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

File Contents

# Content
1 /*
2 * static char *rcsid_c_object_c =
3 * "$Id: c_object.C,v 1.10 2006-08-29 08:01:37 root 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 (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
504 new_draw_info_format(NDI_UNIQUE, 0,op,
505 "You cannot put the %s in the %s.", query_name(tmp),
506 query_name(sack));
507 return;
508 }
509 if (tmp->type == CONTAINER && tmp->inv) {
510
511 /* Eneq(@csd.uu.se): If the object to be dropped is a container
512 * we instead move the contents of that container into the active
513 * container, this is only done if the object has something in it.
514 */
515 sack2 = tmp;
516 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
517 query_name(tmp), query_name(sack));
518 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
519 tmp = tmp2->below;
520 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) {
521 put_object_in_sack (op, sack, tmp2, 0);
522 } else {
523 sprintf(buf,"Your %s fills up.", query_name(sack));
524 new_draw_info(NDI_UNIQUE, 0,op, buf);
525 break;
526 }
527 }
528 esrv_update_item (UPD_WEIGHT, op, sack2);
529 return;
530 }
531
532 /* Don't worry about this for containers - our caller should have
533 * already checked this.
534 */
535 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
536 return;
537
538 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
539 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
540 return;
541 }
542
543 /* we want to put some portion of the item into the container */
544 if (nrof && tmp->nrof != nrof) {
545 object *tmp2 = tmp;
546 tmp2_tag = tmp2->count;
547 tmp = get_split_ob (tmp, nrof);
548
549 if(!tmp) {
550 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
551 return;
552 }
553 /* Tell a client what happened other objects */
554 if (was_destroyed (tmp2, tmp2_tag))
555 esrv_del_item (op->contr, tmp2_tag);
556 else /* this can proably be replaced with an update */
557 esrv_send_item (op, tmp2);
558 } else
559 remove_ob(tmp);
560
561 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
562 query_name(tmp), query_name(sack));
563 tmp_tag = tmp->count;
564 tmp2 = insert_ob_in_ob(tmp, sack);
565 fix_player(op); /* This is overkill, fix_player() is called somewhere */
566 /* in object.c */
567
568 /* If an object merged (and thus, different object), we need to
569 * delete the original.
570 */
571 if (tmp2 != tmp)
572 esrv_del_item (op->contr, tmp_tag);
573
574 esrv_send_item (op, tmp2);
575
576 /* update the sacks weight */
577 esrv_update_item (UPD_WEIGHT, op, sack);
578 }
579
580 /*
581 * This function was part of drop, now is own function.
582 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
583 * nrof objects is tried to dropped.
584 * This is used when dropping objects onto the floor.
585 */
586 void
587 drop_object (object * op, object * tmp, uint32 nrof)
588 {
589 char buf[MAX_BUF];
590 object *floor;
591
592 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593 return;
594
595 if (QUERY_FLAG (tmp, FLAG_APPLIED))
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return; /* can't unapply it */
598
599 /* We are only dropping some of the items. We split the current objec
600 * off
601 */
602 if (nrof && tmp->nrof != nrof)
603 {
604 object *tmp2 = tmp;
605 tag_t tmp2_tag = tmp2->count;
606 tmp = get_split_ob (tmp, nrof);
607 if (!tmp)
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
610 return;
611 }
612 /* Tell a client what happened rest of objects. tmp2 is now the
613 * original object
614 */
615 if (op->type == PLAYER)
616 {
617 if (was_destroyed (tmp2, tmp2_tag))
618 esrv_del_item (op->contr, tmp2_tag);
619 else
620 esrv_send_item (op, tmp2);
621 }
622 }
623 else
624 remove_ob (tmp);
625
626 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
627 return;
628
629 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
630 {
631 sprintf (buf, "You drop the %s.", query_name (tmp));
632 new_draw_info (NDI_UNIQUE, 0, op, buf);
633 new_draw_info (NDI_UNIQUE, 0, op,
634 "The gods who lent it to you retrieves it.");
635 if (op->type == PLAYER)
636 esrv_del_item (op->contr, tmp->count);
637 free_object (tmp);
638 fix_player (op);
639 return;
640 }
641
642 /* If SAVE_INTERVAL is commented out, we never want to save
643 * the player here.
