case BOW:
1050     case ARROW:
1051     case CLOAK:
1052     case FOOD:
1053     case DRINK:
1054     case FLESH:
1055     case SKILL_TOOL:
1056     case POWER_CRYSTAL:
1057     if(*(cp=describe_item(tmp, pl))!='\0') {
1058     int len;
1059    
1060     strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1061     buf[VERY_BIG_BUF-1]=0;
1062     len=strlen(buf);
1063     if (len<VERY_BIG_BUF-5) {
1064     /* Since we know the length, we save a few cpu cycles by using
1065     * it instead of calling strcat */
1066     strcpy(buf+len," ");
1067     len++;
1068     strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1069     buf[VERY_BIG_BUF-1]=0;
1070     }
1071     }
1072 elmex 1.1 }
1073     if(buf[0]=='\0') {
1074 root 1.10 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1075     buf[VERY_BIG_BUF-1]=0;
1076 elmex 1.1 }
1077    
1078     return buf;
1079     }
1080    
1081     void examine(object *op, object *tmp) {
1082     char buf[VERY_BIG_BUF];
1083     int i;
1084    
1085     if (tmp == NULL || tmp->type == CLOSE_CON)
1086 root 1.10 return;
1087 elmex 1.1
1088     strcpy(buf,"That is ");
1089     strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1090     buf[VERY_BIG_BUF-1]=0;
1091    
1092     new_draw_info(NDI_UNIQUE, 0,op,buf);
1093     buf[0]='\0';
1094    
1095     if(tmp->custom_name) {
1096     strcpy(buf,"You call it ");
1097     strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1098     buf[VERY_BIG_BUF-1]=0;
1099     new_draw_info(NDI_UNIQUE, 0,op,buf);
1100     buf[0]='\0';
1101     }
1102    
1103     switch(tmp->type) {
1104 root 1.10 case SPELLBOOK:
1105     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1106 elmex 1.1 sprintf(buf,"%s is a %s level %s spell",
1107     tmp->inv->name, get_levelnumber(tmp->inv->level),
1108 root 1.10 tmp->inv->skill);
1109     }
1110     break;
1111    
1112     case BOOK:
1113     if(tmp->msg!=NULL)
1114     strcpy(buf,"Something is written in it.");
1115     break;
1116    
1117     case CONTAINER:
1118     if(tmp->race!=NULL) {
1119     if(tmp->weight_limit && tmp->stats.Str<100)
1120     sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1121     tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1122     else
1123     sprintf (buf,"It can hold only %s.", tmp->race);
1124     } else
1125     if(tmp->weight_limit && tmp->stats.Str<100)
1126     sprintf (buf,"Its weight limit is %.1f kg.",
1127     tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1128     break;
1129    
1130     case WAND:
1131     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1132     sprintf(buf,"It has %d charges left.",tmp->stats.food);
1133     break;
1134 elmex 1.1 }
1135    
1136     if(buf[0]!='\0')
1137 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,buf);
1138 elmex 1.1
1139     if(tmp->materialname != NULL && !tmp->msg) {
1140 root 1.10 sprintf(buf, "It is made of: %s.", tmp->materialname);
1141     new_draw_info(NDI_UNIQUE, 0, op, buf);
1142 elmex 1.1 }
1143     /* Where to wear this item */
1144     for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1145 root 1.10 if (tmp->body_info[i]<-1) {
1146     if (op->body_info[i])
1147     new_draw_info_format(NDI_UNIQUE, 0,op,
1148     "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1149     else
1150     new_draw_info_format(NDI_UNIQUE, 0,op,
1151     "It goes %s", body_locations[i].nonuse_name);
1152     } else if (tmp->body_info[i]) {
1153     if (op->body_info[i])
1154     new_draw_info_format(NDI_UNIQUE, 0,op,
1155     "It goes %s", body_locations[i].use_name);
1156     else
1157     new_draw_info_format(NDI_UNIQUE, 0,op,
1158     "It goes %s", body_locations[i].nonuse_name);
1159     }
1160 elmex 1.1 }
1161    
1162     if(tmp->weight) {
1163 root 1.10 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1164 elmex 1.1 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1165 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,buf);
1166 elmex 1.1 }
1167    
1168     if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1169     object *floor;
1170     sprintf(buf,"You reckon %s worth %s.",
1171 root 1.10 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1172     new_draw_info(NDI_UNIQUE, 0,op,buf);
1173     floor = get_map_ob (op->map, op->x, op->y);
1174     if (floor && floor->type == SHOP_FLOOR) {
1175     if(QUERY_FLAG(tmp, FLAG_UNPAID))
1176     sprintf(buf,"%s would cost you %s.",
1177     tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1178     else
1179     sprintf(buf,"You are offered %s for %s.",
1180     query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1181     new_draw_info(NDI_UNIQUE, 0,op,buf);
1182     }
1183 elmex 1.1 }
1184    
1185     if(QUERY_FLAG(tmp, FLAG_MONSTER))
1186 root 1.10 examine_monster(op,tmp);
1187 elmex 1.1
1188     /* Is this item buildable? */
1189     if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1190     new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1191    
1192     /* Does the object have a message? Don't show message for all object
1193     * types - especially if the first entry is a match
1194     */
1195     if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1196     tmp->type != CORPSE && !tmp->move_on &&
1197     strncasecmp(tmp->msg, "@match",7)) {
1198    
1199 root 1.10 /* This is just a hack so when identifying the items, we print
1200     * out the extra message
1201     */
1202     if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1203     new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1204 elmex 1.1
1205 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1206 elmex 1.1 }
1207     new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1208     }
1209    
1210     /*
1211     * inventory prints object's inventory. If inv==NULL then print player's
1212     * inventory.
