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/cvs/deliantra/server/server/c_object.C
Revision: 1.8
Committed: Mon Aug 28 07:07:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +3 -1 lines
Log Message:
better but more wasteful serialisation support, perl can invoke events, fixes

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_c_object_c =
3 root 1.8 * "$Id: c_object.C,v 1.7 2006-08-27 15:24:22 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     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     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     new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102     return 0;
103     }
104     skill = find_skill_by_name(pl, params);
105    
106     if (!skill) {
107     new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
108     return 0;
109     }
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     new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
138     }
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     aflag=AP_APPLY;
156     params+=3;
157     }
158     if (!strncmp(params,"-u ",3)) {
159     aflag=AP_UNAPPLY;
160     params+=3;
161     }
162     while (*params==' ') params++;
163    
164     inv=find_best_apply_object_match(op, params, aflag);
165     if (inv) {
166     player_apply(op,inv,aflag,0);
167     } else
168     new_draw_info_format(NDI_UNIQUE, 0, op,
169     "Could not find any match to the %s.",params);
170     }
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     new_draw_info_format(NDI_UNIQUE, 0, pl,
187     "The %s is not active.", query_name(sack));
188     return 0;
189     }
190     if (sack == op) {
191     new_draw_info_format(NDI_UNIQUE, 0, pl,
192     "You can't put the %s into itself.", query_name(sack));
193     return 0;
194     }
195     if (sack->race && (sack->race != op->race || op->type == CONTAINER
196     || (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     }
201     if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
202     new_draw_info_format(NDI_UNIQUE, 0, pl,
203     "You can't put the key into %s.", query_name(sack));
204     return 0;
205     }
206     if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
207     (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     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     new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241     return;
242     }
243     if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244     return;
245     if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
246     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     remove_ob (tmp);
251     free_object(tmp);
252     return;
253     }
254    
255     if (nrof > tmp_nrof || nrof == 0)
256     nrof = tmp_nrof;
257     /* 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     new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
266     return;
267     }
268     if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
269     SET_FLAG(tmp, FLAG_WAS_WIZ);
270     if (nrof != tmp_nrof) {
271     object *tmp2 = tmp;
272     tag_t tmp2_tag = tmp2->count;
273     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     } else {
286     /* 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     if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291     if (tmp->env && pl->type==PLAYER)
292     esrv_del_item (pl->contr, tmp->count);
293     remove_ob(tmp); /* Unlink it */
294     }
295     }
296     if(QUERY_FLAG(tmp, FLAG_UNPAID))
297     (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
298     query_cost_string(tmp,pl,F_BUY | F_SHOP));
299     else
300     (void) sprintf(buf,"You pick up the %s.", query_name(tmp));
301     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     esrv_update_item (UPD_WEIGHT, pl, op);
316     esrv_send_item (pl, pl);
317     }
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     goto leave;
340     }
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     count=op->contr->count;
364     if (count==0) count = tmp->nrof;
365     }
366     else
367     count=tmp->nrof;
368    
369     /* container is open, so use it */
370     if (op->container) {
371     alt = op->container;
372     if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373     goto leave;
374     } else { /* non container pickup */
375     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     }
389     if(tmp->env == alt) {
390     /* here it could be possible to check rent,
391     * if someone wants to implement it
392     */
393     alt = op;
394     }
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     && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402     {
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     tmp=op->container->inv;
433     else {
434     tmp=op->above;
435     if (tmp) while (tmp->above) {
436     tmp=tmp->above;
437     }
438     if (!tmp)
439     tmp=op->below;
440     }
441    
442     if (tmp==NULL) {
443     new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
444     return 0;
445     }
446    
447     /* Makes processing easier */
448     if (params && *params=='\0') params=NULL;
449    
450     while (tmp) {
451     next=tmp->below;
452    
453     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     }
474     if (!params && !tmp) {
475     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     }
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 (sack->type != CONTAINER && sack->type != TRANSPORT) {
504     new_draw_info_format(NDI_UNIQUE, 0,op,
505     "The %s is not a container.", query_name(sack));
506     return;
507     }
508     if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
509     new_draw_info_format(NDI_UNIQUE, 0,op,
510     "You cannot put the %s in the %s.", query_name(tmp),
511     query_name(sack));
512     return;
513     }
514     if (tmp->type == CONTAINER && tmp->inv) {
515    
516     /* Eneq(@csd.uu.se): If the object to be dropped is a container
517     * we instead move the contents of that container into the active
518     * container, this is only done if the object has something in it.