644 */
645 #ifdef SAVE_INTERVAL
646 /* I'm not sure why there is a value check - since the save
647 * is done every SAVE_INTERVAL seconds, why care the value
648 * of what he is dropping?
649 */
650 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
651 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
652 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
653 {
654 save_player (op, 1);
655 op->contr->last_save_time = time (NULL);
656 }
657 #endif /* SAVE_INTERVAL */
658
659 if (op->type == PLAYER)
660 esrv_del_item (op->contr, tmp->count);
661
662 /* Call this before we update the various windows/players. At least
663 * that we, we know the weight is correct.
664 */
665 fix_player (op); /* This is overkill, fix_player() is called somewhere */
666 /* in object.c */
667
668 if (op->type == PLAYER)
669 {
670 op->contr->socket.update_look = 1;
671 /* Need to update the weight for the player */
672 esrv_send_item (op, op);
673 }
674
675 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
676 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
677 return;
678
679 if (is_in_shop (op)
680 && !QUERY_FLAG (tmp, FLAG_UNPAID)
681 && tmp->type != MONEY)
682 sell_item (tmp, op);
683
684 tmp->x = op->x;
685 tmp->y = op->y;
686
687 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
688 }
689
690 void drop(object *op, object *tmp)
691 {
692 /* Hopeful fix for disappearing objects when dropping from a container -
693 * somehow, players get an invisible object in the container, and the
694 * old logic would skip over invisible objects - works fine for the
695 * playes inventory, but drop inventory wants to use the next value.
696 */
697 if (tmp->invisible) {
698 /* if the following is the case, it must be in an container. */
699 if (tmp->env && tmp->env->type != PLAYER) {
700 /* Just toss the object - probably shouldn't be hanging
701 * around anyways
702 */
703 remove_ob(tmp);
704 free_object(tmp);
705 return;
706 } else {
707 while(tmp!=NULL && tmp->invisible)
708 tmp=tmp->below;
709 }
710 }
711
712 if (tmp==NULL) {
713 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
714 return;
715 }
716 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
717 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
718 return;
719 }
720 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
721 #if 0
722 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
723 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
724 #endif
725 return;
726 }
727
728 if (op->type == PLAYER)
729 {
730 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
731 object *n=NULL;
732 if(tmp->below != NULL)
733 n = tmp->below;
734 else if(tmp->above != NULL)
735 n = tmp->above;
736 op->contr->last_used = n;
737 if (n != NULL)
738 op->contr->last_used_id = n->count;
739 else
740 op->contr->last_used_id = 0;
741 }
742 };
743
744 if (op->container) {
745 if (op->type == PLAYER)
746 {
747 put_object_in_sack (op, op->container, tmp, op->contr->count);
748 } else {
749 put_object_in_sack(op, op->container, tmp, 0);
750 };
751 } else {
752 if (op->type == PLAYER)
753 {
754 drop_object (op, tmp, op->contr->count);
755 } else {
756 drop_object(op,tmp,0);
757 };
758 }
759 if (op->type == PLAYER)
760 op->contr->count = 0;
761 }
762
763
764
765 /* Command will drop all items that have not been locked */
766 int command_dropall (object *op, char *params) {
767
768 object * curinv, *nextinv;
769
770 if(op->inv == NULL) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
772 return 0;
773 }
774
775 curinv = op->inv;
776
777 /*
778 This is the default. Drops everything not locked or considered
779 not something that should be dropped.
