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/cvs/deliantra/server/server/c_object.C
Revision: 1.11
Committed: Tue Aug 29 10:51:43 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.10: +3 -8 lines
Log Message:
removed all the broken SHOP_FLOOR checks and replaced them with the is_in_shop ()
check function.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_c_object_c =
3 elmex 1.11 * "$Id: c_object.C,v 1.10 2006-08-29 08:01:37 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 elmex 1.11 if (is_in_shop (op)
680 elmex 1.2 && !QUERY_FLAG (tmp, FLAG_UNPAID)
681     && tmp->type != MONEY)
682     sell_item (tmp, op);
683 elmex 1.1
684 elmex 1.2 tmp->x = op->x;
685     tmp->y = op->y;
686 elmex 1.1
687 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
688 elmex 1.1 }
689    
690     void drop(object *op, object *tmp)
691     {
692     /* Hopeful fix for disappearing objects when dropping from a container -
693     * somehow, players get an invisible object in the container, and the
694     * old logic would skip over invisible objects - works fine for the
695     * playes inventory, but drop inventory wants to use the next value.
696     */
697     if (tmp->invisible) {
698 root 1.10 /* if the following is the case, it must be in an container. */
699     if (tmp->env && tmp->env->type != PLAYER) {
700     /* Just toss the object - probably shouldn't be hanging
701     * around anyways
702     */
703     remove_ob(tmp);
704     free_object(tmp);
705     return;
706     } else {
707     while(tmp!=NULL && tmp->invisible)
708     tmp=tmp->below;
709     }
710 elmex 1.1 }
711    
712     if (tmp==NULL) {
713     new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
714     return;
715     }
716     if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
717     new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
718     return;
719     }
720     if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
721     #if 0
722     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
723     new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
724     #endif
725     return;
726     }
727    
728     if (op->type == PLAYER)
729     {
730     if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
731     object *n=NULL;
732     if(tmp->below != NULL)
733 root 1.10 n = tmp->below;
734 elmex 1.1 else if(tmp->above != NULL)
735 root 1.10 n = tmp->above;
736 elmex 1.1 op->contr->last_used = n;
737     if (n != NULL)
738 root 1.10 op->contr->last_used_id = n->count;
739 elmex 1.1 else
740 root 1.10 op->contr->last_used_id = 0;
741 elmex 1.1 }
742     };
743    
744     if (op->container) {
745     if (op->type == PLAYER)
746     {
747     put_object_in_sack (op, op->container, tmp, op->contr->count);
748     } else {
749     put_object_in_sack(op, op->container, tmp, 0);
750     };
751     } else {
752     if (op->type == PLAYER)
753     {
754     drop_object (op, tmp, op->contr->count);
755     } else {
756     drop_object(op,tmp,0);
757     };
758     }
759     if (op->type == PLAYER)
760     op->contr->count = 0;
761     }
762    
763    
764    
765     /* Command will drop all items that have not been locked */
766     int command_dropall (object *op, char *params) {
767    
768     object * curinv, *nextinv;
769    
770     if(op->inv == NULL) {
771     new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
772     return 0;
773     }
774    
775     curinv = op->inv;
776    
777     /*
778     This is the default. Drops everything not locked or considered
779     not something that should be dropped.