519     */
520     sack2 = tmp;
521     new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
522     query_name(tmp), query_name(sack));
523     for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
524     tmp = tmp2->below;
525     if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof)) ||
526     (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
527     put_object_in_sack (op, sack, tmp2, 0);
528     } else {
529     sprintf(buf,"Your %s fills up.", query_name(sack));
530     new_draw_info(NDI_UNIQUE, 0,op, buf);
531     break;
532     }
533     }
534     esrv_update_item (UPD_WEIGHT, op, sack2);
535     return;
536     }
537    
538     /* Don't worry about this for containers - our caller should have
539     * already checked this.
540     */
541     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
542     return;
543    
544     if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
545     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
546     return;
547     }
548    
549     /* we want to put some portion of the item into the container */
550     if (nrof && tmp->nrof != nrof) {
551     object *tmp2 = tmp;
552     tmp2_tag = tmp2->count;
553     tmp = get_split_ob (tmp, nrof);
554    
555     if(!tmp) {
556     new_draw_info(NDI_UNIQUE, 0,op, errmsg);
557     return;
558     }
559     /* Tell a client what happened other objects */
560     if (was_destroyed (tmp2, tmp2_tag))
561     esrv_del_item (op->contr, tmp2_tag);
562     else /* this can proably be replaced with an update */
563     esrv_send_item (op, tmp2);
564     } else
565     remove_ob(tmp);
566    
567     new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
568     query_name(tmp), query_name(sack));
569     tmp_tag = tmp->count;
570     tmp2 = insert_ob_in_ob(tmp, sack);
571     fix_player(op); /* This is overkill, fix_player() is called somewhere */
572     /* in object.c */
573    
574     /* If an object merged (and thus, different object), we need to
575     * delete the original.
576     */
577     if (tmp2 != tmp)
578     esrv_del_item (op->contr, tmp_tag);
579    
580     esrv_send_item (op, tmp2);
581    
582     /* If a transport, need to update all the players in the transport
583     * the view of what is in it.
584     */
585     if (sack->type == TRANSPORT) {
586     for (tmp=sack->inv; tmp; tmp=tmp->below) {
587     if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
588     }
589     } else {
590     /* update the sacks weight */
591     esrv_update_item (UPD_WEIGHT, op, sack);
592     }
593     }
594    
595     /*
596     * This function was part of drop, now is own function.
597     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
598     * nrof objects is tried to dropped.
599     * This is used when dropping objects onto the floor.
600     */
601 elmex 1.2 void
602     drop_object (object * op, object * tmp, uint32 nrof)
603 elmex 1.1 {
604 elmex 1.2 char buf[MAX_BUF];
605     object *floor;
606 elmex 1.1
607 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
608     return;
609 elmex 1.1
610 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_APPLIED))
611     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
612     return; /* can't unapply it */
613    
614     /* We are only dropping some of the items. We split the current objec
615     * off
616     */
617     if (nrof && tmp->nrof != nrof)
618     {
619     object *tmp2 = tmp;
620     tag_t tmp2_tag = tmp2->count;
621     tmp = get_split_ob (tmp, nrof);
622     if (!tmp)
623     {
624     new_draw_info (NDI_UNIQUE, 0, op, errmsg);
625     return;
626     }
627     /* Tell a client what happened rest of objects. tmp2 is now the
628     * original object
629     */
630     if (op->type == PLAYER)
631     {
632     if (was_destroyed (tmp2, tmp2_tag))
633     esrv_del_item (op->contr, tmp2_tag);
634     else
635     esrv_send_item (op, tmp2);
636     }
637 elmex 1.1 }
638 elmex 1.2 else
639     remove_ob (tmp);
640 elmex 1.1
641 root 1.7 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
642 elmex 1.2 return;
643 elmex 1.1
644 elmex 1.2 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
645     {
646     sprintf (buf, "You drop the %s.", query_name (tmp));
647     new_draw_info (NDI_UNIQUE, 0, op, buf);
648     new_draw_info (NDI_UNIQUE, 0, op,
649     "The gods who lent it to you retrieves it.");
650     if (op->type == PLAYER)
651     esrv_del_item (op->contr, tmp->count);
652     free_object (tmp);
653     fix_player (op);
654 elmex 1.1 return;
655     }
656    
657     /* If SAVE_INTERVAL is commented out, we never want to save
658     * the player here.
