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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.10 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.119 by root, Sat Apr 10 04:54:09 2010 UTC

1/* 1/*
2 * static char *rcsid_c_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: c_object.C,v 1.10 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
24
5/* 25/*
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 26 * Object (handling) commands
28*/ 27 */
29 28
30#include <global.h> 29#include <global.h>
31#include <loader.h>
32#include <skills.h> 30#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <living.h> 32#include <living.h>
37#include <math.h> 33
38/* 34/*
39 * Object id parsing functions 35 * Object id parsing functions
40 */ 36 */
41 37
42#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45#define ADD_ITEM(NEW,COUNT)\ 38#define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\ 39 if(!first) {\
47 OBLINKMALLOC(first);\ 40 first = new objectlink;\
48 last=first;\ 41 last=first;\
49 } else {\ 42 } else {\
50 OBLINKMALLOC(last->next);\ 43 last->next = new objectlink;\
51 last=last->next;\ 44 last=last->next;\
52 }\ 45 }\
53 last->next=NULL;\ 46 last->next=0;\
54 last->ob=(NEW);\ 47 last->ob=(NEW);\
55 last->id=(COUNT); 48 last->id=(COUNT);
56 49
57/** 50/**
58 * Search the inventory of 'pl' for what matches best with params. 51 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour 52 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match. 53 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to 54 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects 55 * only unapply applied, or apply unapplied objects
63 **/ 56 **/
57static object *
64static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag) 58find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
65{ 59{
66 object *tmp, *best=NULL; 60 object *best = 0;
67 int match_val=0,tmpmatch; 61 int match_val = 0;
68 62
69 for (tmp=pl->inv; tmp; tmp=tmp->below) { 63 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
64 {
70 if (tmp->invisible) continue; 65 if (tmp->invisible)
66 continue;
67
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) { 68 int tmpmatch = item_matched_string (pl, tmp, params);
69
70 if (tmpmatch > match_val)
71 {
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 72 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue;
74
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 75 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
76 continue;
77
74 match_val=tmpmatch; 78 match_val = tmpmatch;
75 best=tmp; 79 best = tmp;
76 } 80 }
77 } 81 }
82
78 return best; 83 return best;
79} 84}
80 85
81/** 86/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 87 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 88 **/
89object *
84object *find_best_object_match(object *pl, const char *params) 90find_best_object_match (object *pl, const char *params)
85{ 91{
86 return find_best_apply_object_match(pl, params, AP_NULL); 92 return find_best_apply_object_match (pl, params, AP_TOGGLE);
87} 93}
88 94
95static bool
96can_split (object *pl, object *&op, sint32 nrof)
97{
98 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
99 {
100 op = tmp;
101 return true;
102 }
103 else
104 {
105 if (op->nrof > 1)
106 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
107 else
108 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
109
110 return false;
111 }
112}
113
114int
89int command_uskill ( object *pl, char *params) { 115command_uskill (object *pl, char *params)
116{
90 if (!params) { 117 if (!params)
118 {
91 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 119 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
92 return 0; 120 return 0;
93 } 121 }
122
94 return use_skill(pl,params); 123 return use_skill (pl, params);
95} 124}
96 125
126int
97int command_rskill ( object *pl, char *params) { 127command_rskill (object *pl, char *params)
128{
98 object *skill; 129 object *skill;
99 130
100 if (!params) { 131 if (!params)
132 {
101 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 133 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102 return 0; 134 return 0;
103 } 135 }
136
104 skill = find_skill_by_name(pl, params); 137 skill = find_skill_by_name_fuzzy (pl, params);
105 138
106 if (!skill) { 139 if (!skill)
140 {
107 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 141 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
108 return 0; 142 return 0;
109 } 143 }
110 return change_skill(pl,skill, 0);
111}
112 144
113 145 pl->apply (skill);
114/* These functions (command_search, command_disarm) are really just wrappers for 146 return 1;
115 * things like 'use_skill ...'). In fact, they should really be obsoleted
116 * and replaced with those.