1213     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1214     */
1215     void inventory(object *op,object *inv) {
1216     object *tmp;
1217     char *in;
1218     int items = 0, length;
1219    
1220     if (inv==NULL && op==NULL) {
1221     new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1222     return;
1223     }
1224     tmp = inv ? inv->inv : op->inv;
1225    
1226     while (tmp) {
1227     if ((!tmp->invisible &&
1228     (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1229     || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1230     items++;
1231     tmp=tmp->below;
1232     }
1233     if (inv==NULL) { /* player's inventory */
1234     if (items==0) {
1235     new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1236     return;
1237     } else {
1238     length = 28;
1239     in = "";
1240     if (op)
1241     clear_win_info(op);
1242     new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1243     }
1244     } else {
1245     if (items==0)
1246     return;
1247     else {
1248     length = 28;
1249     in = " ";
1250     }
1251     }
1252     for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1253     if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1254     (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1255     continue;
1256     if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1257     new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1258 root 1.10 query_name(tmp), tmp->count,query_weight(tmp));
1259 elmex 1.1 else
1260     new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1261 root 1.10 length+8, query_name(tmp),
1262 elmex 1.1 query_weight(tmp));
1263     }
1264     if(!inv && op) {
1265     new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1266     41,"Total weight :",query_weight(op));
1267     }
1268     }
1269    
1270     static void display_new_pickup( object* op )
1271     {
1272     int i = op->contr->mode;
1273    
1274     if(!(i & PU_NEWMODE)) return;
1275    
1276     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1277     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1278     new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1279     new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1280    
1281     new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1282    
1283     new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1284     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1285     new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1286    
1287     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1288     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1289    
1290     new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1291     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1292     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1293    
1294     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1295     new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1296     new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1297     new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1298    
1299     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1300     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1301     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1302     new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1303    
1304     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1305     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1306     new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1307     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1308    
1309     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1310    
1311     new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1312    
1313     new_draw_info_format(NDI_UNIQUE, 0,op,"");
1314     }
1315    
1316     int command_pickup (object *op, char *params)
1317     {
1318     uint32 i;
1319     static const char* names[ ] = {
1320     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1321     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1322     "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1323     static uint32 modes[ ] = {
1324     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1325     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1326     PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1327    
1328     if(!params) {
1329     /* if the new mode is used, just print the settings */
1330     if(op->contr->mode & PU_NEWMODE)
1331     {
1332     display_new_pickup( op );
1333     return 1;
1334     }
1335     if(1) LOG(llevDebug, "command_pickup: !params\n");
1336     set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1337     return 0;
1338     }
1339    
1340     while ( *params == ' ' && *params )
1341     params++;
1342    
1343     if ( *params == '+' || *params == '-' )
1344     {
1345     int mode;
1346     for ( mode = 0; names[ mode ]; mode++ )
1347     {
1348     if ( !strcmp( names[ mode ], params + 1 ) )
1349     {
1350     i = op->contr->mode;
1351     if ( !( i & PU_NEWMODE ) )
1352     i = PU_NEWMODE;
1353     if ( *params == '+' )
1354     i = i | modes[ mode ];
1355     else
1356     i = i & ~modes[ mode ];
1357     op->contr->mode = i;
1358     display_new_pickup( op );
1359     return 1;
1360     }
1361     }
1362     new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1363     return 1;
1364     }
1365    
1366     if(sscanf(params, "%u", &i) != 1) {
1367     if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1368     new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1369     return 1;
1370     }
1371     set_pickup_mode(op,i);
1372    
1373     return 1;
1374     }
1375    
1376     void set_pickup_mode(object *op,int i) {
1377     switch(op->contr->mode=i) {
1378     case 0:
1379     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1380     break;
1381     case 1:
1382     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1383     break;
1384     case 2:
1385     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1386     break;
1387     case 3:
1388     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1389     break;
1390     case 4:
1391     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1392     break;
