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Revision: 1.2
Committed: Mon Aug 14 04:22:05 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.1: +84 -81 lines
Log Message:
fixed bug in cf.pm when unloading extensions.
added EVENT_DROP_ON for the trade shops and made query_cost using double

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_c_object_c =
3 elmex 1.2 * "$Id: c_object.C,v 1.1 2006-08-13 17:16:04 elmex 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     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     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     /*
90     * Notes about item creation:
91     * 1) It is similar in syntax to the dm create command.
92     * 2) It requires a player to have a buildfacility below him, a tool in his
93     * possesion, and materials to build with.
94     * 3) The random roll is done in a loop, so if the player tries to make 100,
95     * he makes 100 checks.
96     * 4) Exp is given only on succ. creations, but materials are used regardless.
97     * 5) The properties of the tool are stored in tooltype and weapontype.
98     * 6) The properties of the buildfacilities are stored in tooltype.
99     * 7) For now, all ingredients must be type 73 INORGANIC.
100     * 8) The player can attempt to create any arch, but item_power and value
101     * will prevent most artifacts from being built.
102     * 9) The code allows magic bonuses up to +5. It is not trivial to make a +5
103     * item.
104     *10) If you ever extend it beyond +5, add more gemtypes. Currently the code
105     * looks for gemcost gems per item, per plus. So a +5 item requires
106     * gemcost pearls,rubies,emeralds,sapphires and diamonds. Not cheap.
107     *11) There are a zillion if statements in this code. Alot of checking takes
108     * place here. All of them are needed.
109     */
110    
111     int command_build (object *pl, char *params) {
112     return 0;
113     #if 0
114     object *marked, *facility, *tool, *newobj, *tmp;
115     archetype *at;
116     int skillnr, obpow, number, bonus, mneed, nrof, magic, i, nummade, found;
117     int gemcost;
118     char *bp;
119     materialtype_t *mt;
120    
121     /* NOTE THIS FUNCTION IS CURRENTLY DISABLED */
122    
123     /* Given this is currently disabled, I'm not going to bother updating
124     * it with the new skill system. IT really needs to get the skill object
125     * pointer in a better fashion than it is currently doing.
126     */
127     if (!params) {
128     new_draw_info(NDI_UNIQUE, 0, pl, "Usage:build [nr] [+magic] <object>");
129     return 0;
130     }
131     marked = find_marked_object(pl);
132     if (marked == NULL || !marked->material || marked->materialname == NULL ||
133     marked->type != INORGANIC) {
134     new_draw_info(NDI_UNIQUE, 0, pl, "You must mark some ingredients.");
135     return 0;
136     }
137     while (*params==' ')
138     params++;
139     bp = params;
140     nrof = 1;
141     magic = 0;
142    
143     if (sscanf(bp, "%d ", &nrof)) {
144     if ((bp = strchr(params, ' ')) == NULL) {
145     new_draw_info(NDI_UNIQUE, 0, pl,
146     "Usage: build [nr] [+magic] <object>");
147     return 0;
148     }
149     bp++;
150     }
151     if (sscanf(bp, "+%d ", &magic)) {
152     if ((bp = strchr(bp, ' ')) == NULL) {
153     new_draw_info(NDI_UNIQUE, 0, pl,
154     "Usage: build [nr] [+magic] <object>");
155     return 0;
156     }
157     bp++;
158     }
159     while (*bp==' ')
160     bp++;
161     at=find_archetype_by_object_name(bp);
162     if (at == NULL) {
163     new_draw_info_format(NDI_UNIQUE, 0, pl,
164     "You don't know how to make a %s.", bp);
165     return 0;
166     }
167     newobj = get_object();
168     copy_object(&at->clone, newobj);
169    
170     skillnr = -1;
171    
172     if ((IS_ARMOR(newobj) && newobj->material != M_LEATHER) ||
173     newobj->type == WEAPON)
174     skillnr = SK_SMITH;
175    
176     if (IS_ARMOR(newobj) && newobj->material == M_LEATHER)
177     skillnr = SK_WOODSMAN;
178    
179     if (newobj->type == BOW || newobj->type == ARROW)
180     skillnr = SK_BOWYER;
181    
182     if (skillnr == -1) {
183     new_draw_info(NDI_UNIQUE, 0, pl, "You don't know how to create that.");
184     return 0;
185     }
186    
187     if (!change_skill(pl, skillnr, 0)) {
188     new_draw_info(NDI_UNIQUE, 0, pl,
189     "You lack the needed skill to make that item.");
190     return 0;
191     }
192     facility = NULL;
193     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
194     if (tmp->type == BUILDFAC && tmp->tooltype == newobj->type)
195     facility=tmp;
196     if (facility == NULL) {
197     new_draw_info(NDI_UNIQUE, 0, pl, "You lack a suitable workspace.");
198     return 0;
199     }
200     if (magic && !(IS_ARMOR(newobj) || IS_WEAPON(newobj))) {
201     new_draw_info(NDI_UNIQUE, 0, pl, "A magical bonus is only valid with "
202     "armour and weapons.");
203     return 0;
204     }
205    
206     /* use newobj->weapontype == tool->weapontype for building weapons */
207     /* use newobj->material == tool->weapontype for building armour */
208     /* newobj->type == tool->tooltype */
209     tool = NULL;
210     for (tmp=pl->inv; tmp; tmp=tmp->below) {
211     if (tmp->type != TOOL)
212     continue;
213     if (IS_ARMOR(newobj) && (newobj->material & tmp->weapontype) &&
214     newobj->type == tmp->tooltype) {
215     if (tool == NULL ||
216     (tool->level + tool->magic) < (tmp->level + tmp->magic))
217     tool = tmp;
218     } else if (IS_WEAPON(newobj) && (newobj->weapontype&tmp->weapontype) &&
219     newobj->type == tmp->tooltype) {
220     if (tool == NULL ||
221     (tool->level + tool->magic) < (tmp->level + tmp->magic))
222     tool = tmp;
223     }
224     /* should split off bows arrows and probably bolts around here */
225     }
226     if (tool == NULL) {
227     new_draw_info(NDI_UNIQUE, 0, pl, "You lack the required tools.");
228     return 0;
229     }
230    
231     mt = name_to_material(marked->materialname);
232     if (mt == NULL) {
233     new_draw_info(NDI_UNIQUE, 0, pl, "Your raw materials are garbage.");
234     return 0;
235     }
236     if (magic < 0) {
237     new_draw_info(NDI_UNIQUE, 0, pl, "You cannot create cursed objects.");
238     return 0;
239     }
240     if (magic > 0 && SK_level(pl)/20 < magic) {
241     new_draw_info(NDI_UNIQUE, 0, pl, "You are not powerful enough to "
242     "create such a magical item.");
243     return 0;
244     }
245    
246     gemcost = 100;
247     if (newobj->type == ARROW)
248     gemcost = 1;
249     if (magic > 0) {
250     found = 0;
251     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
252     if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
253     tmp->nrof >= gemcost*nrof*mt->value/100)
254     found++;
255     if (magic > 1)
256     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
257     if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
258     tmp->nrof >= gemcost*nrof*mt->value/100)