117 */
118int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120} 147}
121
122int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124}
125
126 148
127/* A little special because we do want to pass the full params along 149/* A little special because we do want to pass the full params along
128 * as it includes the object to throw. 150 * as it includes the object to throw.
129 */ 151 */
152int
130int command_throw (object *op, char *params) 153command_throw (object *op, char *params)
131{ 154{
132 object *skop;
133
134 skop = find_skill_by_name(op, skill_names[SK_THROWING]); 155 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
135 if (skop) return do_skill(op, op, skop, op->facing,params); 156 return do_skill (op, op, skop, op->facing, params);
136 else { 157 else
137 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 158 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill.");
138 } 159
139 return 0; 160 return 0;
140} 161}
141 162
142 163int
143int command_apply (object *op, char *params) 164command_apply (object *op, char *params)
144{ 165{
145 if (!params) { 166 if (!params)
167 {
146 player_apply_below(op); 168 player_apply_below (op);
147 return 0; 169 return 0;
148 } 170 }
149 else { 171 else
172 {
150 apply_flag aflag = (apply_flag) 0; 173 apply_flag aflag = (apply_flag)0;
151 object *inv;
152 174
153 while (*params==' ') params++; 175 while (*params == ' ')
176 params++;
177
154 if (!strncmp(params,"-a ",3)) { 178 if (!strncmp (params, "-a ", 3))
179 {
155 aflag=AP_APPLY; 180 aflag = AP_APPLY;
156 params+=3; 181 params += 3;
157 } 182 }
183
158 if (!strncmp(params,"-u ",3)) { 184 if (!strncmp (params, "-u ", 3))
185 {
159 aflag=AP_UNAPPLY; 186 aflag = AP_UNAPPLY;
187 params += 3;
188 }
189
190 while (*params == ' ')
160 params+=3; 191 params++;
161 }
162 while (*params==' ') params++;
163 192
164 inv=find_best_apply_object_match(op, params, aflag); 193 if (object *inv = find_best_apply_object_match (op, params, aflag))
165 if (inv) {
166 player_apply(op,inv,aflag,0); 194 op->apply (inv, aflag);
167 } else 195 else
168 new_draw_info_format(NDI_UNIQUE, 0, op,
169 "Could not find any match to the %s.",params); 196 op->failmsgf ("Could not find any match to the %s.", params);
170 } 197 }
198
171 return 0; 199 return 0;
172} 200}
173 201
174/* 202/*
175 * Check if an item op can be put into a sack. If pl exists then tell 203 * Check if an item op can be put into a sack. If pl exists then tell
178 * objects (op) we want to put in. We specify it separately instead of 206 * 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 207 * 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 208 * certain number of objects to drop, so we can pass that number, and
181 * not need to use split_ob and stuff. 209 * not need to use split_ob and stuff.
182 */ 210 */
211int
183int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 212sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
184 213{
185 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 214 if (!QUERY_FLAG (sack, FLAG_APPLIED))
186 new_draw_info_format(NDI_UNIQUE, 0, pl, 215 {
187 "The %s is not active.", query_name(sack)); 216 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
188 return 0; 217 return 0;
189 } 218 }
219
190 if (sack == op) { 220 if (sack == op)
191 new_draw_info_format(NDI_UNIQUE, 0, pl, 221 {
192 "You can't put the %s into itself.", query_name(sack)); 222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
193 return 0; 223 return 0;
224 }
225
226 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
194 } 227 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER 228 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
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; 229 return 0;
200 } 230 }
231
201 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 232 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
202 new_draw_info_format(NDI_UNIQUE, 0, pl, 233 {
203 "You can't put the key into %s.", query_name(sack)); 234 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
204 return 0; 235 return 0;
205 } 236 }
237
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 238 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0)) 239 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) { 240 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
