ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
Revision: 1.2
Committed: Mon Aug 14 04:22:05 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.1: +84 -81 lines
Log Message:
fixed bug in cf.pm when unloading extensions.
added EVENT_DROP_ON for the trade shops and made query_cost using double

File Contents

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