259     found++;
260     if (magic > 2)
261     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
262     if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
263     tmp->nrof >= gemcost*nrof*mt->value/100)
264     found++;
265     if (magic > 3)
266     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
267     if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
268     tmp->nrof >= gemcost*nrof*mt->value/100)
269     found++;
270     if (magic > 4)
271     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
272     if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
273     tmp->nrof >= gemcost*nrof*mt->value/100)
274     found++;
275     if (found < magic) {
276     new_draw_info(NDI_UNIQUE, 0, pl, "You did not provide a suitable "
277     "sacrifice of gems on the ground to add this much magic.");
278     return 0;
279     }
280     if (25*pow(3, magic)*mt->value/100 > pl->stats.sp) {
281     new_draw_info(NDI_UNIQUE, 0, pl, "You do not have enough mana "
282     "to create this object.");
283     return 0;
284     }
285     }
286    
287     /* good lord. Now we have a tool, facilites, materials (marked) and an
288     object we want to create. Thats alot of if's */
289    
290     obpow = (newobj->item_power + newobj->value/1000 + 1)*mt->value/100;
291     mneed = nrof*((newobj->weight * mt->weight)/80);
292     /* cost can be balanced out by cost to disassemble items for materials */
293     if ((marked->weight * MAX(1, marked->nrof)) < mneed) {
294     new_draw_info_format(NDI_UNIQUE, 0, pl, "You do not have enough %s.",
295     marked->name);
296     return 0;
297     }
298     if (obpow > (tool->level+tool->magic)) {
299     new_draw_info_format(NDI_UNIQUE, 0, pl, "Your %s is not capable of "
300     "crafting such a complex item.", tool->name);
301     return 0;
302     }
303     set_abs_magic(newobj, magic);
304     set_materialname(newobj, 1, mt);
305     for (i=0, nummade=0; i< nrof; i++) {
306     bonus = tool->level+tool->magic - obpow;
307     number = rndm(1, 3*obpow*magic);
308     LOG(llevDebug, "command_build: skill:%d obpow:%d rndm:%d tool:%s "
309     "newobj:%s marked:%s magic:%d\n", SK_level(pl)+bonus, obpow,
310     number, tool->name, newobj->name, marked->name, magic);
311     if (SK_level(pl)+bonus > number) {
312     /* wow, we actually created something */
313     newobj->x = pl->x;
314     newobj->y = pl->y;
315     newobj->map = pl->map;
316     SET_FLAG(newobj, FLAG_IDENTIFIED);
317     if (i == 0)
318     newobj = insert_ob_in_ob(newobj, pl);
319     else
320     newobj->nrof++;
321     esrv_send_item(pl, newobj);
322     nummade++;
323     } else {
324     free_object(newobj);
325     if (bonus < rndm(1, number-SK_level(pl)+bonus)) {
326     new_draw_info_format(NDI_UNIQUE, 0, pl,
327     "You broke your %s!\n", tool->name);
328     esrv_del_item(pl->contr, tool->count);
329     remove_ob(tool);
330     free_object(tool);
331     break;
332     }
333     }
334     /* take away materials too */
335     tmp = get_split_ob(marked, MAX(1, mneed/marked->weight));
336     if (tmp)
337     free_object(tmp);
338     if (marked->nrof < 1)
339     esrv_del_item(pl->contr, marked->count);
340     else
341     esrv_send_item(pl, marked);
342     }
343     if (magic)
344     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
345     if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
346     tmp->nrof >= gemcost*nrof*mt->value/100)
347     tmp->nrof -= gemcost*nrof*mt->value/100;
348     if (magic > 1)
349     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
350     if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
351     tmp->nrof >= gemcost*nrof*mt->value/100)
352     tmp->nrof -= gemcost*nrof*mt->value/100;
353     if (magic > 2)
354     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
355     if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
356     tmp->nrof >= gemcost*nrof*mt->value/100)
357     tmp->nrof -= gemcost*nrof*mt->value/100;
358     if (magic > 3)
359     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
360     if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
361     tmp->nrof >= gemcost*nrof*mt->value/100)
362     tmp->nrof -= gemcost*nrof*mt->value/100;
363     if (magic > 4)
364     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
365     if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
366     tmp->nrof >= gemcost*nrof*mt->value/100)
367     tmp->nrof -= gemcost*nrof*mt->value/100;
368     if (magic)
369     for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
370     if (tmp->type == GEM &&
371     (!strcmp(tmp->arch->name, "diamond") ||
372     !strcmp(tmp->arch->name, "ruby") ||
373     !strcmp(tmp->arch->name, "sapphire") ||
374     !strcmp(tmp->arch->name, "emerald") ||
375     !strcmp(tmp->arch->name, "pearl"))) {
376     if (tmp->nrof == 0) {
377     remove_ob(tmp);
378     free_object(tmp);
379     }
380     if (pl->contr)
381     pl->contr->socket.update_look=1;
382     }
383     pl->stats.sp -= 25*pow(3, magic)*mt->value/100;
384     fix_player(pl);
385     if (nummade > 1) {
386     new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created %d %s.",
387     nummade, query_base_name(newobj, 1));
388     } else if (nummade == 1) {
389     new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created a %s.",
390     query_base_name(newobj, 0));
391     } else {
392     new_draw_info_format(NDI_UNIQUE, 0, pl,
393     "You have failed to craft a %s.", query_base_name(newobj, 0));
394     return 0;
395     }
396     if (skills[skillnr].category != EXP_NONE)
397     add_exp(pl, obpow*nummade);
398     return 1;
399     #endif
400     }
401    
402    
403    
404     int command_uskill ( object *pl, char *params) {
405     if (!params) {
406     new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
407     return 0;
408     }
409     return use_skill(pl,params);
410     }
411    
412     int command_rskill ( object *pl, char *params) {
413     object *skill;
414    
415     if (!params) {
416     new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
417     return 0;
418     }
419     skill = find_skill_by_name(pl, params);
420    
421     if (!skill) {
422     new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
423     return 0;
424     }
425     return change_skill(pl,skill, 0);
426     }
427    
428    
429     /* These functions (command_search, command_disarm) are really just wrappers for
430     * things like 'use_skill ...'). In fact, they should really be obsoleted
431     * and replaced with those.
432     */
433     int command_search (object *op, char *params) {
434     return use_skill(op, skill_names[SK_FIND_TRAPS]);
435     }
436    
437     int command_disarm (object *op, char *params) {
438     return use_skill(op, skill_names[SK_DISARM_TRAPS]);
439     }
440    
441    
442     /* A little special because we do want to pass the full params along
443     * as it includes the object to throw.