780 */
781 /*
782 Care must be taken that the next item pointer is not to money as
783 the drop() routine will do unknown things to it when dropping
784 in a shop. --Tero.Pelander@utu.fi
785 */
786
787 if(params==NULL) {
788 while(curinv != NULL) {
789 nextinv = curinv->below;
790 while (nextinv && nextinv->type==MONEY)
791 nextinv = nextinv->below;
792 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
793 curinv->type != FOOD && curinv->type != KEY &&
794 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
795 !curinv->invisible &&
796 (curinv->type!=CONTAINER || op->container!=curinv))
797 {
798 drop(op,curinv);
799 }
800 curinv = nextinv;
801 }
802 }
803
804 else if(strcmp(params, "weapons") == 0) {
805 while(curinv != NULL) {
806 nextinv = curinv->below;
807 while (nextinv && nextinv->type==MONEY)
808 nextinv = nextinv->below;
809 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
810 (curinv->type == BOW) || (curinv->type == ARROW)))
811 {
812 drop(op,curinv);
813 }
814 curinv = nextinv;
815 }
816 }
817
818 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
819 while(curinv != NULL) {
820 nextinv = curinv->below;
821 while (nextinv && nextinv->type==MONEY)
822 nextinv = nextinv->below;
823 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
824 curinv->type == SHIELD || curinv->type==HELMET))
825 {
826 drop(op,curinv);
827 }
828 curinv = nextinv;
829 }
830 }
831
832 else if(strcmp(params, "misc") == 0) {
833 while(curinv != NULL) {
834 nextinv = curinv->below;
835 while (nextinv && nextinv->type==MONEY)
836 nextinv = nextinv->below;
837 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
838 switch(curinv->type) {
839 case HORN:
840 case BOOK:
841 case SPELLBOOK:
842 case GIRDLE:
843 case AMULET:
844 case RING:
845 case CLOAK:
846 case BOOTS:
847 case GLOVES:
848 case BRACERS:
849 case SCROLL:
850 case ARMOUR_IMPROVER:
851 case WEAPON_IMPROVER:
852 case WAND:
853 case ROD:
854 case POTION:
855 drop(op,curinv);
856 curinv = nextinv;
857 break;
858 default:
859 curinv = nextinv;
860 break;
861 }
862 }
863 curinv = nextinv;
864 }
865 }
866 op->contr->socket.update_look=1;
867 /* draw_look(op);*/
868 return 0;
869 }
870
871 /* Object op wants to drop object(s) params. params can be a
872 * comma seperated list.
873 */
874
875 int command_drop (object *op, char *params)
876 {
877 object *tmp, *next;
878 int did_one=0;
879
880 if (!params) {
881 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
882 return 0;
883 } else {
884 for (tmp=op->inv; tmp; tmp=next) {
885 next=tmp->below;
886 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
887 tmp->invisible) continue;
888 if (item_matched_string(op,tmp,params)) {
889 drop(op, tmp);
890 did_one=1;
891 }
892 }
893 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
894 }
895 if (op->type==PLAYER)
896 {
897 op->contr->count=0;
898 op->contr->socket.update_look=1;
899 };
900 /* draw_look(op);*/
901 return 0;
902 }
903
904 int command_examine (object *op, char *params)
905 {
906 if (!params) {
907 object *tmp=op->below;
908 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
909 if (tmp) examine(op,tmp);
910 }
911 else {
912 object *tmp=find_best_object_match(op,params);
913 if (tmp)
914 examine(op,tmp);
915 else
916 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
917 }
918 return 0;
919 }
920
921 /* op should be a player.
922 * we return the object the player has marked with the 'mark' command
923 * below. If no match is found (or object has changed), we return
924 * NULL. We leave it up to the calling function to print messages if
925 * nothing is found.
926 */
927 object *find_marked_object(object *op)
928 {
929 object *tmp;
930
931 if (!op || !op->contr) return NULL;
932 if (!op->contr->mark) {
933 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
934 return NULL;
935 }
936 /* This may seem like overkill, but we need to make sure that they
937 * player hasn't dropped the item. We use count on the off chance that
938 * an item got reincarnated at some point.