780     */
781     /*
782     Care must be taken that the next item pointer is not to money as
783     the drop() routine will do unknown things to it when dropping
784     in a shop. --Tero.Pelander@utu.fi
785     */
786    
787     if(params==NULL) {
788     while(curinv != NULL) {
789     nextinv = curinv->below;
790     while (nextinv && nextinv->type==MONEY)
791 root 1.10 nextinv = nextinv->below;
792 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
793 root 1.10 curinv->type != FOOD && curinv->type != KEY &&
794     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
795     !curinv->invisible &&
796     (curinv->type!=CONTAINER || op->container!=curinv))
797     {
798     drop(op,curinv);
799 elmex 1.1 }
800     curinv = nextinv;
801     }
802     }
803    
804     else if(strcmp(params, "weapons") == 0) {
805     while(curinv != NULL) {
806     nextinv = curinv->below;
807     while (nextinv && nextinv->type==MONEY)
808 root 1.10 nextinv = nextinv->below;
809 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
810 root 1.10 (curinv->type == BOW) || (curinv->type == ARROW)))
811     {
812     drop(op,curinv);
813     }
814 elmex 1.1 curinv = nextinv;
815     }
816     }
817    
818     else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
819     while(curinv != NULL) {
820     nextinv = curinv->below;
821     while (nextinv && nextinv->type==MONEY)
822 root 1.10 nextinv = nextinv->below;
823 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
824 root 1.10 curinv->type == SHIELD || curinv->type==HELMET))
825     {
826     drop(op,curinv);
827     }
828 elmex 1.1 curinv = nextinv;
829     }
830     }
831    
832     else if(strcmp(params, "misc") == 0) {
833     while(curinv != NULL) {
834     nextinv = curinv->below;
835     while (nextinv && nextinv->type==MONEY)
836 root 1.10 nextinv = nextinv->below;
837 elmex 1.1 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
838 root 1.10 switch(curinv->type) {
839     case HORN:
840     case BOOK:
841     case SPELLBOOK:
842     case GIRDLE:
843     case AMULET:
844     case RING:
845     case CLOAK:
846     case BOOTS:
847     case GLOVES:
848     case BRACERS:
849     case SCROLL:
850     case ARMOUR_IMPROVER:
851     case WEAPON_IMPROVER:
852     case WAND:
853     case ROD:
854     case POTION:
855     drop(op,curinv);
856     curinv = nextinv;
857     break;
858     default:
859     curinv = nextinv;
860     break;
861     }
862 elmex 1.1 }
863     curinv = nextinv;
864     }
865     }
866     op->contr->socket.update_look=1;
867     /* draw_look(op);*/
868     return 0;
869     }
870    
871     /* Object op wants to drop object(s) params. params can be a
872     * comma seperated list.
873     */
874    
875     int command_drop (object *op, char *params)
876     {
877     object *tmp, *next;
878     int did_one=0;
879    
880     if (!params) {
881 root 1.10 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
882     return 0;
883 elmex 1.1 } else {
884 root 1.10 for (tmp=op->inv; tmp; tmp=next) {
885     next=tmp->below;
886     if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
887     tmp->invisible) continue;
888     if (item_matched_string(op,tmp,params)) {
889     drop(op, tmp);
890     did_one=1;
891     }
892     }
893     if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
894 elmex 1.1 }
895     if (op->type==PLAYER)
896     {
897     op->contr->count=0;
898     op->contr->socket.update_look=1;
899     };
900     /* draw_look(op);*/
901     return 0;
902     }
903    
904     int command_examine (object *op, char *params)
905     {
906     if (!params) {
907     object *tmp=op->below;
908     while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
909     if (tmp) examine(op,tmp);
910     }
911     else {
912     object *tmp=find_best_object_match(op,params);
913     if (tmp)
914     examine(op,tmp);
915     else
916 root 1.10 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
917 elmex 1.1 }
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 *find_marked_object(object *op)
928     {
929     object *tmp;
930    
931     if (!op || !op->contr) return NULL;
932     if (!op->contr->mark) {
933     /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
934 root 1.10 return NULL;
935 elmex 1.1 }
936     /* This may seem like overkill, but we need to make sure that they
937     * player hasn't dropped the item. We use count on the off chance that
938     * an item got reincarnated at some point.
939     */
940     for (tmp=op->inv; tmp; tmp=tmp->below) {
941 root 1.10 if (tmp->invisible) continue;
942     if (tmp == op->contr->mark) {
943     if (tmp->count == op->contr->mark_count)
944     return tmp;
945     else {
946     op->contr->mark=NULL;
947     op->contr->mark_count=0;
948 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
949 root 1.10 return NULL;
950     }
951     }
952 elmex 1.1 }
953     return NULL;
954     }
955    
956    
957     /* op should be a player, params is any params.
958     * If no params given, we print out the currently marked object.
959     * otherwise, try to find a matching object - try best match first.