444     */
445     int command_throw (object *op, char *params)
446     {
447     object *skop;
448    
449     skop = find_skill_by_name(op, skill_names[SK_THROWING]);
450     if (skop) return do_skill(op, op, skop, op->facing,params);
451     else {
452     new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
453     }
454     return 0;
455     }
456    
457    
458     int command_apply (object *op, char *params)
459     {
460     if (!params) {
461     player_apply_below(op);
462     return 0;
463     }
464     else {
465     apply_flag aflag = (apply_flag) 0;
466     object *inv;
467    
468     while (*params==' ') params++;
469     if (!strncmp(params,"-a ",3)) {
470     aflag=AP_APPLY;
471     params+=3;
472     }
473     if (!strncmp(params,"-u ",3)) {
474     aflag=AP_UNAPPLY;
475     params+=3;
476     }
477     while (*params==' ') params++;
478    
479     inv=find_best_apply_object_match(op, params, aflag);
480     if (inv) {
481     player_apply(op,inv,aflag,0);
482     } else
483     new_draw_info_format(NDI_UNIQUE, 0, op,
484     "Could not find any match to the %s.",params);
485     }
486     return 0;
487     }
488    
489     /*
490     * Check if an item op can be put into a sack. If pl exists then tell
491     * a player the reason of failure.
492     * returns 1 if it will fit, 0 if it will not. nrof is the number of
493     * objects (op) we want to put in. We specify it separately instead of
494     * using op->nrof because often times, a player may have specified a
495     * certain number of objects to drop, so we can pass that number, and
496     * not need to use split_ob and stuff.
497     */
498     int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) {
499    
500     if (! QUERY_FLAG (sack, FLAG_APPLIED)) {
501     new_draw_info_format(NDI_UNIQUE, 0, pl,
502     "The %s is not active.", query_name(sack));
503     return 0;
504     }
505     if (sack == op) {
506     new_draw_info_format(NDI_UNIQUE, 0, pl,
507     "You can't put the %s into itself.", query_name(sack));
508     return 0;
509     }
510     if (sack->race && (sack->race != op->race || op->type == CONTAINER
511     || (sack->stats.food && sack->stats.food != op->type))) {
512     new_draw_info_format(NDI_UNIQUE, 0, pl,
513     "You can put only %s into the %s.", sack->race, query_name(sack));
514     return 0;
515     }
516     if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
517     new_draw_info_format(NDI_UNIQUE, 0, pl,
518     "You can't put the key into %s.", query_name(sack));
519     return 0;
520     }
521     if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
522     (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
523     * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
524     new_draw_info_format(NDI_UNIQUE, 0, pl,
525     "That won't fit in the %s!", query_name(sack));
526     return 0;
527     }
528     /* All other checks pass, must be OK */
529     return 1;
530     }
531    
532     /* Pick up commands follow */
533     /* pl = player (not always - monsters can use this now)
534     * op is the object to put tmp into,
535     * tmp is the object to pick up, nrof is the number to
536     * pick up (0 means all of them)
537     */
538     static void pick_up_object (object *pl, object *op, object *tmp, int nrof)
539     {
540     /* buf needs to be big (more than 256 chars) because you can get
541     * very long item names.
542     */
543     char buf[HUGE_BUF];
544     object *env=tmp->env;
545     uint32 weight, effective_weight_limit;
546     int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
547    
548     /* IF the player is flying & trying to take the item out of a container
549     * that is in his inventory, let him. tmp->env points to the container
550     * (sack, luggage, etc), tmp->env->env then points to the player (nested
551     * containers not allowed as of now)
552     */
553     if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) &&
554     is_player_inv(tmp)!=pl) {
555     new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
556     return;
557     }
558     if (QUERY_FLAG (tmp, FLAG_NO_DROP))
559     return;
560     if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
561     new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
562     new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
563     if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
564     if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
565     remove_ob (tmp);
566     free_object(tmp);
567     return;
568     }
569    
570     if (nrof > tmp_nrof || nrof == 0)
571     nrof = tmp_nrof;
572     /* Figure out how much weight this object will add to the player */
573     weight = tmp->weight * nrof;
574     if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
575     if (pl->stats.Str <= MAX_STAT)
576     effective_weight_limit = weight_limit[pl->stats.Str];
577     else
578     effective_weight_limit = weight_limit[MAX_STAT];
579     if ((pl->weight + pl->carrying + weight) > effective_weight_limit) {
580     new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
581     return;
582     }
583     if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
584     SET_FLAG(tmp, FLAG_WAS_WIZ);
585     if (nrof != tmp_nrof) {
586     object *tmp2 = tmp;
587     tag_t tmp2_tag = tmp2->count;
588     tmp = get_split_ob (tmp, nrof);
589     if(!tmp) {
590     new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
591     return;
592     }
593     /* Tell a client what happened rest of objects */
594     if (pl->type == PLAYER) {
595     if (was_destroyed (tmp2, tmp2_tag))
596     esrv_del_item (pl->contr, tmp2_tag);
597     else
598     esrv_send_item (pl, tmp2);
599     }
600     } else {
601     /* If the object is in a container, send a delete to the client.
602     * - we are moving all the items from the container to elsewhere,
603     * so it needs to be deleted.
604     */
605     if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
606     if (tmp->env && pl->type==PLAYER)
607     esrv_del_item (pl->contr, tmp->count);
608     remove_ob(tmp); /* Unlink it */
609     }
610     }
611     if(QUERY_FLAG(tmp, FLAG_UNPAID))
612     (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
613     query_cost_string(tmp,pl,F_BUY | F_SHOP));
614     else
615     (void) sprintf(buf,"You pick up the %s.", query_name(tmp));
616     new_draw_info(NDI_UNIQUE, 0,pl,buf);
617    
618     tmp = insert_ob_in_ob(tmp, op);
619    
620     /* All the stuff below deals with client/server code, and is only
621     * usable by players
622     */
623     if(pl->type!=PLAYER) return;
624    
625     esrv_send_item (pl, tmp);
626     /* These are needed to update the weight for the container we
627     * are putting the object in.
