ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
Revision: 1.6
Committed: Sat Aug 26 23:36:33 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -316 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# Content
1 /*
2 * static char *rcsid_c_object_c =
3 * "$Id: c_object.C,v 1.5 2006-08-20 21:26:03 elmex Exp $";
4 */
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 void
602 drop_object (object * op, object * tmp, uint32 nrof)
603 {
604 char buf[MAX_BUF];
605 object *floor;
606
607 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
608 return;
609
610 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 }
638 else
639 remove_ob (tmp);
640
641 /* Lauwenmark: Handle for plugin drop event */
642 if (execute_event (tmp, EVENT_DROP, op, NULL, NULL, SCRIPT_FIX_ALL) != 0)
643 return;
644
645 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
646 {
647 sprintf (buf, "You drop the %s.", query_name (tmp));
648 new_draw_info (NDI_UNIQUE, 0, op, buf);
649 new_draw_info (NDI_UNIQUE, 0, op,
650 "The gods who lent it to you retrieves it.");
651 if (op->type == PLAYER)
652 esrv_del_item (op->contr, tmp->count);
653 free_object (tmp);
654 fix_player (op);
655 return;
656 }
657
658 /* If SAVE_INTERVAL is commented out, we never want to save
659 * the player here.
660 */
661 #ifdef SAVE_INTERVAL
662 /* I'm not sure why there is a value check - since the save
663 * is done every SAVE_INTERVAL seconds, why care the value
664 * of what he is dropping?
665 */
666 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
667 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
668 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
669 {
670 save_player (op, 1);
671 op->contr->last_save_time = time (NULL);
672 }
673 #endif /* SAVE_INTERVAL */
674
675 if (op->type == PLAYER)
676 esrv_del_item (op->contr, tmp->count);
677
678 /* Call this before we update the various windows/players. At least
679 * that we, we know the weight is correct.
680 */
681 fix_player (op); /* This is overkill, fix_player() is called somewhere */
682 /* in object.c */
683
684 if (op->type == PLAYER)
685 {
686 op->contr->socket.update_look = 1;
687 /* Need to update the weight for the player */
688 esrv_send_item (op, op);
689 }
690
691 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
692 if (execute_event (floor, EVENT_DROP_ON, op, tmp, NULL, SCRIPT_FIX_ALL))
693 return;
694
695 if (floor
696 && floor->type == SHOP_FLOOR
697 && !QUERY_FLAG (tmp, FLAG_UNPAID)
698 && tmp->type != MONEY)
699 sell_item (tmp, op);
700
701 tmp->x = op->x;
702 tmp->y = op->y;
703
704 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
705 }
706
707 void drop(object *op, object *tmp)
708 {
709 /* Hopeful fix for disappearing objects when dropping from a container -
710 * somehow, players get an invisible object in the container, and the
711 * old logic would skip over invisible objects - works fine for the
712 * playes inventory, but drop inventory wants to use the next value.
713 */
714 if (tmp->invisible) {
715 /* if the following is the case, it must be in an container. */
716 if (tmp->env && tmp->env->type != PLAYER) {
717 /* Just toss the object - probably shouldn't be hanging
718 * around anyways
719 */
720 remove_ob(tmp);
721 free_object(tmp);
722 return;
723 } else {
724 while(tmp!=NULL && tmp->invisible)
725 tmp=tmp->below;
726 }
727 }
728
729 if (tmp==NULL) {
730 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
731 return;
732 }
733 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
734 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
735 return;
736 }
737 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
738 #if 0
739 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
740 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
741 #endif
742 return;
743 }
744
745 if (op->type == PLAYER)
746 {
747 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
748 object *n=NULL;
749 if(tmp->below != NULL)
750 n = tmp->below;
751 else if(tmp->above != NULL)
752 n = tmp->above;
753 op->contr->last_used = n;
754 if (n != NULL)
755 op->contr->last_used_id = n->count;
756 else
757 op->contr->last_used_id = 0;
758 }
759 };
760
761 if (op->container) {
762 if (op->type == PLAYER)
763 {
764 put_object_in_sack (op, op->container, tmp, op->contr->count);
765 } else {
766 put_object_in_sack(op, op->container, tmp, 0);
767 };
768 } else {
769 if (op->type == PLAYER)
770 {
771 drop_object (op, tmp, op->contr->count);
772 } else {
773 drop_object(op,tmp,0);
774 };
775 }
776 if (op->type == PLAYER)
777 op->contr->count = 0;
778 }
779
780
781
782 /* Command will drop all items that have not been locked */
783 int command_dropall (object *op, char *params) {
784
785 object * curinv, *nextinv;
786
787 if(op->inv == NULL) {
788 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
789 return 0;
790 }
791
792 curinv = op->inv;
793
794 /*
795 This is the default. Drops everything not locked or considered
796 not something that should be dropped.