939 */
940 for (tmp=op->inv; tmp; tmp=tmp->below) {
941 if (tmp->invisible) continue;
942 if (tmp == op->contr->mark) {
943 if (tmp->count == op->contr->mark_count)
944 return tmp;
945 else {
946 op->contr->mark=NULL;
947 op->contr->mark_count=0;
948 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
949 return NULL;
950 }
951 }
952 }
953 return NULL;
954 }
955
956
957 /* op should be a player, params is any params.
958 * If no params given, we print out the currently marked object.
959 * otherwise, try to find a matching object - try best match first.
960 */
961 int command_mark(object *op, char *params)
962 {
963 if (!op->contr) return 1;
964 if (!params) {
965 object *mark=find_marked_object(op);
966 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
967 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
968 }
969 else {
970 object *mark1=find_best_object_match(op, params);
971 if (!mark1) {
972 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
973 return 1;
974 }
975 else {
976 op->contr->mark=mark1;
977 op->contr->mark_count=mark1->count;
978 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
979 return 0;
980 }
981 }
982 return 0; /*shouldnt get here */
983 }
984
985
986 /* op is the player
987 * tmp is the monster being examined.
988 */
989 void examine_monster(object *op,object *tmp) {
990 object *mon=tmp->head?tmp->head:tmp;
991
992 if(QUERY_FLAG(mon,FLAG_UNDEAD))
993 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
994 if(mon->level>op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
996 else if(mon->level<op->level)
997 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
998 else
999 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1000 if(mon->attacktype&AT_ACID)
1001 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1002
1003 /* Anyone know why this used to use the clone value instead of the
1004 * maxhp field? This seems that it should give more accurate results.
1005 */
1006 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1007 case 1:
1008 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1009 break;
1010 case 2:
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1012 break;
1013 case 3:
1014 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1015 break;
1016 case 4:
1017 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1018 break;
1019 }
1020 if(present_in_ob(POISONING,mon)!=NULL)
1021 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1022 }
1023
1024
1025 /* tmp is the object being described, pl is who is examing it. */
1026 char *long_desc(object *tmp, object *pl) {
1027 static char buf[VERY_BIG_BUF];
1028 char *cp;
1029
1030 if(tmp==NULL)
1031 return "";
1032
1033 buf[0]='\0';
1034 switch(tmp->type) {
1035 case RING:
1036 case SKILL:
1037 case WEAPON:
1038 case ARMOUR:
1039 case BRACERS:
1040 case HELMET:
1041 case SHIELD:
1042 case BOOTS:
1043 case GLOVES:
1044 case AMULET:
1045 case GIRDLE:
1046 case BOW:
1047 case ARROW:
1048 case CLOAK:
1049 case FOOD:
1050 case DRINK:
1051 case FLESH:
1052 case SKILL_TOOL:
1053 case POWER_CRYSTAL:
1054 if(*(cp=describe_item(tmp, pl))!='\0') {
1055 int len;
1056
1057 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1058 buf[VERY_BIG_BUF-1]=0;
1059 len=strlen(buf);
1060 if (len<VERY_BIG_BUF-5) {
1061 /* Since we know the length, we save a few cpu cycles by using
1062 * it instead of calling strcat */
1063 strcpy(buf+len," ");
1064 len++;
1065 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1066 buf[VERY_BIG_BUF-1]=0;
1067 }
1068 }
1069 }
1070 if(buf[0]=='\0') {
1071 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1072 buf[VERY_BIG_BUF-1]=0;
1073 }
1074
1075 return buf;
1076 }
1077
1078 void examine(object *op, object *tmp) {
1079 char buf[VERY_BIG_BUF];
1080 int i;
1081
1082 if (tmp == NULL || tmp->type == CLOSE_CON)
1083 return;
1084
1085 strcpy(buf,"That is ");
1086 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1087 buf[VERY_BIG_BUF-1]=0;
1088
1089 new_draw_info(NDI_UNIQUE, 0,op,buf);
1090 buf[0]='\0';
1091
1092 if(tmp->custom_name) {
1093 strcpy(buf,"You call it ");
1094 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1095 buf[VERY_BIG_BUF-1]=0;
1096 new_draw_info(NDI_UNIQUE, 0,op,buf);
1097 buf[0]='\0';
1098 }
1099
1100 switch(tmp->type) {
1101 case SPELLBOOK:
1102 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1103 sprintf(buf,"%s is a %s level %s spell",