960     */
961     int command_mark(object *op, char *params)
962     {
963     if (!op->contr) return 1;
964     if (!params) {
965 root 1.10 object *mark=find_marked_object(op);
966     if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
967     else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
968 elmex 1.1 }
969     else {
970 root 1.10 object *mark1=find_best_object_match(op, params);
971     if (!mark1) {
972     new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
973     return 1;
974     }
975     else {
976     op->contr->mark=mark1;
977     op->contr->mark_count=mark1->count;
978     new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
979     return 0;
980     }
981 elmex 1.1 }
982     return 0; /*shouldnt get here */
983     }
984    
985    
986     /* op is the player
987     * tmp is the monster being examined.
988     */
989     void examine_monster(object *op,object *tmp) {
990     object *mon=tmp->head?tmp->head:tmp;
991    
992     if(QUERY_FLAG(mon,FLAG_UNDEAD))
993 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
994 elmex 1.1 if(mon->level>op->level)
995 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
996 elmex 1.1 else if(mon->level<op->level)
997 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
998 elmex 1.1 else
999 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1000 elmex 1.1 if(mon->attacktype&AT_ACID)
1001 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1002 elmex 1.1
1003     /* Anyone know why this used to use the clone value instead of the
1004     * maxhp field? This seems that it should give more accurate results.
1005     */
1006     switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1007 root 1.10 case 1:
1008     new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1009     break;
1010     case 2:
1011     new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1012     break;
1013     case 3:
1014     new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1015     break;
1016     case 4:
1017     new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1018     break;
1019 elmex 1.1 }
1020     if(present_in_ob(POISONING,mon)!=NULL)
1021 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1022 elmex 1.1 }
1023    
1024    
1025     /* tmp is the object being described, pl is who is examing it. */
1026     char *long_desc(object *tmp, object *pl) {
1027     static char buf[VERY_BIG_BUF];
1028     char *cp;
1029    
1030     if(tmp==NULL)
1031 root 1.10 return "";
1032 elmex 1.1
1033     buf[0]='\0';
1034     switch(tmp->type) {
1035 root 1.10 case RING:
1036     case SKILL:
1037     case WEAPON:
1038     case ARMOUR:
1039     case BRACERS:
1040     case HELMET:
1041     case SHIELD:
1042     case BOOTS:
1043     case GLOVES:
1044     case AMULET:
1045     case GIRDLE:
1046     case BOW:
1047     case ARROW:
1048     case CLOAK:
1049     case FOOD:
1050     case DRINK:
1051     case FLESH:
1052     case SKILL_TOOL:
1053     case POWER_CRYSTAL:
1054     if(*(cp=describe_item(tmp, pl))!='\0') {
1055     int len;
1056    
1057     strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1058     buf[VERY_BIG_BUF-1]=0;
1059     len=strlen(buf);
1060     if (len<VERY_BIG_BUF-5) {
1061     /* Since we know the length, we save a few cpu cycles by using
1062     * it instead of calling strcat */
1063     strcpy(buf+len," ");
1064     len++;
1065     strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1066     buf[VERY_BIG_BUF-1]=0;
1067     }
1068     }
1069 elmex 1.1 }
1070     if(buf[0]=='\0') {
1071 root 1.10 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1072     buf[VERY_BIG_BUF-1]=0;
1073 elmex 1.1 }
1074    
1075     return buf;
1076     }
1077    
1078     void examine(object *op, object *tmp) {
1079     char buf[VERY_BIG_BUF];
1080     int i;
1081    
1082     if (tmp == NULL || tmp->type == CLOSE_CON)
1083 root 1.10 return;
1084 elmex 1.1
1085     strcpy(buf,"That is ");
1086     strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1087     buf[VERY_BIG_BUF-1]=0;
1088    
1089     new_draw_info(NDI_UNIQUE, 0,op,buf);
1090     buf[0]='\0';
1091    
1092     if(tmp->custom_name) {
1093     strcpy(buf,"You call it ");
1094     strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1095     buf[VERY_BIG_BUF-1]=0;