628     */
629     if (op!=pl) {
630     esrv_update_item (UPD_WEIGHT, pl, op);
631     esrv_send_item (pl, pl);
632     }
633    
634     /* Update the container the object was in */
635     if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
636     }
637    
638    
639     void pick_up(object *op,object *alt)
640     /* modified slightly to allow monsters use this -b.t. 5-31-95 */
641     {
642     int need_fix_tmp = 0;
643     object *tmp=NULL;
644     mapstruct *tmp_map=NULL;
645     int count;
646     tag_t tag;
647    
648     /* Decide which object to pick. */
649     if (alt)
650     {
651     if ( ! can_pick (op, alt)) {
652     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.",
653     alt->name);
654     goto leave;
655     }
656     tmp = alt;
657     }
658     else
659     {
660     if (op->below == NULL || ! can_pick (op, op->below)) {
661     new_draw_info (NDI_UNIQUE, 0, op,
662     "There is nothing to pick up here.");
663     goto leave;
664     }
665     tmp = op->below;
666     }
667    
668     /* Try to catch it. */
669     tmp_map = tmp->map;
670     tmp = stop_item (tmp);
671     if (tmp == NULL)
672     goto leave;
673     need_fix_tmp = 1;
674     if ( ! can_pick (op, tmp))
675     goto leave;
676    
677     if (op->type==PLAYER) {
678     count=op->contr->count;
679     if (count==0) count = tmp->nrof;
680     }
681     else
682     count=tmp->nrof;
683    
684     /* container is open, so use it */
685     if (op->container) {
686     alt = op->container;
687     if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
688     goto leave;
689     } else { /* non container pickup */
690     for (alt=op->inv; alt; alt=alt->below)
691     if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
692     alt->race && alt->race==tmp->race &&
693     sack_can_hold (NULL, alt, tmp,count))
694     break; /* perfect match */
695    
696     if (!alt)
697     for (alt=op->inv; alt; alt=alt->below)
698     if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
699     sack_can_hold (NULL, alt, tmp,count))
700     break; /* General container comes next */
701     if (!alt)
702     alt = op; /* No free containers */
703     }
704     if(tmp->env == alt) {
705     /* here it could be possible to check rent,
706     * if someone wants to implement it
707     */
708     alt = op;
709     }
710     #ifdef PICKUP_DEBUG
711     LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
712     #endif
713    
714     /* startequip items are not allowed to be put into containers: */
715     if (op->type == PLAYER && alt->type == CONTAINER
716     && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
717     {
718     new_draw_info (NDI_UNIQUE, 0, op,
719     "This object cannot be put into containers!");
720     goto leave;
721     }
722    
723     tag = tmp->count;
724     pick_up_object (op, alt, tmp, count);
725     if (was_destroyed (tmp, tag) || tmp->env)
726     need_fix_tmp = 0;
727     if (op->type == PLAYER)
728     op->contr->count=0;
729     goto leave;
730    
731     leave:
732     if (need_fix_tmp)
733     fix_stopped_item (tmp, tmp_map, op);
734     }
735    
736    
737     /* This takes (picks up) and item. op is the player
738     * who issued the command. params is a string to
739     * match against the item name. Basically, always
740     * returns zero, but that should be improved.
741     */
742     int command_take (object *op, char *params)
743     {
744     object *tmp, *next;
745    
746     if (op->container)
747     tmp=op->container->inv;
748     else {
749     tmp=op->above;
750     if (tmp) while (tmp->above) {
751     tmp=tmp->above;
752     }
753     if (!tmp)
754     tmp=op->below;
755     }
756    
757     if (tmp==NULL) {
758     new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
759     return 0;
760     }
761    
762     /* Makes processing easier */
763     if (params && *params=='\0') params=NULL;
764    
765     while (tmp) {
766     next=tmp->below;
767    
768     if (tmp->invisible) {
769     tmp=next;
770     continue;
771     }
772     /* This following two if and else if could be merged into line
773     * but that probably will make it more difficult to read, and
774     * not make it any more efficient
775     */
776     if (params && item_matched_string(op, tmp, params)) {
777     pick_up(op, tmp);
778     }
779     else if (can_pick(op, tmp) && !params) {
780     pick_up(op,tmp);
781     break;
782     }
783     tmp=next;
784     /* Might as well just skip over the player immediately -
785     * we know it can't be picked up
786     */
787     if (tmp == op) tmp=tmp->below;
788     }
789     if (!params && !tmp) {
790     for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
791     if (!tmp->invisible) {
792     char buf[MAX_BUF];
793     sprintf(buf,"You can't pick up a %s.",
794     tmp->name? tmp->name:"null");
795     new_draw_info(NDI_UNIQUE, 0,op, buf);
796     break;
797     }
798     if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up.");
799     }
800     return 0;
801     }
802    
803    
804     /*
805     * This function was part of drop, now is own function.
806     * Player 'op' tries to put object 'tmp' into sack 'sack',
807     * if nrof is non zero, then nrof objects is tried to put into sack.
808     * Note that the 'sack' in question can now be a transport,
809     * so this function isn't named very good anymore.
810     */
811     void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
812     {
813     tag_t tmp_tag, tmp2_tag;
814     object *tmp2, *sack2;
815     char buf[MAX_BUF];
816    
817     if (sack==tmp) return; /* Can't put an object in itself */
818     if (sack->type != CONTAINER && sack->type != TRANSPORT) {
819     new_draw_info_format(NDI_UNIQUE, 0,op,
820     "The %s is not a container.", query_name(sack));
821     return;
822     }
823     if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
824     new_draw_info_format(NDI_UNIQUE, 0,op,
825     "You cannot put the %s in the %s.", query_name(tmp),
826     query_name(sack));
827     return;
828     }
829     if (tmp->type == CONTAINER && tmp->inv) {
830    
831     /* Eneq(@csd.uu.se): If the object to be dropped is a container
832     * we instead move the contents of that container into the active
833     * container, this is only done if the object has something in it.
834     */
835     sack2 = tmp;
836     new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
837     query_name(tmp), query_name(sack));
838     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
839     tmp = tmp2->below;
840     if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof)) ||
841     (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
842     put_object_in_sack (op, sack, tmp2, 0);
843     } else {
844     sprintf(buf,"Your %s fills up.", query_name(sack));
845     new_draw_info(NDI_UNIQUE, 0,op, buf);
846     break;
847     }
848     }
849     esrv_update_item (UPD_WEIGHT, op, sack2);
850     return;
851     }
852    
853     /* Don't worry about this for containers - our caller should have
854     * already checked this.
855     */
856     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
857     return;
858    
859     if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
860     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
861     return;
862     }
863    
864     /* we want to put some portion of the item into the container */
865     if (nrof && tmp->nrof != nrof) {
866     object *tmp2 = tmp;
867     tmp2_tag = tmp2->count;
868     tmp = get_split_ob (tmp, nrof);
869    
870     if(!tmp) {
871     new_draw_info(NDI_UNIQUE, 0,op, errmsg);
872     return;
873     }
874     /* Tell a client what happened other objects */
875     if (was_destroyed (tmp2, tmp2_tag))
876     esrv_del_item (op->contr, tmp2_tag);
877     else /* this can proably be replaced with an update */
878     esrv_send_item (op, tmp2);
879     } else
880     remove_ob(tmp);
881    
882     new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
883     query_name(tmp), query_name(sack));
884     tmp_tag = tmp->count;
885     tmp2 = insert_ob_in_ob(tmp, sack);
886     fix_player(op); /* This is overkill, fix_player() is called somewhere */
887     /* in object.c */
888    
889     /* If an object merged (and thus, different object), we need to
890     * delete the original.
891     */
892     if (tmp2 != tmp)
893     esrv_del_item (op->contr, tmp_tag);
894    
895     esrv_send_item (op, tmp2);
896    
897     /* If a transport, need to update all the players in the transport
898     * the view of what is in it.
899     */
900     if (sack->type == TRANSPORT) {
901     for (tmp=sack->inv; tmp; tmp=tmp->below) {
902     if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
903     }
904     } else {
905     /* update the sacks weight */
906     esrv_update_item (UPD_WEIGHT, op, sack);
907     }
908     }
909    
910     /*
911     * This function was part of drop, now is own function.
912     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
913     * nrof objects is tried to dropped.