659     */
660     #ifdef SAVE_INTERVAL
661 elmex 1.2 /* I'm not sure why there is a value check - since the save
662     * is done every SAVE_INTERVAL seconds, why care the value
663     * of what he is dropping?
664     */
665     if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
666 elmex 1.1 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
667 elmex 1.2 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
668     {
669     save_player (op, 1);
670     op->contr->last_save_time = time (NULL);
671 elmex 1.1 }
672     #endif /* SAVE_INTERVAL */
673    
674 elmex 1.2 if (op->type == PLAYER)
675     esrv_del_item (op->contr, tmp->count);
676 elmex 1.1
677 elmex 1.2 /* Call this before we update the various windows/players. At least
678     * that we, we know the weight is correct.
679     */
680     fix_player (op); /* This is overkill, fix_player() is called somewhere */
681     /* in object.c */
682 elmex 1.1
683 elmex 1.2 if (op->type == PLAYER)
684     {
685     op->contr->socket.update_look = 1;
686     /* Need to update the weight for the player */
687     esrv_send_item (op, op);
688     }
689 elmex 1.1
690 elmex 1.5 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
691 root 1.7 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
692 elmex 1.5 return;
693 elmex 1.1
694 root 1.8 floor = get_map_ob (op->map, op->x, op->y);
695    
696 elmex 1.2 if (floor
697     && floor->type == SHOP_FLOOR
698     && !QUERY_FLAG (tmp, FLAG_UNPAID)
699     && tmp->type != MONEY)
700     sell_item (tmp, op);
701 elmex 1.1
702 elmex 1.2 tmp->x = op->x;
703     tmp->y = op->y;
704 elmex 1.1
705 elmex 1.2 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
706 elmex 1.1 }
707    
708     void drop(object *op, object *tmp)
709     {
710     /* Hopeful fix for disappearing objects when dropping from a container -
711     * somehow, players get an invisible object in the container, and the
712     * old logic would skip over invisible objects - works fine for the
713     * playes inventory, but drop inventory wants to use the next value.
714     */
715     if (tmp->invisible) {
716     /* if the following is the case, it must be in an container. */
717     if (tmp->env && tmp->env->type != PLAYER) {
718     /* Just toss the object - probably shouldn't be hanging
719     * around anyways
720     */
721     remove_ob(tmp);
722     free_object(tmp);
723     return;
724     } else {
725     while(tmp!=NULL && tmp->invisible)
726     tmp=tmp->below;
727     }
728     }
729    
730     if (tmp==NULL) {
731     new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
732     return;
733     }
734     if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
735     new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
736     return;
737     }
738     if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
739     #if 0
740     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
741     new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
742     #endif
743     return;
744     }
745    
746     if (op->type == PLAYER)
747     {
748     if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
749     object *n=NULL;
750     if(tmp->below != NULL)
751     n = tmp->below;
752     else if(tmp->above != NULL)
753     n = tmp->above;
754     op->contr->last_used = n;
755     if (n != NULL)
756     op->contr->last_used_id = n->count;
757     else
758     op->contr->last_used_id = 0;
759     }
760     };
761    
762     if (op->container) {
763     if (op->type == PLAYER)
764     {
765     put_object_in_sack (op, op->container, tmp, op->contr->count);
766     } else {
767     put_object_in_sack(op, op->container, tmp, 0);
768     };
769     } else {
770     if (op->type == PLAYER)
771     {
772     drop_object (op, tmp, op->contr->count);
773     } else {
774     drop_object(op,tmp,0);
775     };
776     }
777     if (op->type == PLAYER)
778     op->contr->count = 0;
779     }
780    
781    
782    
783     /* Command will drop all items that have not been locked */
784     int command_dropall (object *op, char *params) {
785    
786     object * curinv, *nextinv;
787    
788     if(op->inv == NULL) {
789     new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
790     return 0;
791     }
792    
793     curinv = op->inv;
794    
795     /*
796     This is the default. Drops everything not locked or considered
797     not something that should be dropped.