797 */
798 /*
799 Care must be taken that the next item pointer is not to money as
800 the drop() routine will do unknown things to it when dropping
801 in a shop. --Tero.Pelander@utu.fi
802 */
803
804 if(params==NULL) {
805 while(curinv != NULL) {
806 nextinv = curinv->below;
807 while (nextinv && nextinv->type==MONEY)
808 nextinv = nextinv->below;
809 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
810 curinv->type != FOOD && curinv->type != KEY &&
811 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
812 !curinv->invisible &&
813 (curinv->type!=CONTAINER || op->container!=curinv))
814 {
815 drop(op,curinv);
816 }
817 curinv = nextinv;
818 }
819 }
820
821 else if(strcmp(params, "weapons") == 0) {
822 while(curinv != NULL) {
823 nextinv = curinv->below;
824 while (nextinv && nextinv->type==MONEY)
825 nextinv = nextinv->below;
826 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
827 (curinv->type == BOW) || (curinv->type == ARROW)))
828 {
829 drop(op,curinv);
830 }
831 curinv = nextinv;
832 }
833 }
834
835 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
836 while(curinv != NULL) {
837 nextinv = curinv->below;
838 while (nextinv && nextinv->type==MONEY)
839 nextinv = nextinv->below;
840 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
841 curinv->type == SHIELD || curinv->type==HELMET))
842 {
843 drop(op,curinv);
844 }
845 curinv = nextinv;
846 }
847 }
848
849 else if(strcmp(params, "misc") == 0) {
850 while(curinv != NULL) {
851 nextinv = curinv->below;
852 while (nextinv && nextinv->type==MONEY)
853 nextinv = nextinv->below;
854 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
855 switch(curinv->type) {
856 case HORN:
857 case BOOK:
858 case SPELLBOOK:
859 case GIRDLE:
860 case AMULET:
861 case RING:
862 case CLOAK:
863 case BOOTS:
864 case GLOVES:
865 case BRACERS:
866 case SCROLL:
867 case ARMOUR_IMPROVER:
868 case WEAPON_IMPROVER:
869 case WAND:
870 case ROD:
871 case POTION:
872 drop(op,curinv);
873 curinv = nextinv;
874 break;
875 default:
876 curinv = nextinv;
877 break;
878 }
879 }
880 curinv = nextinv;
881 }
882 }
883 op->contr->socket.update_look=1;
884 /* draw_look(op);*/
885 return 0;
886 }
887
888 /* Object op wants to drop object(s) params. params can be a
889 * comma seperated list.
890 */
891
892 int command_drop (object *op, char *params)
893 {
894 object *tmp, *next;
895 int did_one=0;
896
897 if (!params) {
898 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
899 return 0;
900 } else {
901 for (tmp=op->inv; tmp; tmp=next) {
902 next=tmp->below;
903 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
904 tmp->invisible) continue;
905 if (item_matched_string(op,tmp,params)) {
906 drop(op, tmp);
907 did_one=1;
908 }
909 }
910 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
911 }
912 if (op->type==PLAYER)
913 {
914 op->contr->count=0;
915 op->contr->socket.update_look=1;
916 };
917 /* draw_look(op);*/
918 return 0;
919 }
920
921 int command_examine (object *op, char *params)
922 {
923 if (!params) {
924 object *tmp=op->below;
925 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
926 if (tmp) examine(op,tmp);
927 }
928 else {
929 object *tmp=find_best_object_match(op,params);
930 if (tmp)
931 examine(op,tmp);
932 else
933 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
934 }
935 return 0;
936 }
937
938 /* op should be a player.