914     * This is used when dropping objects onto the floor.
915     */
916 elmex 1.2 void
917     drop_object (object * op, object * tmp, uint32 nrof)
918 elmex 1.1 {
919 elmex 1.2 char buf[MAX_BUF];
920     object *floor;
921 elmex 1.1
922 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
923     return;
924 elmex 1.1
925 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
926     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
927     return; /* can't unapply it */
928    
929     /* We are only dropping some of the items. We split the current objec
930     * off
931     */
932     if (nrof && tmp->nrof != nrof)
933     {
934     object *tmp2 = tmp;
935     tag_t tmp2_tag = tmp2->count;
936     tmp = get_split_ob (tmp, nrof);
937     if (!tmp)
938     {
939     new_draw_info (NDI_UNIQUE, 0, op, errmsg);
940     return;
941     }
942     /* Tell a client what happened rest of objects. tmp2 is now the
943     * original object
944     */
945     if (op->type == PLAYER)
946     {
947     if (was_destroyed (tmp2, tmp2_tag))
948     esrv_del_item (op->contr, tmp2_tag);
949     else
950     esrv_send_item (op, tmp2);
951     }
952 elmex 1.1 }
953 elmex 1.2 else
954     remove_ob (tmp);
955 elmex 1.1
956 elmex 1.2 /* Lauwenmark: Handle for plugin drop event */
957     if (execute_event (tmp, EVENT_DROP, op, NULL, NULL, SCRIPT_FIX_ALL) != 0)
958     return;
959 elmex 1.1
960 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
961     {
962     sprintf (buf, "You drop the %s.", query_name (tmp));
963     new_draw_info (NDI_UNIQUE, 0, op, buf);
964     new_draw_info (NDI_UNIQUE, 0, op,
965     "The gods who lent it to you retrieves it.");
966     if (op->type == PLAYER)
967     esrv_del_item (op->contr, tmp->count);
968     free_object (tmp);
969     fix_player (op);
970 elmex 1.1 return;
971     }
972    
973     /* If SAVE_INTERVAL is commented out, we never want to save
974     * the player here.
975     */
976     #ifdef SAVE_INTERVAL
977 elmex 1.2 /* I'm not sure why there is a value check - since the save
978     * is done every SAVE_INTERVAL seconds, why care the value
979     * of what he is dropping?
980     */
981     if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
982 elmex 1.1 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
983 elmex 1.2 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
984     {
985     save_player (op, 1);
986     op->contr->last_save_time = time (NULL);
987 elmex 1.1 }
988     #endif /* SAVE_INTERVAL */
989    
990 elmex 1.2 if (op->type == PLAYER)
991     esrv_del_item (op->contr, tmp->count);
992 elmex 1.1
993 elmex 1.2 /* Call this before we update the various windows/players. At least
994     * that we, we know the weight is correct.
995     */
996     fix_player (op); /* This is overkill, fix_player() is called somewhere */
997     /* in object.c */
998 elmex 1.1
999 elmex 1.2 if (op->type == PLAYER)
1000     {
1001     op->contr->socket.update_look = 1;
1002     /* Need to update the weight for the player */
1003     esrv_send_item (op, op);
1004     }
1005 elmex 1.1
1006 elmex 1.2 floor = get_map_ob (op->map, op->x, op->y);
1007 elmex 1.1
1008 elmex 1.2 LOG(llevDebug, "DROP EN\n");
1009     if (execute_event (floor, EVENT_DROP_ON, op, tmp, NULL, SCRIPT_FIX_ALL))
1010     return;
1011     LOG(llevDebug, "DROP xxEN\n");
1012 elmex 1.1
1013 elmex 1.2 if (floor
1014     && floor->type == SHOP_FLOOR
1015     && !QUERY_FLAG (tmp, FLAG_UNPAID)
1016     && tmp->type != MONEY)
1017     sell_item (tmp, op);
1018 elmex 1.1
1019 elmex 1.2 tmp->x = op->x;
1020     tmp->y = op->y;
1021 elmex 1.1
1022 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
1023 elmex 1.1 }
1024    
1025     void drop(object *op, object *tmp)
1026     {
1027     /* Hopeful fix for disappearing objects when dropping from a container -
1028     * somehow, players get an invisible object in the container, and the
1029     * old logic would skip over invisible objects - works fine for the
1030     * playes inventory, but drop inventory wants to use the next value.
1031     */
1032     if (tmp->invisible) {
1033     /* if the following is the case, it must be in an container. */
1034     if (tmp->env && tmp->env->type != PLAYER) {
1035     /* Just toss the object - probably shouldn't be hanging
1036     * around anyways
1037     */
1038     remove_ob(tmp);
1039     free_object(tmp);
1040     return;
1041     } else {
1042     while(tmp!=NULL && tmp->invisible)
1043     tmp=tmp->below;
1044     }
1045     }
1046    
1047     if (tmp==NULL) {
1048     new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
1049     return;
1050     }
1051     if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1052     new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
1053     return;
1054     }
1055     if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
1056     #if 0
1057     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
1058     new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
1059     #endif
1060     return;
1061     }
1062    
1063     if (op->type == PLAYER)
1064     {
1065     if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
1066     object *n=NULL;
1067     if(tmp->below != NULL)
1068     n = tmp->below;
1069     else if(tmp->above != NULL)
1070     n = tmp->above;
1071     op->contr->last_used = n;
1072     if (n != NULL)
1073     op->contr->last_used_id = n->count;
1074     else
1075     op->contr->last_used_id = 0;
1076     }
1077     };
1078    
1079     if (op->container) {
1080     if (op->type == PLAYER)
1081     {
1082     put_object_in_sack (op, op->container, tmp, op->contr->count);
1083     } else {
1084     put_object_in_sack(op, op->container, tmp, 0);
1085     };
1086     } else {
1087     if (op->type == PLAYER)
1088     {
1089     drop_object (op, tmp, op->contr->count);
1090     } else {
1091     drop_object(op,tmp,0);
1092     };
1093     }
1094     if (op->type == PLAYER)
1095     op->contr->count = 0;
1096     }
1097    
1098    
1099    
1100     /* Command will drop all items that have not been locked */
1101     int command_dropall (object *op, char *params) {
1102    
1103     object * curinv, *nextinv;
1104    
1105     if(op->inv == NULL) {
1106     new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
1107     return 0;
1108     }
1109    
1110     curinv = op->inv;
1111    
1112     /*
1113     This is the default. Drops everything not locked or considered
1114     not something that should be dropped.