798     */
799     /*
800     Care must be taken that the next item pointer is not to money as
801     the drop() routine will do unknown things to it when dropping
802     in a shop. --Tero.Pelander@utu.fi
803     */
804    
805     if(params==NULL) {
806     while(curinv != NULL) {
807     nextinv = curinv->below;
808     while (nextinv && nextinv->type==MONEY)
809     nextinv = nextinv->below;
810     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
811     curinv->type != FOOD && curinv->type != KEY &&
812     curinv->type != SPECIAL_KEY && curinv->type != GEM &&
813     !curinv->invisible &&
814     (curinv->type!=CONTAINER || op->container!=curinv))
815     {
816     drop(op,curinv);
817     }
818     curinv = nextinv;
819     }
820     }
821    
822     else if(strcmp(params, "weapons") == 0) {
823     while(curinv != NULL) {
824     nextinv = curinv->below;
825     while (nextinv && nextinv->type==MONEY)
826     nextinv = nextinv->below;
827     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
828     (curinv->type == BOW) || (curinv->type == ARROW)))
829     {
830     drop(op,curinv);
831     }
832     curinv = nextinv;
833     }
834     }
835    
836     else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
837     while(curinv != NULL) {
838     nextinv = curinv->below;
839     while (nextinv && nextinv->type==MONEY)
840     nextinv = nextinv->below;
841     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
842     curinv->type == SHIELD || curinv->type==HELMET))
843     {
844     drop(op,curinv);
845     }
846     curinv = nextinv;
847     }
848     }
849    
850     else if(strcmp(params, "misc") == 0) {
851     while(curinv != NULL) {
852     nextinv = curinv->below;
853     while (nextinv && nextinv->type==MONEY)
854     nextinv = nextinv->below;
855     if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
856     switch(curinv->type) {
857     case HORN:
858     case BOOK:
859     case SPELLBOOK:
860     case GIRDLE:
861     case AMULET:
862     case RING:
863     case CLOAK:
864     case BOOTS:
865     case GLOVES:
866     case BRACERS:
867     case SCROLL:
868     case ARMOUR_IMPROVER:
869     case WEAPON_IMPROVER:
870     case WAND:
871     case ROD:
872     case POTION:
873     drop(op,curinv);
874     curinv = nextinv;
875     break;
876     default:
877     curinv = nextinv;
878     break;
879     }
880     }
881     curinv = nextinv;
882     }
883     }
884     op->contr->socket.update_look=1;
885     /* draw_look(op);*/
886     return 0;
887     }
888    
889     /* Object op wants to drop object(s) params. params can be a
890     * comma seperated list.
891     */
892    
893     int command_drop (object *op, char *params)
894     {
895     object *tmp, *next;
896     int did_one=0;
897    
898     if (!params) {
899     new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
900     return 0;
901     } else {
902     for (tmp=op->inv; tmp; tmp=next) {
903     next=tmp->below;
904     if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
905     tmp->invisible) continue;
906     if (item_matched_string(op,tmp,params)) {
907     drop(op, tmp);
908     did_one=1;
909     }
910     }
911     if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
912     }
913     if (op->type==PLAYER)
914     {
915     op->contr->count=0;
916     op->contr->socket.update_look=1;
917     };
918     /* draw_look(op);*/
919     return 0;
920     }
921    
922     int command_examine (object *op, char *params)
923     {
924     if (!params) {
925     object *tmp=op->below;
926     while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
927     if (tmp) examine(op,tmp);
928     }
929     else {
930     object *tmp=find_best_object_match(op,params);
931     if (tmp)
932     examine(op,tmp);
933     else
934     new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
935     }
936     return 0;
937     }
938    
939     /* op should be a player.
940     * we return the object the player has marked with the 'mark' command
941     * below. If no match is found (or object has changed), we return
942     * NULL. We leave it up to the calling function to print messages if
943     * nothing is found.
944     */
945     object *find_marked_object(object *op)
946     {
947     object *tmp;
948    
949     if (!op || !op->contr) return NULL;
950     if (!op->contr->mark) {
951     /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
952     return NULL;
953     }
954     /* This may seem like overkill, but we need to make sure that they
955     * player hasn't dropped the item. We use count on the off chance that
956     * an item got reincarnated at some point.