1104 tmp->inv->name, get_levelnumber(tmp->inv->level),
1105 tmp->inv->skill);
1106 }
1107 break;
1108
1109 case BOOK:
1110 if(tmp->msg!=NULL)
1111 strcpy(buf,"Something is written in it.");
1112 break;
1113
1114 case CONTAINER:
1115 if(tmp->race!=NULL) {
1116 if(tmp->weight_limit && tmp->stats.Str<100)
1117 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1118 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1119 else
1120 sprintf (buf,"It can hold only %s.", tmp->race);
1121 } else
1122 if(tmp->weight_limit && tmp->stats.Str<100)
1123 sprintf (buf,"Its weight limit is %.1f kg.",
1124 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1125 break;
1126
1127 case WAND:
1128 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1129 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1130 break;
1131 }
1132
1133 if(buf[0]!='\0')
1134 new_draw_info(NDI_UNIQUE, 0,op,buf);
1135
1136 if(tmp->materialname != NULL && !tmp->msg) {
1137 sprintf(buf, "It is made of: %s.", tmp->materialname);
1138 new_draw_info(NDI_UNIQUE, 0, op, buf);
1139 }
1140 /* Where to wear this item */
1141 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1142 if (tmp->body_info[i]<-1) {
1143 if (op->body_info[i])
1144 new_draw_info_format(NDI_UNIQUE, 0,op,
1145 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1146 else
1147 new_draw_info_format(NDI_UNIQUE, 0,op,
1148 "It goes %s", body_locations[i].nonuse_name);
1149 } else if (tmp->body_info[i]) {
1150 if (op->body_info[i])
1151 new_draw_info_format(NDI_UNIQUE, 0,op,
1152 "It goes %s", body_locations[i].use_name);
1153 else
1154 new_draw_info_format(NDI_UNIQUE, 0,op,
1155 "It goes %s", body_locations[i].nonuse_name);
1156 }
1157 }
1158
1159 if(tmp->weight) {
1160 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1161 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1162 new_draw_info(NDI_UNIQUE, 0,op,buf);
1163 }
1164
1165 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1166 sprintf(buf,"You reckon %s worth %s.",
1167 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1168 new_draw_info(NDI_UNIQUE, 0,op,buf);
1169 if (is_in_shop (op)) {
1170 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1171 sprintf(buf,"%s would cost you %s.",
1172 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1173 else
1174 sprintf(buf,"You are offered %s for %s.",
1175 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1176 new_draw_info(NDI_UNIQUE, 0,op,buf);
1177 }
1178 }
1179
1180 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1181 examine_monster(op,tmp);
1182
1183 /* Is this item buildable? */
1184 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1185 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1186
1187 /* Does the object have a message? Don't show message for all object
1188 * types - especially if the first entry is a match
1189 */
1190 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1191 tmp->type != CORPSE && !tmp->move_on &&
1192 strncasecmp(tmp->msg, "@match",7)) {
1193
1194 /* This is just a hack so when identifying the items, we print
1195 * out the extra message
1196 */
1197 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1198 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1199
1200 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1201 }
1202 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1203 }
1204
1205 /*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210 void inventory(object *op,object *inv) {
1211 object *tmp;
1212 char *in;
1213 int items = 0, length;
1214
1215 if (inv==NULL && op==NULL) {
1216 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1217 return;
1218 }
1219 tmp = inv ? inv->inv : op->inv;
1220
1221 while (tmp) {
1222 if ((!tmp->invisible &&
1223 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1224 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1225 items++;
1226 tmp=tmp->below;
1227 }
1228 if (inv==NULL) { /* player's inventory */
1229 if (items==0) {
1230 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1231 return;
1232 } else {
1233 length = 28;
1234 in = "";
1235 if (op)
1236 clear_win_info(op);
1237 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1238 }
1239 } else {
1240 if (items==0)
1241 return;
1242 else {
1243 length = 28;
1244 in = " ";
1245 }
1246 }
1247 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1248 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1249 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1250 continue;