1096     new_draw_info(NDI_UNIQUE, 0,op,buf);
1097     buf[0]='\0';
1098     }
1099    
1100     switch(tmp->type) {
1101 root 1.10 case SPELLBOOK:
1102     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1103 elmex 1.1 sprintf(buf,"%s is a %s level %s spell",
1104     tmp->inv->name, get_levelnumber(tmp->inv->level),
1105 root 1.10 tmp->inv->skill);
1106     }
1107     break;
1108    
1109     case BOOK:
1110     if(tmp->msg!=NULL)
1111     strcpy(buf,"Something is written in it.");
1112     break;
1113    
1114     case CONTAINER:
1115     if(tmp->race!=NULL) {
1116     if(tmp->weight_limit && tmp->stats.Str<100)
1117     sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1118     tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1119     else
1120     sprintf (buf,"It can hold only %s.", tmp->race);
1121     } else
1122     if(tmp->weight_limit && tmp->stats.Str<100)
1123     sprintf (buf,"Its weight limit is %.1f kg.",
1124     tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1125     break;
1126    
1127     case WAND:
1128     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1129     sprintf(buf,"It has %d charges left.",tmp->stats.food);
1130     break;
1131 elmex 1.1 }
1132    
1133     if(buf[0]!='\0')
1134 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,buf);
1135 elmex 1.1
1136     if(tmp->materialname != NULL && !tmp->msg) {
1137 root 1.10 sprintf(buf, "It is made of: %s.", tmp->materialname);
1138     new_draw_info(NDI_UNIQUE, 0, op, buf);
1139 elmex 1.1 }
1140     /* Where to wear this item */
1141     for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1142 root 1.10 if (tmp->body_info[i]<-1) {
1143     if (op->body_info[i])
1144     new_draw_info_format(NDI_UNIQUE, 0,op,
1145     "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1146     else
1147     new_draw_info_format(NDI_UNIQUE, 0,op,
1148     "It goes %s", body_locations[i].nonuse_name);
1149     } else if (tmp->body_info[i]) {
1150     if (op->body_info[i])
1151     new_draw_info_format(NDI_UNIQUE, 0,op,
1152     "It goes %s", body_locations[i].use_name);
1153     else
1154     new_draw_info_format(NDI_UNIQUE, 0,op,
1155     "It goes %s", body_locations[i].nonuse_name);
1156     }
1157 elmex 1.1 }
1158    
1159     if(tmp->weight) {
1160 root 1.10 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1161 elmex 1.1 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1162 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,buf);
1163 elmex 1.1 }
1164    
1165     if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1166     sprintf(buf,"You reckon %s worth %s.",
1167 root 1.10 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1168     new_draw_info(NDI_UNIQUE, 0,op,buf);
1169 elmex 1.11 if (is_in_shop (op)) {
1170 root 1.10 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1171     sprintf(buf,"%s would cost you %s.",
1172     tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1173     else
1174     sprintf(buf,"You are offered %s for %s.",
1175     query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1176     new_draw_info(NDI_UNIQUE, 0,op,buf);
1177     }
1178 elmex 1.1 }
1179    
1180     if(QUERY_FLAG(tmp, FLAG_MONSTER))
1181 root 1.10 examine_monster(op,tmp);
1182 elmex 1.1
1183     /* Is this item buildable? */
1184     if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1185     new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1186    
1187     /* Does the object have a message? Don't show message for all object
1188     * types - especially if the first entry is a match
1189     */
1190     if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1191     tmp->type != CORPSE && !tmp->move_on &&
1192     strncasecmp(tmp->msg, "@match",7)) {
1193    
1194 root 1.10 /* This is just a hack so when identifying the items, we print
1195     * out the extra message
1196     */
1197     if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1198     new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1199 elmex 1.1
1200 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1201 elmex 1.1 }
1202     new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1203     }
1204    
1205     /*
1206     * inventory prints object's inventory. If inv==NULL then print player's
1207     * inventory.