957     */
958     for (tmp=op->inv; tmp; tmp=tmp->below) {
959     if (tmp->invisible) continue;
960     if (tmp == op->contr->mark) {
961     if (tmp->count == op->contr->mark_count)
962     return tmp;
963     else {
964     op->contr->mark=NULL;
965     op->contr->mark_count=0;
966     /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
967     return NULL;
968     }
969     }
970     }
971     return NULL;
972     }
973    
974    
975     /* op should be a player, params is any params.
976     * If no params given, we print out the currently marked object.
977     * otherwise, try to find a matching object - try best match first.
978     */
979     int command_mark(object *op, char *params)
980     {
981     if (!op->contr) return 1;
982     if (!params) {
983     object *mark=find_marked_object(op);
984     if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
985     else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
986     }
987     else {
988     object *mark1=find_best_object_match(op, params);
989     if (!mark1) {
990     new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
991     return 1;
992     }
993     else {
994     op->contr->mark=mark1;
995     op->contr->mark_count=mark1->count;
996     new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
997     return 0;
998     }
999     }
1000     return 0; /*shouldnt get here */
1001     }
1002    
1003    
1004     /* op is the player
1005     * tmp is the monster being examined.
1006     */
1007     void examine_monster(object *op,object *tmp) {
1008     object *mon=tmp->head?tmp->head:tmp;
1009    
1010     if(QUERY_FLAG(mon,FLAG_UNDEAD))
1011     new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1012     if(mon->level>op->level)
1013     new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1014     else if(mon->level<op->level)
1015     new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1016     else
1017     new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1018     if(mon->attacktype&AT_ACID)
1019     new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1020    
1021     /* Anyone know why this used to use the clone value instead of the
1022     * maxhp field? This seems that it should give more accurate results.
1023     */
1024     switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1025     case 1:
1026     new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1027     break;
1028     case 2:
1029     new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1030     break;
1031     case 3:
1032     new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1033     break;
1034     case 4:
1035     new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1036     break;
1037     }
1038     if(present_in_ob(POISONING,mon)!=NULL)
1039     new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1040     }
1041    
1042    
1043     /* tmp is the object being described, pl is who is examing it. */
1044     char *long_desc(object *tmp, object *pl) {
1045     static char buf[VERY_BIG_BUF];
1046     char *cp;
1047    
1048     if(tmp==NULL)
1049     return "";
1050    
1051     buf[0]='\0';
1052     switch(tmp->type) {
1053     case RING:
1054     case SKILL:
1055     case WEAPON:
1056     case ARMOUR:
1057     case BRACERS:
1058     case HELMET:
1059     case SHIELD:
1060     case BOOTS:
1061     case GLOVES:
1062     case AMULET:
1063     case GIRDLE:
1064     case BOW:
1065     case ARROW:
1066     case CLOAK:
1067     case FOOD:
1068     case DRINK:
1069     case FLESH:
1070     case SKILL_TOOL:
1071     case POWER_CRYSTAL:
1072     if(*(cp=describe_item(tmp, pl))!='\0') {
1073     int len;
1074    
1075     strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1076     buf[VERY_BIG_BUF-1]=0;
1077     len=strlen(buf);
1078     if (len<VERY_BIG_BUF-5) {
1079     /* Since we know the length, we save a few cpu cycles by using
1080     * it instead of calling strcat */
1081     strcpy(buf+len," ");
1082     len++;
1083     strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1084     buf[VERY_BIG_BUF-1]=0;
1085     }
1086     }
1087     }
1088     if(buf[0]=='\0') {
1089     strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1090     buf[VERY_BIG_BUF-1]=0;
1091     }
1092    
1093     return buf;
1094     }
1095    
1096     void examine(object *op, object *tmp) {
1097     char buf[VERY_BIG_BUF];
1098     int i;
1099    
1100     if (tmp == NULL || tmp->type == CLOSE_CON)
1101     return;
1102    
1103     strcpy(buf,"That is ");