209 new_draw_info_format(NDI_UNIQUE, 0, pl, 241 {
210 "That won't fit in the %s!", query_name(sack)); 242 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
211 return 0; 243 return 0;
212 } 244 }
245
213 /* All other checks pass, must be OK */ 246 /* All other checks pass, must be OK */
214 return 1; 247 return 1;
215} 248}
216 249
217/* Pick up commands follow */ 250/* Pick up commands follow */
251
218/* pl = player (not always - monsters can use this now) 252/* pl = player (not always - monsters can use this now)
219 * op is the object to put tmp into, 253 * op is the object to put tmp into,
220 * tmp is the object to pick up, nrof is the number to 254 * tmp is the object to pick up, nrof is the number to
221 * pick up (0 means all of them) 255 * pick up (0 means all of them)
222 */ 256 */
257static void
223static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 258pick_up_object (object *pl, object *op, object *tmp, int nrof)
224{ 259{
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; 260 object *env = tmp->env;
230 uint32 weight, effective_weight_limit; 261 uint32 weight, effective_weight_limit;
231 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 262 int tmp_nrof = tmp->number_of ();
232 263
233 /* IF the player is flying & trying to take the item out of a container 264 /* 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 265 * 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 266 * (sack, luggage, etc), tmp->env->env then points to the player (nested
236 * containers not allowed as of now) 267 * containers not allowed as of now)
237 */ 268 */
238 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 269 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
239 is_player_inv(tmp)!=pl) { 270 {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!"); 271 pl->failmsg ("You are levitating, you can't reach the ground! "
272 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
273 "or waiting till the levitation effect wears off.>");
241 return; 274 return;
242 } 275 }
276
243 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 277 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 return; 278 return;
245 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) { 279
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) 280 if (nrof > tmp_nrof || nrof <= 0)
256 nrof = tmp_nrof; 281 nrof = tmp_nrof;
282
257 /* Figure out how much weight this object will add to the player */ 283 /* Figure out how much weight this object will add to the player */
258 weight = tmp->weight * nrof; 284 weight = tmp->weight * nrof;
285 if (tmp->inv)
259 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 286 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260 if (pl->stats.Str <= MAX_STAT) 287
261 effective_weight_limit = weight_limit[pl->stats.Str]; 288 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
262 else 289
263 effective_weight_limit = weight_limit[MAX_STAT];
264 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 290 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
291 {
265 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up."); 292 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
266 return; 293 return;
267 } 294 }
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 295
269 SET_FLAG(tmp, FLAG_WAS_WIZ); 296 if (!can_split (pl, tmp, nrof))
270 if (nrof != tmp_nrof) { 297 return;
271 object *tmp2 = tmp; 298
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)) 299 if (QUERY_FLAG (tmp, FLAG_UNPAID))
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 300 {
298 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 301 tmp->flag.reset (FLAG_UNPAID);
302 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
303 tmp->flag.set (FLAG_UNPAID);
304 }
299 else 305 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 306 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
301 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302 307
303 tmp = insert_ob_in_ob(tmp, op); 308 op->insert (tmp);
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} 309}
322 310
323
324void pick_up(object *op,object *alt)
325/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 311/* modified slightly to allow monsters use this -b.t. 5-31-95 */
312void
313pick_up (object *op, object *alt)
326{ 314{