1115     */
1116     /*
1117     Care must be taken that the next item pointer is not to money as
1118     the drop() routine will do unknown things to it when dropping
1119     in a shop. --Tero.Pelander@utu.fi
1120     */
1121    
1122     if(params==NULL) {
1123     while(curinv != NULL) {
1124     nextinv = curinv->below;
1125     while (nextinv && nextinv->type==MONEY)
1126     nextinv = nextinv->below;
1127     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
1128     curinv->type != FOOD && curinv->type != KEY &&
1129     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
1130     !curinv->invisible &&
1131     (curinv->type!=CONTAINER || op->container!=curinv))
1132     {
1133     drop(op,curinv);
1134     }
1135     curinv = nextinv;
1136     }
1137     }
1138    
1139     else if(strcmp(params, "weapons") == 0) {
1140     while(curinv != NULL) {
1141     nextinv = curinv->below;
1142     while (nextinv && nextinv->type==MONEY)
1143     nextinv = nextinv->below;
1144     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
1145     (curinv->type == BOW) || (curinv->type == ARROW)))
1146     {
1147     drop(op,curinv);
1148     }
1149     curinv = nextinv;
1150     }
1151     }
1152    
1153     else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
1154     while(curinv != NULL) {
1155     nextinv = curinv->below;
1156     while (nextinv && nextinv->type==MONEY)
1157     nextinv = nextinv->below;
1158     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
1159     curinv->type == SHIELD || curinv->type==HELMET))
1160     {
1161     drop(op,curinv);
1162     }
1163     curinv = nextinv;
1164     }
1165     }
1166    
1167     else if(strcmp(params, "misc") == 0) {
1168     while(curinv != NULL) {
1169     nextinv = curinv->below;
1170     while (nextinv && nextinv->type==MONEY)
1171     nextinv = nextinv->below;
1172     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
1173     switch(curinv->type) {
1174     case HORN:
1175     case BOOK:
1176     case SPELLBOOK:
1177     case GIRDLE:
1178     case AMULET:
1179     case RING:
1180     case CLOAK:
1181     case BOOTS:
1182     case GLOVES:
1183     case BRACERS:
1184     case SCROLL:
1185     case ARMOUR_IMPROVER:
1186     case WEAPON_IMPROVER:
1187     case WAND:
1188     case ROD:
1189     case POTION:
1190     drop(op,curinv);
1191     curinv = nextinv;
1192     break;
1193     default:
1194     curinv = nextinv;
1195     break;
1196     }
1197     }
1198     curinv = nextinv;
1199     }
1200     }
1201     op->contr->socket.update_look=1;
1202     /* draw_look(op);*/
1203     return 0;
1204     }
1205    
1206     /* Object op wants to drop object(s) params. params can be a
1207     * comma seperated list.
1208     */
1209    
1210     int command_drop (object *op, char *params)
1211     {
1212     object *tmp, *next;
1213     int did_one=0;
1214    
1215     if (!params) {
1216     new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
1217     return 0;
1218     } else {
1219     for (tmp=op->inv; tmp; tmp=next) {
1220     next=tmp->below;
1221     if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
1222     tmp->invisible) continue;
1223     if (item_matched_string(op,tmp,params)) {
1224     drop(op, tmp);
1225     did_one=1;
1226     }
1227     }
1228     if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
1229     }
1230     if (op->type==PLAYER)
1231     {
1232     op->contr->count=0;
1233     op->contr->socket.update_look=1;
1234     };
1235     /* draw_look(op);*/
1236     return 0;
1237     }
1238    
1239     int command_examine (object *op, char *params)
1240     {
1241     if (!params) {
1242     object *tmp=op->below;
1243     while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
1244     if (tmp) examine(op,tmp);
1245     }
1246     else {
1247     object *tmp=find_best_object_match(op,params);
1248     if (tmp)
1249     examine(op,tmp);
1250     else
1251     new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
1252     }
1253     return 0;
1254     }
1255    
1256     /* op should be a player.
1257     * we return the object the player has marked with the 'mark' command
1258     * below. If no match is found (or object has changed), we return
1259     * NULL. We leave it up to the calling function to print messages if
1260     * nothing is found.
1261     */
1262     object *find_marked_object(object *op)
1263     {
1264     object *tmp;
1265    
1266     if (!op || !op->contr) return NULL;
1267     if (!op->contr->mark) {
1268     /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1269     return NULL;
1270     }
1271     /* This may seem like overkill, but we need to make sure that they
1272     * player hasn't dropped the item. We use count on the off chance that
1273     * an item got reincarnated at some point.
1274     */
1275     for (tmp=op->inv; tmp; tmp=tmp->below) {
1276     if (tmp->invisible) continue;
1277     if (tmp == op->contr->mark) {
1278     if (tmp->count == op->contr->mark_count)
1279     return tmp;
1280     else {
1281     op->contr->mark=NULL;
1282     op->contr->mark_count=0;
1283     /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1284     return NULL;
1285     }
1286     }
1287     }
1288     return NULL;
1289     }
1290    
1291    
1292     /* op should be a player, params is any params.
1293     * If no params given, we print out the currently marked object.
1294     * otherwise, try to find a matching object - try best match first.
1295     */
1296     int command_mark(object *op, char *params)
1297     {
1298     if (!op->contr) return 1;
1299     if (!params) {
1300     object *mark=find_marked_object(op);
1301     if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
1302     else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
1303     }
1304     else {
1305     object *mark1=find_best_object_match(op, params);
1306     if (!mark1) {
1307     new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
1308     return 1;
1309     }
1310     else {
1311     op->contr->mark=mark1;
1312     op->contr->mark_count=mark1->count;
1313     new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
1314     return 0;
1315     }
1316     }
1317     return 0; /*shouldnt get here */
1318     }
1319    
1320    
1321     /* op is the player
1322     * tmp is the monster being examined.
1323     */
1324     void examine_monster(object *op,object *tmp) {
1325     object *mon=tmp->head?tmp->head:tmp;
1326    
1327     if(QUERY_FLAG(mon,FLAG_UNDEAD))
1328     new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1329     if(mon->level>op->level)
1330     new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1331     else if(mon->level<op->level)
1332     new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1333     else
1334     new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1335     if(mon->attacktype&AT_ACID)
1336     new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1337    
1338     /* Anyone know why this used to use the clone value instead of the
1339     * maxhp field? This seems that it should give more accurate results.