1104     strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1105     buf[VERY_BIG_BUF-1]=0;
1106    
1107     new_draw_info(NDI_UNIQUE, 0,op,buf);
1108     buf[0]='\0';
1109    
1110     if(tmp->custom_name) {
1111     strcpy(buf,"You call it ");
1112     strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1113     buf[VERY_BIG_BUF-1]=0;
1114     new_draw_info(NDI_UNIQUE, 0,op,buf);
1115     buf[0]='\0';
1116     }
1117    
1118     switch(tmp->type) {
1119     case SPELLBOOK:
1120     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1121     sprintf(buf,"%s is a %s level %s spell",
1122     tmp->inv->name, get_levelnumber(tmp->inv->level),
1123     tmp->inv->skill);
1124     }
1125     break;
1126    
1127     case BOOK:
1128     if(tmp->msg!=NULL)
1129     strcpy(buf,"Something is written in it.");
1130     break;
1131    
1132     case CONTAINER:
1133     if(tmp->race!=NULL) {
1134     if(tmp->weight_limit && tmp->stats.Str<100)
1135     sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1136     tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1137     else
1138     sprintf (buf,"It can hold only %s.", tmp->race);
1139     } else
1140     if(tmp->weight_limit && tmp->stats.Str<100)
1141     sprintf (buf,"Its weight limit is %.1f kg.",
1142     tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1143     break;
1144    
1145     case WAND:
1146     if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1147     sprintf(buf,"It has %d charges left.",tmp->stats.food);
1148     break;
1149     }
1150    
1151     if(buf[0]!='\0')
1152     new_draw_info(NDI_UNIQUE, 0,op,buf);
1153    
1154     if(tmp->materialname != NULL && !tmp->msg) {
1155     sprintf(buf, "It is made of: %s.", tmp->materialname);
1156     new_draw_info(NDI_UNIQUE, 0, op, buf);
1157     }
1158     /* Where to wear this item */
1159     for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1160     if (tmp->body_info[i]<-1) {
1161     if (op->body_info[i])
1162     new_draw_info_format(NDI_UNIQUE, 0,op,
1163     "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1164     else
1165     new_draw_info_format(NDI_UNIQUE, 0,op,
1166     "It goes %s", body_locations[i].nonuse_name);
1167     } else if (tmp->body_info[i]) {
1168     if (op->body_info[i])
1169     new_draw_info_format(NDI_UNIQUE, 0,op,
1170     "It goes %s", body_locations[i].use_name);
1171     else
1172     new_draw_info_format(NDI_UNIQUE, 0,op,
1173     "It goes %s", body_locations[i].nonuse_name);
1174     }
1175     }
1176    
1177     if(tmp->weight) {
1178     sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1179     tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1180     new_draw_info(NDI_UNIQUE, 0,op,buf);
1181     }
1182    
1183     if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1184     object *floor;
1185     sprintf(buf,"You reckon %s worth %s.",
1186     tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1187     new_draw_info(NDI_UNIQUE, 0,op,buf);
1188     floor = get_map_ob (op->map, op->x, op->y);
1189     if (floor && floor->type == SHOP_FLOOR) {
1190     if(QUERY_FLAG(tmp, FLAG_UNPAID))
1191     sprintf(buf,"%s would cost you %s.",
1192     tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1193     else
1194     sprintf(buf,"You are offered %s for %s.",
1195     query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1196     new_draw_info(NDI_UNIQUE, 0,op,buf);
1197     }
1198     }
1199    
1200     if(QUERY_FLAG(tmp, FLAG_MONSTER))
1201     examine_monster(op,tmp);
1202    
1203     /* Is this item buildable? */
1204     if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1205     new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1206    
1207     /* Does the object have a message? Don't show message for all object
1208     * types - especially if the first entry is a match
1209     */
1210     if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1211     tmp->type != CORPSE && !tmp->move_on &&
1212     strncasecmp(tmp->msg, "@match",7)) {
1213    
1214     /* This is just a hack so when identifying the items, we print
1215     * out the extra message
1216     */
1217     if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1218     new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1219    
1220     new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1221     }
1222     new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1223     }
1224    
1225     /*
1226     * inventory prints object's inventory. If inv==NULL then print player's
1227     * inventory.