1393     case 5:
1394     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1395     break;
1396     case 6:
1397     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1398     break;
1399     case 7:
1400     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1401     break;
1402     }
1403     }
1404    
1405     int command_search_items (object *op, char *params)
1406     {
1407     char buf[MAX_BUF];
1408    
1409     if (settings.search_items == FALSE)
1410 root 1.10 return 1;
1411 elmex 1.1
1412     if(params == NULL) {
1413 root 1.10 if(op->contr->search_str[0]=='\0') {
1414     new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1415     new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1416     new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1417     return 1;
1418     }
1419     op->contr->search_str[0]='\0';
1420     new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1421     fix_player(op);
1422     return 1;
1423 elmex 1.1 }
1424     if((int)strlen(params) >= MAX_BUF) {
1425 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1426     return 1;
1427 elmex 1.1 }
1428     strcpy(op->contr->search_str, params);
1429     sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1430     new_draw_info(NDI_UNIQUE, 0,op,buf);
1431     fix_player(op);
1432     return 1;
1433     }
1434    
1435     /*
1436     * Changing the custom name of an item
1437     *
1438     * Syntax is: rename <what object> to <new name>
1439     * if '<what object>' is omitted, marked object is used
1440     * if 'to <new name>' is omitted, custom name is cleared
1441     *
1442     * Names are considered for all purpose having a length <=127 (max length sent to client
1443     * by server) */
1444    
1445     int command_rename_item(object *op, char *params)
1446     {
1447     char buf[VERY_BIG_BUF];
1448     int itemnumber;
1449     object *item=NULL;
1450     char *closebrace;
1451     size_t counter;
1452    
1453     if (params) {
1454     /* Let's skip white spaces */
1455     while(' '==*params) params++;
1456    
1457     /* Checking the first part */
1458     if ((itemnumber = atoi(params))!=0) {
1459 root 1.10 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1460     if (!item) {
1461     new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1462     return 1;
1463     }
1464     while(isdigit(*params) || ' '==*params) params++;
1465 elmex 1.1 }
1466     else if ('<'==*params) {
1467     /* Got old name, let's get it & find appropriate matching item */
1468     closebrace=strchr(params,'>');
1469     if(!closebrace) {
1470     new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1471     return 1;
1472     }
1473     /* Sanity check for buffer overruns */
1474     if((closebrace-params)>127) {
1475     new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1476     return 1;
1477     }
1478     /* Copy the old name */
1479     strncpy(buf,params+1,closebrace-params-1);
1480     buf[closebrace-params-1]='\0';
1481    
1482     /* Find best matching item */
1483     item=find_best_object_match(op,buf);
1484     if(!item) {
1485     new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1486     return 1;
1487     }
1488    
1489     /* Now need to move pointer to just after > */
1490     params=closebrace+1;
1491     while(' '==*params) params++;
1492    
1493     } else {
1494     /* Use marked item */
1495     item=find_marked_object(op);
1496     if(!item) {
1497     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1498     return 1;
1499     }
1500     }
1501    
1502     /* Now let's find the new name */
1503     if(!strncmp(params,"to ",3)) {
1504     params+=3;
1505     while(' '==*params) params++;
1506     if('<'!=*params) {
1507     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1508     return 1;
1509     }
1510     closebrace=strchr(params+1,'>');
1511     if(!closebrace) {
1512     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1513     return 1;
1514     }
1515    
1516     /* Sanity check for buffer overruns */
1517     if((closebrace-params)>127) {
1518     new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1519     return 1;
1520     }
1521    
1522     /* Copy the new name */
1523     strncpy(buf,params+1,closebrace-params-1);
1524     buf[closebrace-params-1]='\0';
1525    
1526     /* Let's check it for weird characters */
1527     for(counter=0;counter<strlen(buf);counter++) {
1528     if(isalnum(buf[counter])) continue;
1529     if(' '==buf[counter]) continue;
1530     if('\''==buf[counter]) continue;
1531     if('+'==buf[counter]) continue;
1532     if('_'==buf[counter]) continue;
1533     if('-'==buf[counter]) continue;
1534    
1535     /* If we come here, then the name contains an invalid character...
1536     tell the player & exit */
1537     new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1538     return 1;
1539     }
1540    
1541     } else {
1542     /* If param contains something, then syntax error... */
1543     if(strlen(params)) {
1544     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1545     return 1;
1546     }
1547     /* New name is empty */
1548     buf[0]='\0';
1549     }
1550     } else {
1551     /* Last case: params==NULL */
1552     item=find_marked_object(op);
1553     if(!item) {
1554     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1555     return 1;
1556     }
1557     buf[0]='\0';
1558     }
1559    
1560 elmex 1.4 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1561     new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1562     return 1;
1563     }
1564    
1565 elmex 1.1 /* Coming here, everything is fine... */
1566     if(!strlen(buf)) {
1567     /* Clear custom name */
1568     if(item->custom_name) {
1569     FREE_AND_CLEAR_STR(item->custom_name);
1570    
1571     new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1572     esrv_update_item(UPD_NAME,op,item);
1573     } else {
1574     new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1575     }
1576     } else {
1577     /* Set custom name */
1578     FREE_AND_COPY(item->custom_name,buf);
1579    
1580     new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1581     esrv_update_item(UPD_NAME,op,item);
1582     }
1583    
1584     return 1;
1585     }