1208     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209     */
1210     void inventory(object *op,object *inv) {
1211     object *tmp;
1212     char *in;
1213     int items = 0, length;
1214    
1215     if (inv==NULL && op==NULL) {
1216     new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1217     return;
1218     }
1219     tmp = inv ? inv->inv : op->inv;
1220    
1221     while (tmp) {
1222     if ((!tmp->invisible &&
1223     (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1224     || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1225     items++;
1226     tmp=tmp->below;
1227     }
1228     if (inv==NULL) { /* player's inventory */
1229     if (items==0) {
1230     new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1231     return;
1232     } else {
1233     length = 28;
1234     in = "";
1235     if (op)
1236     clear_win_info(op);
1237     new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1238     }
1239     } else {
1240     if (items==0)
1241     return;
1242     else {
1243     length = 28;
1244     in = " ";
1245     }
1246     }
1247     for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1248     if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1249     (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1250     continue;
1251     if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1252     new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1253 root 1.10 query_name(tmp), tmp->count,query_weight(tmp));
1254 elmex 1.1 else
1255     new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1256 root 1.10 length+8, query_name(tmp),
1257 elmex 1.1 query_weight(tmp));
1258     }
1259     if(!inv && op) {
1260     new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1261     41,"Total weight :",query_weight(op));
1262     }
1263     }
1264    
1265     static void display_new_pickup( object* op )
1266     {
1267     int i = op->contr->mode;
1268    
1269     if(!(i & PU_NEWMODE)) return;
1270    
1271     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1272     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1273     new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1274     new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1275    
1276     new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1277    
1278     new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1279     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1280     new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1281    
1282     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1283     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1284    
1285     new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1286     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1287     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1288    
1289     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1290     new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1291     new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1292     new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1293    
1294     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1295     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1296     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1297     new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1298    
1299     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1300     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1301     new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1302     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1303    
1304     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1305    
1306     new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1307    
1308     new_draw_info_format(NDI_UNIQUE, 0,op,"");
1309     }
1310    
1311     int command_pickup (object *op, char *params)
1312     {
1313     uint32 i;
1314     static const char* names[ ] = {
1315     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1316     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1317     "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1318     static uint32 modes[ ] = {
1319     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1320     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1321     PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1322    
1323     if(!params) {
1324     /* if the new mode is used, just print the settings */
1325     if(op->contr->mode & PU_NEWMODE)
1326     {
1327     display_new_pickup( op );
1328     return 1;
1329     }
1330     if(1) LOG(llevDebug, "command_pickup: !params\n");
1331     set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1332     return 0;
1333     }
1334    
1335     while ( *params == ' ' && *params )
1336     params++;
1337    
1338     if ( *params == '+' || *params == '-' )
1339     {
1340     int mode;
1341     for ( mode = 0; names[ mode ]; mode++ )
1342     {
1343     if ( !strcmp( names[ mode ], params + 1 ) )
1344     {
1345     i = op->contr->mode;
1346     if ( !( i & PU_NEWMODE ) )
1347     i = PU_NEWMODE;
1348     if ( *params == '+' )
1349     i = i | modes[ mode ];
1350     else
1351     i = i & ~modes[ mode ];
1352     op->contr->mode = i;
1353     display_new_pickup( op );
1354     return 1;
1355     }
1356     }
1357     new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1358     return 1;
1359     }
1360    
1361     if(sscanf(params, "%u", &i) != 1) {
1362     if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1363     new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1364     return 1;
1365     }
1366     set_pickup_mode(op,i);
1367    
1368     return 1;
1369     }
1370    
1371     void set_pickup_mode(object *op,int i) {
1372     switch(op->contr->mode=i) {
1373     case 0:
1374     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1375     break;
1376     case 1:
1377     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1378     break;
1379     case 2:
1380     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1381     break;
1382     case 3:
1383     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1384     break;
1385     case 4:
1386     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1387     break;