1228     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1229     */
1230     void inventory(object *op,object *inv) {
1231     object *tmp;
1232     char *in;
1233     int items = 0, length;
1234    
1235     if (inv==NULL && op==NULL) {
1236     new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1237     return;
1238     }
1239     tmp = inv ? inv->inv : op->inv;
1240    
1241     while (tmp) {
1242     if ((!tmp->invisible &&
1243     (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1244     || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1245     items++;
1246     tmp=tmp->below;
1247     }
1248     if (inv==NULL) { /* player's inventory */
1249     if (items==0) {
1250     new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1251     return;
1252     } else {
1253     length = 28;
1254     in = "";
1255     if (op)
1256     clear_win_info(op);
1257     new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1258     }
1259     } else {
1260     if (items==0)
1261     return;
1262     else {
1263     length = 28;
1264     in = " ";
1265     }
1266     }
1267     for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1268     if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1269     (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1270     continue;
1271     if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1272     new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1273     query_name(tmp), tmp->count,query_weight(tmp));
1274     else
1275     new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1276     length+8, query_name(tmp),
1277     query_weight(tmp));
1278     }
1279     if(!inv && op) {
1280     new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1281     41,"Total weight :",query_weight(op));
1282     }
1283     }
1284    
1285     static void display_new_pickup( object* op )
1286     {
1287     int i = op->contr->mode;
1288    
1289     if(!(i & PU_NEWMODE)) return;
1290    
1291     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1292     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1293     new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1294     new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1295    
1296     new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1297    
1298     new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1299     new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1300     new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1301    
1302     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1303     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1304    
1305     new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1306     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1307     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1308    
1309     new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1310     new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1311     new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1312     new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1313    
1314     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1315     new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1316     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1317     new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1318    
1319     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1320     new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1321     new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1322     new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1323    
1324     new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1325    
1326     new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1327    
1328     new_draw_info_format(NDI_UNIQUE, 0,op,"");
1329     }
1330    
1331     int command_pickup (object *op, char *params)
1332     {
1333     uint32 i;
1334     static const char* names[ ] = {
1335     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1336     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1337     "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1338     static uint32 modes[ ] = {
1339     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1340     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1341     PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1342    
1343     if(!params) {
1344     /* if the new mode is used, just print the settings */
1345     if(op->contr->mode & PU_NEWMODE)
1346     {
1347     display_new_pickup( op );
1348     return 1;
1349     }
1350     if(1) LOG(llevDebug, "command_pickup: !params\n");
1351     set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1352     return 0;
1353     }
1354    
1355     while ( *params == ' ' && *params )
1356     params++;
1357    
1358     if ( *params == '+' || *params == '-' )
1359     {
1360     int mode;
1361     for ( mode = 0; names[ mode ]; mode++ )
1362     {
1363     if ( !strcmp( names[ mode ], params + 1 ) )
1364     {
1365     i = op->contr->mode;
1366     if ( !( i & PU_NEWMODE ) )
1367     i = PU_NEWMODE;
1368     if ( *params == '+' )
1369     i = i | modes[ mode ];
1370     else
1371     i = i & ~modes[ mode ];
1372     op->contr->mode = i;
1373     display_new_pickup( op );
1374     return 1;
1375     }
1376     }
1377     new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1378     return 1;
1379     }
1380    
1381     if(sscanf(params, "%u", &i) != 1) {
1382     if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1383     new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1384     return 1;
1385     }
1386     set_pickup_mode(op,i);
1387    
1388     return 1;
1389     }
1390    
1391     void set_pickup_mode(object *op,int i) {
1392     switch(op->contr->mode=i) {
1393     case 0:
1394     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1395     break;
1396     case 1:
1397     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1398     break;
1399     case 2:
1400     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1401     break;
1402     case 3:
1403     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1404     break;
1405     case 4:
1406     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1407     break;