327 int need_fix_tmp = 0; 315 int need_fix_tmp = 0;
328 object *tmp=NULL; 316 object *tmp = NULL;
329 mapstruct *tmp_map=NULL; 317 maptile *tmp_map = NULL;
330 int count; 318 int count;
331 tag_t tag;
332 319
333 /* Decide which object to pick. */ 320 /* Decide which object to pick. */
334 if (alt) 321 if (alt)
335 { 322 {
336 if ( ! can_pick (op, alt)) { 323 if (!can_pick (op, alt))
324 {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 325 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 alt->name);
339 goto leave; 326 goto leave;
340 } 327 }
328
341 tmp = alt; 329 tmp = alt;
342 } 330 }
343 else 331 else
344 { 332 {
345 if (op->below == NULL || ! can_pick (op, op->below)) { 333 if (op->below == NULL || !can_pick (op, op->below))
346 new_draw_info (NDI_UNIQUE, 0, op, 334 {
347 "There is nothing to pick up here."); 335 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
348 goto leave; 336 goto leave;
349 } 337 }
338
350 tmp = op->below; 339 tmp = op->below;
351 } 340 }
352 341
353 /* Try to catch it. */ 342 /* Try to catch it. */
354 tmp_map = tmp->map; 343 tmp_map = tmp->map;
355 tmp = stop_item (tmp); 344 tmp = stop_item (tmp);
356 if (tmp == NULL) 345 if (tmp == NULL)
346 goto leave;
347
348 need_fix_tmp = 1;
349 if (!can_pick (op, tmp))
350 goto leave;
351
352 if (op->type == PLAYER)
353 {
354 count = op->contr->count;
355 if (count == 0)
356 count = tmp->nrof;
357 }
358 else
359 count = tmp->nrof;
360
361 /* container is open, so use it */
362 if (tmp->flag [FLAG_STARTEQUIP])
363 alt = op;
364 else if ((alt = op->container_ ()))
365 {
366 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
357 goto leave; 367 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 } 368 }
366 else 369 else
367 count=tmp->nrof; 370 { /* non container pickup */
371 for (alt = op->inv; alt; alt = alt->below)
372 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
373 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
374 break; /* perfect match */
368 375
369 /* container is open, so use it */ 376 if (!alt)
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) 377 for (alt = op->inv; alt; alt = alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 378 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
377 alt->race && alt->race==tmp->race && 379 break; /* General container comes next */
378 sack_can_hold (NULL, alt, tmp,count)) 380
379 break; /* perfect match */
380
381 if (!alt) 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 */ 382 alt = op; /* No free containers */
388 } 383 }
384
389 if(tmp->env == alt) { 385 if (tmp->env == alt)
386 {
390 /* here it could be possible to check rent, 387 /* here it could be possible to check rent,
391 * if someone wants to implement it 388 * if someone wants to implement it
392 */ 389 */
393 alt = op; 390 alt = op;
394 } 391 }
392
395#ifdef PICKUP_DEBUG 393#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); 394 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397#endif 395#endif
398 396
399 /* startequip items are not allowed to be put into containers: */ 397 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER 398 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 { 399 {
403 new_draw_info (NDI_UNIQUE, 0, op, 400 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
404 "This object cannot be put into containers!");
405 goto leave; 401 goto leave;
406 } 402 }
407 403
408 tag = tmp->count;
409 pick_up_object (op, alt, tmp, count); 404 pick_up_object (op, alt, tmp, count);
405
410 if (was_destroyed (tmp, tag) || tmp->env) 406 if (tmp->destroyed () || tmp->env)
411 need_fix_tmp = 0; 407 need_fix_tmp = 0;
408
412 if (op->type == PLAYER) 409 if (op->type == PLAYER)
413 op->contr->count=0; 410 op->contr->count = 0;
411
414 goto leave; 412 goto leave;
415 413
416 leave: 414leave:
417 if (need_fix_tmp) 415 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op); 416 fix_stopped_item (tmp, tmp_map, op);
419} 417}
420
421 418
422/* This takes (picks up) and item. op is the player 419/* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to 420 * who issued the command. params is a string to
424 * match against the item name. Basically, always 421 * match against the item name. Basically, always
425 * returns zero, but that should be improved. 422 * returns zero, but that should be improved.