1251 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1252 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1253 query_name(tmp), tmp->count,query_weight(tmp));
1254 else
1255 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1256 length+8, query_name(tmp),
1257 query_weight(tmp));
1258 }
1259 if(!inv && op) {
1260 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1261 41,"Total weight :",query_weight(op));
1262 }
1263 }
1264
1265 static void display_new_pickup( object* op )
1266 {
1267 int i = op->contr->mode;
1268
1269 if(!(i & PU_NEWMODE)) return;
1270
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1273 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1277
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1279 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1281
1282 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1284
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1286 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1288
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1298
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1307
1308 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1309 }
1310
1311 int command_pickup (object *op, char *params)
1312 {
1313 uint32 i;
1314 static const char* names[ ] = {
1315 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1316 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1317 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1318 static uint32 modes[ ] = {
1319 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1320 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1321 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1322
1323 if(!params) {
1324 /* if the new mode is used, just print the settings */
1325 if(op->contr->mode & PU_NEWMODE)
1326 {
1327 display_new_pickup( op );
1328 return 1;
1329 }
1330 if(1) LOG(llevDebug, "command_pickup: !params\n");
1331 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1332 return 0;
1333 }
1334
1335 while ( *params == ' ' && *params )
1336 params++;
1337
1338 if ( *params == '+' || *params == '-' )
1339 {
1340 int mode;
1341 for ( mode = 0; names[ mode ]; mode++ )
1342 {
1343 if ( !strcmp( names[ mode ], params + 1 ) )
1344 {
1345 i = op->contr->mode;
1346 if ( !( i & PU_NEWMODE ) )
1347 i = PU_NEWMODE;
1348 if ( *params == '+' )
1349 i = i | modes[ mode ];
1350 else
1351 i = i & ~modes[ mode ];
1352 op->contr->mode = i;
1353 display_new_pickup( op );
1354 return 1;
1355 }
1356 }
1357 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1358 return 1;
1359 }
1360
1361 if(sscanf(params, "%u", &i) != 1) {
1362 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1363 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1364 return 1;
1365 }
1366 set_pickup_mode(op,i);
1367
1368 return 1;
1369 }
1370
1371 void set_pickup_mode(object *op,int i) {
1372 switch(op->contr->mode=i) {
1373 case 0:
1374 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1375 break;
1376 case 1:
1377 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1378 break;
1379 case 2:
1380 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1381 break;
1382 case 3:
1383 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1384 break;
1385 case 4:
1386 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1387 break;
1388 case 5:
1389 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1390 break;
1391 case 6:
1392 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1393 break;
1394 case 7:
1395 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1396 break;
1397 }
1398 }
1399
1400 int command_search_items (object *op, char *params)
1401 {
1402 char buf[MAX_BUF];
1403
1404 if (settings.search_items == FALSE)
1405 return 1;
1406
1407 if(params == NULL) {
1408 if(op->contr->search_str[0]=='\0') {
1409 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1410 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1411 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1412 return 1;
1413 }
1414 op->contr->search_str[0]='\0';
1415 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1416 fix_player(op);
1417 return 1;
1418 }
1419 if((int)strlen(params) >= MAX_BUF) {
1420 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1421 return 1;
1422 }
1423 strcpy(op->contr->search_str, params);