1408     case 5:
1409     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1410     break;
1411     case 6:
1412     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1413     break;
1414     case 7:
1415     new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1416     break;
1417     }
1418     }
1419    
1420     int command_search_items (object *op, char *params)
1421     {
1422     char buf[MAX_BUF];
1423    
1424     if (settings.search_items == FALSE)
1425     return 1;
1426    
1427     if(params == NULL) {
1428     if(op->contr->search_str[0]=='\0') {
1429     new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1430     new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1431     new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1432     return 1;
1433     }
1434     op->contr->search_str[0]='\0';
1435     new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1436     fix_player(op);
1437     return 1;
1438     }
1439     if((int)strlen(params) >= MAX_BUF) {
1440     new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1441     return 1;
1442     }
1443     strcpy(op->contr->search_str, params);
1444     sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1445     new_draw_info(NDI_UNIQUE, 0,op,buf);
1446     fix_player(op);
1447     return 1;
1448     }
1449    
1450     /*
1451     * Changing the custom name of an item
1452     *
1453     * Syntax is: rename <what object> to <new name>
1454     * if '<what object>' is omitted, marked object is used
1455     * if 'to <new name>' is omitted, custom name is cleared
1456     *
1457     * Names are considered for all purpose having a length <=127 (max length sent to client
1458     * by server) */
1459    
1460     int command_rename_item(object *op, char *params)
1461     {
1462     char buf[VERY_BIG_BUF];
1463     int itemnumber;
1464     object *item=NULL;
1465     char *closebrace;
1466     size_t counter;
1467    
1468     if (params) {
1469     /* Let's skip white spaces */
1470     while(' '==*params) params++;
1471    
1472     /* Checking the first part */
1473     if ((itemnumber = atoi(params))!=0) {
1474     for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1475     if (!item) {
1476     new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1477     return 1;
1478     }
1479     while(isdigit(*params) || ' '==*params) params++;
1480     }
1481     else if ('<'==*params) {
1482     /* Got old name, let's get it & find appropriate matching item */
1483     closebrace=strchr(params,'>');
1484     if(!closebrace) {
1485     new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1486     return 1;
1487     }
1488     /* Sanity check for buffer overruns */
1489     if((closebrace-params)>127) {
1490     new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1491     return 1;
1492     }
1493     /* Copy the old name */
1494     strncpy(buf,params+1,closebrace-params-1);
1495     buf[closebrace-params-1]='\0';
1496    
1497     /* Find best matching item */
1498     item=find_best_object_match(op,buf);
1499     if(!item) {
1500     new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1501     return 1;
1502     }
1503    
1504     /* Now need to move pointer to just after > */
1505     params=closebrace+1;
1506     while(' '==*params) params++;
1507    
1508     } else {
1509     /* Use marked item */
1510     item=find_marked_object(op);
1511     if(!item) {
1512     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1513     return 1;
1514     }
1515     }
1516    
1517     /* Now let's find the new name */
1518     if(!strncmp(params,"to ",3)) {
1519     params+=3;
1520     while(' '==*params) params++;
1521     if('<'!=*params) {
1522     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1523     return 1;
1524     }
1525     closebrace=strchr(params+1,'>');
1526     if(!closebrace) {
1527     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1528     return 1;
1529     }
1530    
1531     /* Sanity check for buffer overruns */
1532     if((closebrace-params)>127) {
1533     new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1534     return 1;
1535     }
1536    
1537     /* Copy the new name */
1538     strncpy(buf,params+1,closebrace-params-1);
1539     buf[closebrace-params-1]='\0';
1540    
1541     /* Let's check it for weird characters */
1542     for(counter=0;counter<strlen(buf);counter++) {
1543     if(isalnum(buf[counter])) continue;
1544     if(' '==buf[counter]) continue;
1545     if('\''==buf[counter]) continue;
1546     if('+'==buf[counter]) continue;
1547     if('_'==buf[counter]) continue;
1548     if('-'==buf[counter]) continue;
1549    
1550     /* If we come here, then the name contains an invalid character...
1551     tell the player & exit */
1552     new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1553     return 1;
1554     }
1555    
1556     } else {
1557     /* If param contains something, then syntax error... */
1558     if(strlen(params)) {
1559     new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1560     return 1;
1561     }
1562     /* New name is empty */
1563     buf[0]='\0';
1564     }
1565     } else {
1566     /* Last case: params==NULL */
1567     item=find_marked_object(op);
1568     if(!item) {
1569     new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1570     return 1;
1571     }
1572     buf[0]='\0';
1573     }
1574    
1575 elmex 1.4 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1576     new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1577     return 1;
1578     }
1579    
1580 elmex 1.1 /* Coming here, everything is fine... */
1581     if(!strlen(buf)) {
1582     /* Clear custom name */
1583     if(item->custom_name) {
1584     FREE_AND_CLEAR_STR(item->custom_name);
1585    
1586     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));
1587     esrv_update_item(UPD_NAME,op,item);
1588     } else {
1589     new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1590     }
1591     } else {
1592     /* Set custom name */
1593     FREE_AND_COPY(item->custom_name,buf);
1594    
1595     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);
1596     esrv_update_item(UPD_NAME,op,item);
1597     }
1598    
1599     return 1;
1600     }