1340     */
1341     switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1342     case 1:
1343     new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1344     break;
1345     case 2:
1346     new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1347     break;
1348     case 3:
1349     new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1350     break;
1351     case 4:
1352     new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1353     break;
1354     }
1355     if(present_in_ob(POISONING,mon)!=NULL)
1356     new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1357     }
1358    
1359    
1360     /* tmp is the object being described, pl is who is examing it. */
1361     char *long_desc(object *tmp, object *pl) {
1362     static char buf[VERY_BIG_BUF];
1363     char *cp;
1364    
1365     if(tmp==NULL)
1366     return "";
1367    
1368     buf[0]='\0';
1369     switch(tmp->type) {
1370     case RING:
1371     case SKILL:
1372     case WEAPON:
1373     case ARMOUR:
1374     case BRACERS:
1375     case HELMET:
1376     case SHIELD:
1377     case BOOTS:
1378     case GLOVES:
1379     case AMULET:
1380     case GIRDLE:
1381     case BOW:
1382     case ARROW:
1383     case CLOAK:
1384     case FOOD:
1385     case DRINK:
1386     case FLESH:
1387     case SKILL_TOOL:
1388     case POWER_CRYSTAL:
1389     if(*(cp=describe_item(tmp, pl))!='\0') {
1390     int len;
1391    
1392     strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1393     buf[VERY_BIG_BUF-1]=0;
1394     len=strlen(buf);
1395     if (len<VERY_BIG_BUF-5) {
1396     /* Since we know the length, we save a few cpu cycles by using
1397     * it instead of calling strcat */
1398     strcpy(buf+len," ");
1399     len++;
1400     strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1401     buf[VERY_BIG_BUF-1]=0;
1402     }
1403     }
1404     }
1405     if(buf[0]=='\0') {
1406     strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1407     buf[VERY_BIG_BUF-1]=0;
1408     }
1409    
1410     return buf;
1411     }
1412    
1413     void examine(object *op, object *tmp) {
1414     char buf[VERY_BIG_BUF];
1415     int i;
1416    
1417     if (tmp == NULL || tmp->type == CLOSE_CON)
1418     return;
1419    
1420     strcpy(buf,"That is ");
1421     strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1422     buf[VERY_BIG_BUF-1]=0;
1423    
1424     new_draw_info(NDI_UNIQUE, 0,op,buf);
1425     buf[0]='\0';
1426    
1427     if(tmp->custom_name) {
1428     strcpy(buf,"You call it ");
1429     strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1430     buf[VERY_BIG_BUF-1]=0;
1431     new_draw_info(NDI_UNIQUE, 0,op,buf);
1432     buf[0]='\0';
1433     }
1434    
1435     switch(tmp->type) {
1436     case SPELLBOOK:
1437     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1438     sprintf(buf,"%s is a %s level %s spell",
1439     tmp->inv->name, get_levelnumber(tmp->inv->level),
1440     tmp->inv->skill);
1441     }
1442     break;
1443    
1444     case BOOK:
1445     if(tmp->msg!=NULL)
1446     strcpy(buf,"Something is written in it.");
1447     break;
1448    
1449     case CONTAINER:
1450     if(tmp->race!=NULL) {
1451     if(tmp->weight_limit && tmp->stats.Str<100)
1452     sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1453     tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1454     else
1455     sprintf (buf,"It can hold only %s.", tmp->race);
1456     } else
1457     if(tmp->weight_limit && tmp->stats.Str<100)
1458     sprintf (buf,"Its weight limit is %.1f kg.",
1459     tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1460     break;
1461    
1462     case WAND:
1463     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1464     sprintf(buf,"It has %d charges left.",tmp->stats.food);
1465     break;
1466     }
1467    
1468     if(buf[0]!='\0')
1469     new_draw_info(NDI_UNIQUE, 0,op,buf);
1470    
1471     if(tmp->materialname != NULL && !tmp->msg) {
1472     sprintf(buf, "It is made of: %s.", tmp->materialname);
1473     new_draw_info(NDI_UNIQUE, 0, op, buf);
1474     }
1475     /* Where to wear this item */
1476     for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1477     if (tmp->body_info[i]<-1) {
1478     if (op->body_info[i])
1479     new_draw_info_format(NDI_UNIQUE, 0,op,
1480     "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1481     else
1482     new_draw_info_format(NDI_UNIQUE, 0,op,
1483     "It goes %s", body_locations[i].nonuse_name);
1484     } else if (tmp->body_info[i]) {
1485     if (op->body_info[i])
1486     new_draw_info_format(NDI_UNIQUE, 0,op,
1487     "It goes %s", body_locations[i].use_name);
1488     else
1489     new_draw_info_format(NDI_UNIQUE, 0,op,
1490     "It goes %s", body_locations[i].nonuse_name);
1491     }
1492     }
1493    
1494     if(tmp->weight) {
1495     sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1496     tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1497     new_draw_info(NDI_UNIQUE, 0,op,buf);
1498     }
1499    
1500     if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1501     object *floor;
1502     sprintf(buf,"You reckon %s worth %s.",
1503     tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1504     new_draw_info(NDI_UNIQUE, 0,op,buf);
1505     floor = get_map_ob (op->map, op->x, op->y);
1506     if (floor && floor->type == SHOP_FLOOR) {
1507     if(QUERY_FLAG(tmp, FLAG_UNPAID))
1508     sprintf(buf,"%s would cost you %s.",
1509     tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1510     else
1511     sprintf(buf,"You are offered %s for %s.",
1512     query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1513     new_draw_info(NDI_UNIQUE, 0,op,buf);
1514     }
1515     }
1516    
1517     if(QUERY_FLAG(tmp, FLAG_MONSTER))
1518     examine_monster(op,tmp);
1519    
1520     /* Is this item buildable? */
1521     if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1522     new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1523    
1524     /* Does the object have a message? Don't show message for all object
1525     * types - especially if the first entry is a match
1526     */
1527     if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1528     tmp->type != CORPSE && !tmp->move_on &&
1529     strncasecmp(tmp->msg, "@match",7)) {
1530    
1531     /* This is just a hack so when identifying the items, we print
1532     * out the extra message
1533     */
1534     if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1535     new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1536    
1537     new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1538     }
1539     new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1540     }
1541    
1542     /*
1543     * inventory prints object's inventory. If inv==NULL then print player's
1544     * inventory.