939 * we return the object the player has marked with the 'mark' command
940 * below. If no match is found (or object has changed), we return
941 * NULL. We leave it up to the calling function to print messages if
942 * nothing is found.
943 */
944 object *find_marked_object(object *op)
945 {
946 object *tmp;
947
948 if (!op || !op->contr) return NULL;
949 if (!op->contr->mark) {
950 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
951 return NULL;
952 }
953 /* This may seem like overkill, but we need to make sure that they
954 * player hasn't dropped the item. We use count on the off chance that
955 * an item got reincarnated at some point.
956 */
957 for (tmp=op->inv; tmp; tmp=tmp->below) {
958 if (tmp->invisible) continue;
959 if (tmp == op->contr->mark) {
960 if (tmp->count == op->contr->mark_count)
961 return tmp;
962 else {
963 op->contr->mark=NULL;
964 op->contr->mark_count=0;
965 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
966 return NULL;
967 }
968 }
969 }
970 return NULL;
971 }
972
973
974 /* op should be a player, params is any params.
975 * If no params given, we print out the currently marked object.
976 * otherwise, try to find a matching object - try best match first.
977 */
978 int command_mark(object *op, char *params)
979 {
980 if (!op->contr) return 1;
981 if (!params) {
982 object *mark=find_marked_object(op);
983 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
984 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
985 }
986 else {
987 object *mark1=find_best_object_match(op, params);
988 if (!mark1) {
989 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
990 return 1;
991 }
992 else {
993 op->contr->mark=mark1;
994 op->contr->mark_count=mark1->count;
995 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
996 return 0;
997 }
998 }
999 return 0; /*shouldnt get here */
1000 }
1001
1002
1003 /* op is the player
1004 * tmp is the monster being examined.
1005 */
1006 void examine_monster(object *op,object *tmp) {
1007 object *mon=tmp->head?tmp->head:tmp;
1008
1009 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1010 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1011 if(mon->level>op->level)
1012 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1013 else if(mon->level<op->level)
1014 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1015 else
1016 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1017 if(mon->attacktype&AT_ACID)
1018 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1019
1020 /* Anyone know why this used to use the clone value instead of the
1021 * maxhp field? This seems that it should give more accurate results.
1022 */
1023 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1024 case 1:
1025 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1026 break;
1027 case 2:
1028 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1029 break;
1030 case 3:
1031 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1032 break;
1033 case 4:
1034 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1035 break;
1036 }
1037 if(present_in_ob(POISONING,mon)!=NULL)
1038 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1039 }
1040
1041
1042 /* tmp is the object being described, pl is who is examing it. */
1043 char *long_desc(object *tmp, object *pl) {
1044 static char buf[VERY_BIG_BUF];
1045 char *cp;
1046
1047 if(tmp==NULL)
1048 return "";
1049
1050 buf[0]='\0';
1051 switch(tmp->type) {
1052 case RING:
1053 case SKILL:
1054 case WEAPON:
1055 case ARMOUR:
1056 case BRACERS:
1057 case HELMET:
1058 case SHIELD:
1059 case BOOTS:
1060 case GLOVES:
1061 case AMULET:
1062 case GIRDLE:
1063 case BOW:
1064 case ARROW:
1065 case CLOAK:
1066 case FOOD:
1067 case DRINK:
1068 case FLESH:
1069 case SKILL_TOOL:
1070 case POWER_CRYSTAL:
1071 if(*(cp=describe_item(tmp, pl))!='\0') {
1072 int len;
1073
1074 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1075 buf[VERY_BIG_BUF-1]=0;
1076 len=strlen(buf);
1077 if (len<VERY_BIG_BUF-5) {
1078 /* Since we know the length, we save a few cpu cycles by using
1079 * it instead of calling strcat */
1080 strcpy(buf+len," ");
1081 len++;
1082 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1083 buf[VERY_BIG_BUF-1]=0;
1084 }
1085 }
1086 }
1087 if(buf[0]=='\0') {
1088 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1089 buf[VERY_BIG_BUF-1]=0;