1388     case 5:
1389     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1390     break;
1391     case 6:
1392     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1393     break;
1394     case 7:
1395     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1396     break;
1397     }
1398     }
1399    
1400     int command_search_items (object *op, char *params)
1401     {
1402     char buf[MAX_BUF];
1403    
1404     if (settings.search_items == FALSE)
1405 root 1.10 return 1;
1406 elmex 1.1
1407     if(params == NULL) {
1408 root 1.10 if(op->contr->search_str[0]=='\0') {
1409     new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1410     new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1411     new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1412     return 1;
1413     }
1414     op->contr->search_str[0]='\0';
1415     new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1416     fix_player(op);
1417     return 1;
1418 elmex 1.1 }
1419     if((int)strlen(params) >= MAX_BUF) {
1420 root 1.10 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1421     return 1;
1422 elmex 1.1 }
1423     strcpy(op->contr->search_str, params);
1424     sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1425     new_draw_info(NDI_UNIQUE, 0,op,buf);
1426     fix_player(op);
1427     return 1;
1428     }
1429    
1430     /*
1431     * Changing the custom name of an item
1432     *
1433     * Syntax is: rename <what object> to <new name>
1434     * if '<what object>' is omitted, marked object is used
1435     * if 'to <new name>' is omitted, custom name is cleared
1436     *
1437     * Names are considered for all purpose having a length <=127 (max length sent to client
1438     * by server) */
1439    
1440     int command_rename_item(object *op, char *params)
1441     {
1442     char buf[VERY_BIG_BUF];
1443     int itemnumber;
1444     object *item=NULL;
1445     char *closebrace;
1446     size_t counter;
1447    
1448     if (params) {
1449     /* Let's skip white spaces */
1450     while(' '==*params) params++;
1451    
1452     /* Checking the first part */
1453     if ((itemnumber = atoi(params))!=0) {
1454 root 1.10 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1455     if (!item) {
1456     new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1457     return 1;
1458     }
1459     while(isdigit(*params) || ' '==*params) params++;
1460 elmex 1.1 }
1461     else if ('<'==*params) {
1462     /* Got old name, let's get it & find appropriate matching item */
1463     closebrace=strchr(params,'>');
1464     if(!closebrace) {
1465     new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1466     return 1;
1467     }
1468     /* Sanity check for buffer overruns */
1469     if((closebrace-params)>127) {
1470     new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1471     return 1;
1472     }
1473     /* Copy the old name */
1474     strncpy(buf,params+1,closebrace-params-1);
1475     buf[closebrace-params-1]='\0';
1476    
1477     /* Find best matching item */
1478     item=find_best_object_match(op,buf);
1479     if(!item) {
1480     new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1481     return 1;
1482     }
1483    
1484     /* Now need to move pointer to just after > */
1485     params=closebrace+1;
1486     while(' '==*params) params++;
1487    
1488     } else {
1489     /* Use marked item */
1490     item=find_marked_object(op);
1491     if(!item) {
1492     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1493     return 1;
1494     }
1495     }
1496    
1497     /* Now let's find the new name */
1498     if(!strncmp(params,"to ",3)) {
1499     params+=3;
1500     while(' '==*params) params++;
1501     if('<'!=*params) {
1502     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1503     return 1;
1504     }
1505     closebrace=strchr(params+1,'>');
1506     if(!closebrace) {
1507     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1508     return 1;
1509     }
1510    
1511     /* Sanity check for buffer overruns */
1512     if((closebrace-params)>127) {
1513     new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1514     return 1;
1515     }
1516    
1517     /* Copy the new name */
1518     strncpy(buf,params+1,closebrace-params-1);
1519     buf[closebrace-params-1]='\0';
1520    
1521     /* Let's check it for weird characters */
1522     for(counter=0;counter<strlen(buf);counter++) {
1523     if(isalnum(buf[counter])) continue;
1524     if(' '==buf[counter]) continue;
1525     if('\''==buf[counter]) continue;
1526     if('+'==buf[counter]) continue;
1527     if('_'==buf[counter]) continue;
1528     if('-'==buf[counter]) continue;
1529    
1530     /* If we come here, then the name contains an invalid character...
1531     tell the player & exit */
1532     new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1533     return 1;
1534     }
1535    
1536     } else {
1537     /* If param contains something, then syntax error... */
1538     if(strlen(params)) {
1539     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1540     return 1;
1541     }
1542     /* New name is empty */
1543     buf[0]='\0';
1544     }
1545     } else {
1546     /* Last case: params==NULL */
1547     item=find_marked_object(op);
1548     if(!item) {
1549     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1550     return 1;
1551     }
1552     buf[0]='\0';
1553     }
1554    
1555 elmex 1.4 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1556     new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1557     return 1;
1558     }
1559    
1560 elmex 1.1 /* Coming here, everything is fine... */
1561     if(!strlen(buf)) {
1562     /* Clear custom name */
1563     if(item->custom_name) {
1564     FREE_AND_CLEAR_STR(item->custom_name);
1565    
1566     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));
1567     esrv_update_item(UPD_NAME,op,item);
1568     } else {
1569     new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1570     }
1571     } else {
1572     /* Set custom name */
1573     FREE_AND_COPY(item->custom_name,buf);
1574    
1575     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);
1576     esrv_update_item(UPD_NAME,op,item);
1577     }
1578    
1579     return 1;
1580     }