1545     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1546     */
1547     void inventory(object *op,object *inv) {
1548     object *tmp;
1549     char *in;
1550     int items = 0, length;
1551    
1552     if (inv==NULL && op==NULL) {
1553     new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1554     return;
1555     }
1556     tmp = inv ? inv->inv : op->inv;
1557    
1558     while (tmp) {
1559     if ((!tmp->invisible &&
1560     (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1561     || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1562     items++;
1563     tmp=tmp->below;
1564     }
1565     if (inv==NULL) { /* player's inventory */
1566     if (items==0) {
1567     new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1568     return;
1569     } else {
1570     length = 28;
1571     in = "";
1572     if (op)
1573     clear_win_info(op);
1574     new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1575     }
1576     } else {
1577     if (items==0)
1578     return;
1579     else {
1580     length = 28;
1581     in = " ";
1582     }
1583     }
1584     for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1585     if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1586     (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1587     continue;
1588     if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1589     new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1590     query_name(tmp), tmp->count,query_weight(tmp));
1591     else
1592     new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1593     length+8, query_name(tmp),
1594     query_weight(tmp));
1595     }
1596     if(!inv && op) {
1597     new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1598     41,"Total weight :",query_weight(op));
1599     }
1600     }
1601    
1602     static void display_new_pickup( object* op )
1603     {
1604     int i = op->contr->mode;
1605    
1606     if(!(i & PU_NEWMODE)) return;
1607    
1608     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1609     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1610     new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1611     new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1612    
1613     new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1614    
1615     new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1616     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1617     new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1618    
1619     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1620     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1621    
1622     new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1623     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1624     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1625    
1626     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1627     new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1628     new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1629     new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1630    
1631     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1632     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1633     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1634     new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1635    
1636     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1637     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1638     new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1639     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1640    
1641     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1642    
1643     new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1644    
1645     new_draw_info_format(NDI_UNIQUE, 0,op,"");
1646     }
1647    
1648     int command_pickup (object *op, char *params)
1649     {
1650     uint32 i;
1651     static const char* names[ ] = {
1652     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1653     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1654     "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1655     static uint32 modes[ ] = {
1656     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1657     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1658     PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1659    
1660     if(!params) {
1661     /* if the new mode is used, just print the settings */
1662     if(op->contr->mode & PU_NEWMODE)
1663     {
1664     display_new_pickup( op );
1665     return 1;
1666     }
1667     if(1) LOG(llevDebug, "command_pickup: !params\n");
1668     set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1669     return 0;
1670     }
1671    
1672     while ( *params == ' ' && *params )
1673     params++;
1674    
1675     if ( *params == '+' || *params == '-' )
1676     {
1677     int mode;
1678     for ( mode = 0; names[ mode ]; mode++ )
1679     {
1680     if ( !strcmp( names[ mode ], params + 1 ) )
1681     {
1682     i = op->contr->mode;
1683     if ( !( i & PU_NEWMODE ) )
1684     i = PU_NEWMODE;
1685     if ( *params == '+' )
1686     i = i | modes[ mode ];
1687     else
1688     i = i & ~modes[ mode ];
1689     op->contr->mode = i;
1690     display_new_pickup( op );
1691     return 1;
1692     }
1693     }
1694     new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1695     return 1;
1696     }
1697    
1698     if(sscanf(params, "%u", &i) != 1) {
1699     if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1700     new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1701     return 1;
1702     }
1703     set_pickup_mode(op,i);
1704    
1705     return 1;
1706     }
1707    
1708     void set_pickup_mode(object *op,int i) {
1709     switch(op->contr->mode=i) {
1710     case 0:
1711     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1712     break;
1713     case 1:
1714     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1715     break;
1716     case 2:
1717     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1718     break;
1719     case 3:
1720     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1721     break;
1722     case 4:
1723     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1724     break;
1725     case 5:
1726     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1727     break;
1728     case 6:
1729     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1730     break;
1731     case 7:
1732     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1733     break;
1734     }
1735     }
1736    
1737     int command_search_items (object *op, char *params)
1738     {
1739     char buf[MAX_BUF];
1740    
1741     if (settings.search_items == FALSE)
1742     return 1;
1743    
1744     if(params == NULL) {
1745     if(op->contr->search_str[0]=='\0') {
1746     new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1747     new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1748     new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1749     return 1;
1750     }
1751     op->contr->search_str[0]='\0';
1752     new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1753     fix_player(op);
1754     return 1;
1755     }
1756     if((int)strlen(params) >= MAX_BUF) {
1757     new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1758     return 1;
1759     }
1760     strcpy(op->contr->search_str, params);
1761     sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1762     new_draw_info(NDI_UNIQUE, 0,op,buf);
1763     fix_player(op);
1764     return 1;
1765     }
1766    
1767     /*
1768     * Changing the custom name of an item
1769     *
1770     * Syntax is: rename <what object> to <new name>
1771     * if '<what object>' is omitted, marked object is used
1772     * if 'to <new name>' is omitted, custom name is cleared
1773     *
1774     * Names are considered for all purpose having a length <=127 (max length sent to client
1775     * by server) */
1776    
1777     int command_rename_item(object *op, char *params)
1778     {
1779     char buf[VERY_BIG_BUF];
1780     int itemnumber;
1781     object *item=NULL;
1782     char *closebrace;
1783     size_t counter;
1784    
1785     if (params) {
1786     /* Let's skip white spaces */
1787     while(' '==*params) params++;
1788    
1789     /* Checking the first part */
1790     if ((itemnumber = atoi(params))!=0) {
1791     for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1792     if (!item) {
1793     new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1794     return 1;
1795     }
1796     while(isdigit(*params) || ' '==*params) params++;
1797     }
1798     else if ('<'==*params) {
1799     /* Got old name, let's get it & find appropriate matching item */
1800     closebrace=strchr(params,'>');
1801     if(!closebrace) {
1802     new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1803     return 1;
1804     }
1805     /* Sanity check for buffer overruns */
1806     if((closebrace-params)>127) {
1807     new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1808     return 1;
1809     }
1810     /* Copy the old name */
1811     strncpy(buf,params+1,closebrace-params-1);
1812     buf[closebrace-params-1]='\0';
1813    
1814     /* Find best matching item */
1815     item=find_best_object_match(op,buf);
1816     if(!item) {
1817     new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1818     return 1;
1819     }
1820    
1821     /* Now need to move pointer to just after > */
1822     params=closebrace+1;
1823     while(' '==*params) params++;
1824    
1825     } else {
1826     /* Use marked item */
1827     item=find_marked_object(op);
1828     if(!item) {
1829     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1830     return 1;
1831     }
1832     }
1833    
1834     /* Now let's find the new name */
1835     if(!strncmp(params,"to ",3)) {
1836     params+=3;
1837     while(' '==*params) params++;
1838     if('<'!=*params) {
1839     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1840     return 1;
1841     }
1842     closebrace=strchr(params+1,'>');
1843     if(!closebrace) {
1844     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1845     return 1;
1846     }
1847    
1848     /* Sanity check for buffer overruns */
1849     if((closebrace-params)>127) {
1850     new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1851     return 1;
1852     }
1853    
1854     /* Copy the new name */
1855     strncpy(buf,params+1,closebrace-params-1);
1856     buf[closebrace-params-1]='\0';
1857    
1858     /* Let's check it for weird characters */
1859     for(counter=0;counter<strlen(buf);counter++) {
1860     if(isalnum(buf[counter])) continue;
1861     if(' '==buf[counter]) continue;
1862     if('\''==buf[counter]) continue;
1863     if('+'==buf[counter]) continue;
1864     if('_'==buf[counter]) continue;
1865     if('-'==buf[counter]) continue;
1866    
1867     /* If we come here, then the name contains an invalid character...
1868     tell the player & exit */
1869     new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1870     return 1;
1871     }
1872    
1873     } else {
1874     /* If param contains something, then syntax error... */
1875     if(strlen(params)) {
1876     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1877     return 1;
1878     }
1879     /* New name is empty */
1880     buf[0]='\0';
1881     }
1882     } else {
1883     /* Last case: params==NULL */
1884     item=find_marked_object(op);
1885     if(!item) {
1886     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1887     return 1;
1888     }
1889     buf[0]='\0';
1890     }
1891    
1892     /* Coming here, everything is fine... */
1893     if(!strlen(buf)) {
1894     /* Clear custom name */
1895     if(item->custom_name) {
1896     FREE_AND_CLEAR_STR(item->custom_name);
1897    
1898     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));
1899     esrv_update_item(UPD_NAME,op,item);
1900     } else {
1901     new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1902     }
1903     } else {
1904     /* Set custom name */
1905     FREE_AND_COPY(item->custom_name,buf);
1906    
1907     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);
1908     esrv_update_item(UPD_NAME,op,item);
1909     }
1910    
1911     return 1;
1912     }