1090 }
1091
1092 return buf;
1093 }
1094
1095 void examine(object *op, object *tmp) {
1096 char buf[VERY_BIG_BUF];
1097 int i;
1098
1099 if (tmp == NULL || tmp->type == CLOSE_CON)
1100 return;
1101
1102 strcpy(buf,"That is ");
1103 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1104 buf[VERY_BIG_BUF-1]=0;
1105
1106 new_draw_info(NDI_UNIQUE, 0,op,buf);
1107 buf[0]='\0';
1108
1109 if(tmp->custom_name) {
1110 strcpy(buf,"You call it ");
1111 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1112 buf[VERY_BIG_BUF-1]=0;
1113 new_draw_info(NDI_UNIQUE, 0,op,buf);
1114 buf[0]='\0';
1115 }
1116
1117 switch(tmp->type) {
1118 case SPELLBOOK:
1119 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1120 sprintf(buf,"%s is a %s level %s spell",
1121 tmp->inv->name, get_levelnumber(tmp->inv->level),
1122 tmp->inv->skill);
1123 }
1124 break;
1125
1126 case BOOK:
1127 if(tmp->msg!=NULL)
1128 strcpy(buf,"Something is written in it.");
1129 break;
1130
1131 case CONTAINER:
1132 if(tmp->race!=NULL) {
1133 if(tmp->weight_limit && tmp->stats.Str<100)
1134 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1135 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1136 else
1137 sprintf (buf,"It can hold only %s.", tmp->race);
1138 } else
1139 if(tmp->weight_limit && tmp->stats.Str<100)
1140 sprintf (buf,"Its weight limit is %.1f kg.",
1141 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1142 break;
1143
1144 case WAND:
1145 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1146 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1147 break;
1148 }
1149
1150 if(buf[0]!='\0')
1151 new_draw_info(NDI_UNIQUE, 0,op,buf);
1152
1153 if(tmp->materialname != NULL && !tmp->msg) {
1154 sprintf(buf, "It is made of: %s.", tmp->materialname);
1155 new_draw_info(NDI_UNIQUE, 0, op, buf);
1156 }
1157 /* Where to wear this item */
1158 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1159 if (tmp->body_info[i]<-1) {
1160 if (op->body_info[i])
1161 new_draw_info_format(NDI_UNIQUE, 0,op,
1162 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1163 else
1164 new_draw_info_format(NDI_UNIQUE, 0,op,
1165 "It goes %s", body_locations[i].nonuse_name);
1166 } else if (tmp->body_info[i]) {
1167 if (op->body_info[i])
1168 new_draw_info_format(NDI_UNIQUE, 0,op,
1169 "It goes %s", body_locations[i].use_name);
1170 else
1171 new_draw_info_format(NDI_UNIQUE, 0,op,
1172 "It goes %s", body_locations[i].nonuse_name);
1173 }
1174 }
1175
1176 if(tmp->weight) {
1177 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1178 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1179 new_draw_info(NDI_UNIQUE, 0,op,buf);
1180 }
1181
1182 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1183 object *floor;
1184 sprintf(buf,"You reckon %s worth %s.",
1185 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1186 new_draw_info(NDI_UNIQUE, 0,op,buf);
1187 floor = get_map_ob (op->map, op->x, op->y);
1188 if (floor && floor->type == SHOP_FLOOR) {
1189 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1190 sprintf(buf,"%s would cost you %s.",
1191 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1192 else
1193 sprintf(buf,"You are offered %s for %s.",
1194 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1195 new_draw_info(NDI_UNIQUE, 0,op,buf);
1196 }
1197 }
1198
1199 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1200 examine_monster(op,tmp);
1201
1202 /* Is this item buildable? */
1203 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1204 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1205
1206 /* Does the object have a message? Don't show message for all object
1207 * types - especially if the first entry is a match
1208 */
1209 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1210 tmp->type != CORPSE && !tmp->move_on &&
1211 strncasecmp(tmp->msg, "@match",7)) {
1212
1213 /* This is just a hack so when identifying the items, we print
1214 * out the extra message
1215 */
1216 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1217 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1218
1219 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1220 }
1221 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1222 }
1223
1224 /*
1225 * inventory prints object's inventory. If inv==NULL then print player's
1226 * inventory.