1424 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1425 new_draw_info(NDI_UNIQUE, 0,op,buf);
1426 fix_player(op);
1427 return 1;
1428 }
1429
1430 /*
1431 * Changing the custom name of an item
1432 *
1433 * Syntax is: rename <what object> to <new name>
1434 * if '<what object>' is omitted, marked object is used
1435 * if 'to <new name>' is omitted, custom name is cleared
1436 *
1437 * Names are considered for all purpose having a length <=127 (max length sent to client
1438 * by server) */
1439
1440 int command_rename_item(object *op, char *params)
1441 {
1442 char buf[VERY_BIG_BUF];
1443 int itemnumber;
1444 object *item=NULL;
1445 char *closebrace;
1446 size_t counter;
1447
1448 if (params) {
1449 /* Let's skip white spaces */
1450 while(' '==*params) params++;
1451
1452 /* Checking the first part */
1453 if ((itemnumber = atoi(params))!=0) {
1454 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1455 if (!item) {
1456 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1457 return 1;
1458 }
1459 while(isdigit(*params) || ' '==*params) params++;
1460 }
1461 else if ('<'==*params) {
1462 /* Got old name, let's get it & find appropriate matching item */
1463 closebrace=strchr(params,'>');
1464 if(!closebrace) {
1465 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1466 return 1;
1467 }
1468 /* Sanity check for buffer overruns */
1469 if((closebrace-params)>127) {
1470 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1471 return 1;
1472 }
1473 /* Copy the old name */
1474 strncpy(buf,params+1,closebrace-params-1);
1475 buf[closebrace-params-1]='\0';
1476
1477 /* Find best matching item */
1478 item=find_best_object_match(op,buf);
1479 if(!item) {
1480 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1481 return 1;
1482 }
1483
1484 /* Now need to move pointer to just after > */
1485 params=closebrace+1;
1486 while(' '==*params) params++;
1487
1488 } else {
1489 /* Use marked item */
1490 item=find_marked_object(op);
1491 if(!item) {
1492 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1493 return 1;
1494 }
1495 }
1496
1497 /* Now let's find the new name */
1498 if(!strncmp(params,"to ",3)) {
1499 params+=3;
1500 while(' '==*params) params++;
1501 if('<'!=*params) {
1502 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1503 return 1;
1504 }
1505 closebrace=strchr(params+1,'>');
1506 if(!closebrace) {
1507 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1508 return 1;
1509 }
1510
1511 /* Sanity check for buffer overruns */
1512 if((closebrace-params)>127) {
1513 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1514 return 1;
1515 }
1516
1517 /* Copy the new name */
1518 strncpy(buf,params+1,closebrace-params-1);
1519 buf[closebrace-params-1]='\0';
1520
1521 /* Let's check it for weird characters */
1522 for(counter=0;counter<strlen(buf);counter++) {
1523 if(isalnum(buf[counter])) continue;
1524 if(' '==buf[counter]) continue;
1525 if('\''==buf[counter]) continue;
1526 if('+'==buf[counter]) continue;
1527 if('_'==buf[counter]) continue;
1528 if('-'==buf[counter]) continue;
1529
1530 /* If we come here, then the name contains an invalid character...
1531 tell the player & exit */
1532 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1533 return 1;
1534 }
1535
1536 } else {
1537 /* If param contains something, then syntax error... */
1538 if(strlen(params)) {
1539 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1540 return 1;
1541 }
1542 /* New name is empty */
1543 buf[0]='\0';
1544 }
1545 } else {
1546 /* Last case: params==NULL */
1547 item=find_marked_object(op);
1548 if(!item) {
1549 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1550 return 1;
1551 }
1552 buf[0]='\0';
1553 }
1554
1555 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1556 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1557 return 1;
1558 }
1559
1560 /* Coming here, everything is fine... */
1561 if(!strlen(buf)) {
1562 /* Clear custom name */
1563 if(item->custom_name) {
1564 FREE_AND_CLEAR_STR(item->custom_name);
1565
1566 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1567 esrv_update_item(UPD_NAME,op,item);
1568 } else {
1569 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1570 }
1571 } else {
1572 /* Set custom name */
1573 FREE_AND_COPY(item->custom_name,buf);
1574
1575 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1576 esrv_update_item(UPD_NAME,op,item);
1577 }
1578
1579 return 1;
1580 }