1227 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1228 */
1229 void inventory(object *op,object *inv) {
1230 object *tmp;
1231 char *in;
1232 int items = 0, length;
1233
1234 if (inv==NULL && op==NULL) {
1235 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1236 return;
1237 }
1238 tmp = inv ? inv->inv : op->inv;
1239
1240 while (tmp) {
1241 if ((!tmp->invisible &&
1242 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1243 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1244 items++;
1245 tmp=tmp->below;
1246 }
1247 if (inv==NULL) { /* player's inventory */
1248 if (items==0) {
1249 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1250 return;
1251 } else {
1252 length = 28;
1253 in = "";
1254 if (op)
1255 clear_win_info(op);
1256 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1257 }
1258 } else {
1259 if (items==0)
1260 return;
1261 else {
1262 length = 28;
1263 in = " ";
1264 }
1265 }
1266 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1267 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1268 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1269 continue;
1270 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1271 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1272 query_name(tmp), tmp->count,query_weight(tmp));
1273 else
1274 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1275 length+8, query_name(tmp),
1276 query_weight(tmp));
1277 }
1278 if(!inv && op) {
1279 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1280 41,"Total weight :",query_weight(op));
1281 }
1282 }
1283
1284 static void display_new_pickup( object* op )
1285 {
1286 int i = op->contr->mode;
1287
1288 if(!(i & PU_NEWMODE)) return;
1289
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1294
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1296
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1300
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1307
1308 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1310 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1311 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1312
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1314 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1315 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1316 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1317
1318 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1319 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1320 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1321 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1322
1323 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1324
1325 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1326
1327 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1328 }
1329
1330 int command_pickup (object *op, char *params)
1331 {
1332 uint32 i;
1333 static const char* names[ ] = {
1334 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1335 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1336 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1337 static uint32 modes[ ] = {
1338 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1339 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1340 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1341
1342 if(!params) {
1343 /* if the new mode is used, just print the settings */
1344 if(op->contr->mode & PU_NEWMODE)
1345 {
1346 display_new_pickup( op );
1347 return 1;
1348 }
1349 if(1) LOG(llevDebug, "command_pickup: !params\n");
1350 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1351 return 0;
1352 }
1353
1354 while ( *params == ' ' && *params )
1355 params++;
1356
1357 if ( *params == '+' || *params == '-' )
1358 {
1359 int mode;
1360 for ( mode = 0; names[ mode ]; mode++ )
1361 {
1362 if ( !strcmp( names[ mode ], params + 1 ) )
1363 {
1364 i = op->contr->mode;
1365 if ( !( i & PU_NEWMODE ) )
1366 i = PU_NEWMODE;
1367 if ( *params == '+' )
1368 i = i | modes[ mode ];
1369 else
1370 i = i & ~modes[ mode ];
1371 op->contr->mode = i;
1372 display_new_pickup( op );
1373 return 1;
1374 }
1375 }
1376 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1377 return 1;
1378 }
1379
1380 if(sscanf(params, "%u", &i) != 1) {
1381 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1382 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1383 return 1;
1384 }
1385 set_pickup_mode(op,i);
1386
1387 return 1;
1388 }
1389
1390 void set_pickup_mode(object *op,int i) {
1391 switch(op->contr->mode=i) {
1392 case 0:
1393 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1394 break;
1395 case 1:
1396 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1397 break;
1398 case 2:
1399 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1400 break;
1401 case 3:
1402 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1403 break;
1404 case 4:
1405 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1406 break;
1407 case 5:
1408 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1409 break;
1410 case 6:
1411 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1412 break;
1413 case 7:
1414 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1415 break;
1416 }
1417 }
1418
1419 int command_search_items (object *op, char *params)
1420 {
1421 char buf[MAX_BUF];
1422
1423 if (settings.search_items == FALSE)
1424 return 1;
1425
1426 if(params == NULL) {
1427 if(op->contr->search_str[0]=='\0') {
1428 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1429 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1430 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1431 return 1;
1432 }
1433 op->contr->search_str[0]='\0';
1434 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1435 fix_player(op);
1436 return 1;
1437 }
1438 if((int)strlen(params) >= MAX_BUF) {
1439 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1440 return 1;
1441 }
1442 strcpy(op->contr->search_str, params);
1443 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1444 new_draw_info(NDI_UNIQUE, 0,op,buf);
1445 fix_player(op);
1446 return 1;
1447 }
1448
1449 /*
1450 * Changing the custom name of an item
1451 *
1452 * Syntax is: rename <what object> to <new name>
1453 * if '<what object>' is omitted, marked object is used
1454 * if 'to <new name>' is omitted, custom name is cleared
1455 *
1456 * Names are considered for all purpose having a length <=127 (max length sent to client
1457 * by server) */
1458
1459 int command_rename_item(object *op, char *params)
1460 {
1461 char buf[VERY_BIG_BUF];
1462 int itemnumber;
1463 object *item=NULL;
1464 char *closebrace;
1465 size_t counter;
1466
1467 if (params) {
1468 /* Let's skip white spaces */
1469 while(' '==*params) params++;
1470
1471 /* Checking the first part */
1472 if ((itemnumber = atoi(params))!=0) {
1473 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1474 if (!item) {
1475 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1476 return 1;
1477 }
1478 while(isdigit(*params) || ' '==*params) params++;
1479 }
1480 else if ('<'==*params) {
1481 /* Got old name, let's get it & find appropriate matching item */
1482 closebrace=strchr(params,'>');
1483 if(!closebrace) {
1484 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1485 return 1;
1486 }
1487 /* Sanity check for buffer overruns */
1488 if((closebrace-params)>127) {
1489 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1490 return 1;
1491 }
1492 /* Copy the old name */
1493 strncpy(buf,params+1,closebrace-params-1);
1494 buf[closebrace-params-1]='\0';
1495
1496 /* Find best matching item */
1497 item=find_best_object_match(op,buf);
1498 if(!item) {
1499 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1500 return 1;
1501 }
1502
1503 /* Now need to move pointer to just after > */
1504 params=closebrace+1;
1505 while(' '==*params) params++;
1506
1507 } else {
1508 /* Use marked item */
1509 item=find_marked_object(op);
1510 if(!item) {
1511 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1512 return 1;
1513 }
1514 }
1515
1516 /* Now let's find the new name */
1517 if(!strncmp(params,"to ",3)) {
1518 params+=3;
1519 while(' '==*params) params++;
1520 if('<'!=*params) {
1521 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1522 return 1;
1523 }
1524 closebrace=strchr(params+1,'>');
1525 if(!closebrace) {
1526 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1527 return 1;
1528 }
1529
1530 /* Sanity check for buffer overruns */
1531 if((closebrace-params)>127) {
1532 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1533 return 1;
1534 }
1535
1536 /* Copy the new name */
1537 strncpy(buf,params+1,closebrace-params-1);
1538 buf[closebrace-params-1]='\0';
1539
1540 /* Let's check it for weird characters */
1541 for(counter=0;counter<strlen(buf);counter++) {
1542 if(isalnum(buf[counter])) continue;
1543 if(' '==buf[counter]) continue;
1544 if('\''==buf[counter]) continue;
1545 if('+'==buf[counter]) continue;
1546 if('_'==buf[counter]) continue;
1547 if('-'==buf[counter]) continue;
1548
1549 /* If we come here, then the name contains an invalid character...
1550 tell the player & exit */
1551 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1552 return 1;
1553 }
1554
1555 } else {
1556 /* If param contains something, then syntax error... */
1557 if(strlen(params)) {
1558 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1559 return 1;
1560 }
1561 /* New name is empty */
1562 buf[0]='\0';
1563 }
1564 } else {
1565 /* Last case: params==NULL */
1566 item=find_marked_object(op);
1567 if(!item) {
1568 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1569 return 1;
1570 }
1571 buf[0]='\0';
1572 }
1573
1574 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1575 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1576 return 1;
1577 }
1578
1579 /* Coming here, everything is fine... */
1580 if(!strlen(buf)) {
1581 /* Clear custom name */
1582 if(item->custom_name) {
1583 FREE_AND_CLEAR_STR(item->custom_name);
1584
1585 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));
1586 esrv_update_item(UPD_NAME,op,item);
1587 } else {
1588 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1589 }
1590 } else {
1591 /* Set custom name */
1592 FREE_AND_COPY(item->custom_name,buf);
1593
1594 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);
1595 esrv_update_item(UPD_NAME,op,item);
1596 }
1597
1598 return 1;
1599 }