426 */ 423 */
424int
427int command_take (object *op, char *params) 425command_take (object *op, char *params)
428{ 426{
429 object *tmp, *next; 427 object *tmp, *next;
430 428
431 if (op->container) 429 if (op->container_ ())
432 tmp=op->container->inv; 430 tmp = op->container_ ()->inv;
433 else { 431 else
432 {
434 tmp=op->above; 433 tmp = op->above;
434 if (tmp)
435 if (tmp) while (tmp->above) { 435 while (tmp->above)
436 tmp=tmp->above; 436 tmp = tmp->above;
437 } 437
438 if (!tmp) 438 if (!tmp)
439 tmp=op->below; 439 tmp = op->below;
440 }
441
442 if (!tmp)
440 } 443 {
441
442 if (tmp==NULL) {
443 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
444 return 0; 445 return 0;
445 } 446 }
446 447
447 /* Makes processing easier */ 448 /* Makes processing easier */
448 if (params && *params=='\0') params=NULL; 449 if (params && *params == '\0')
450 params = 0;
449 451
452 int cnt = MAX_ITEM_PER_ACTION;
453
450 while (tmp) { 454 while (tmp)
455 {
451 next=tmp->below; 456 next = tmp->below;
452 457
453 if (tmp->invisible) { 458 if (tmp->invisible)
459 {
454 tmp=next; 460 tmp = next;
455 continue; 461 continue;
456 } 462 }
463
457 /* This following two if and else if could be merged into line 464 /* This following two if and else if could be merged into line
458 * but that probably will make it more difficult to read, and 465 * but that probably will make it more difficult to read, and
459 * not make it any more efficient 466 * not make it any more efficient
460 */ 467 */
461 if (params && item_matched_string(op, tmp, params)) { 468 if (params && item_matched_string (op, tmp, params))
469 {
470 if (--cnt < 0) break;
462 pick_up(op, tmp); 471 pick_up (op, tmp);
463 } 472 }
464 else if (can_pick(op, tmp) && !params) { 473 else if (can_pick (op, tmp) && !params)
474 {
475 if (--cnt < 0) break;
465 pick_up(op,tmp); 476 pick_up (op, tmp);
477 break;
478 }
479
480 tmp = next;
481 }
482
483 if (cnt < 0)
484 {
485 op->failmsg ("Couldn't pick up so many items at once.");
486 return 0;
487 }
488
489 if (!params && !tmp)
490 {
491 for (tmp = op->below; tmp; tmp = tmp->below)
492 if (!tmp->invisible)
493 {
494 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
466 break; 495 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 } 496 }
497
498 if (!tmp)
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 499 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
484 } 500 }
501
485 return 0; 502 return 0;
486} 503}
487
488 504
489/* 505/*
490 * This function was part of drop, now is own function. 506 * This function was part of drop, now is own function.
491 * Player 'op' tries to put object 'tmp' into sack 'sack', 507 * 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. 508 * if nrof is non zero, then nrof objects is tried to put into sack.
509 *
493 * Note that the 'sack' in question can now be a transport, 510 * Note that the 'sack' in question can now be a transport,
494 * so this function isn't named very good anymore. 511 * so this function isn't named very good anymore.
495 */ 512 */
513void
496void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 514put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497{ 515{
498 tag_t tmp_tag, tmp2_tag;
499 object *tmp2, *sack2; 516 object *tmp2, *sack2;
500 char buf[MAX_BUF]; 517 char buf[MAX_BUF];
501 518
502 if (sack==tmp) return; /* Can't put an object in itself */ 519 if (sack == tmp)
503 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 520 return; /* Can't put an object in itself */
504 new_draw_info_format(NDI_UNIQUE, 0,op, 521
505 "You cannot put the %s in the %s.", query_name(tmp), 522 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
506 query_name(sack)); 523 {
524 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
507 return; 525 return;
508 } 526 }
527
509 if (tmp->type == CONTAINER && tmp->inv) { 528 if (tmp->type == CONTAINER && tmp->inv)
510 529 {
511 /* Eneq(@csd.uu.se): If the object to be dropped is a container 530 /* 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 531 * we instead move the contents of that container into the active
513 * container, this is only done if the object has something in it. 532 * container, this is only done if the object has something in it.
514 */ 533 */
515 sack2 = tmp; 534 sack2 = tmp;
516 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 535 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
517 query_name(tmp), query_name(sack)); 536
518 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 537 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
538 {
519 tmp = tmp2->below; 539 tmp = tmp2->below;
540
520 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) { 541 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
521 put_object_in_sack (op, sack, tmp2, 0); 542 put_object_in_sack (op, sack, tmp2, 0);
522 } else { 543 else
544 {
523 sprintf(buf,"Your %s fills up.", query_name(sack)); 545 sprintf (buf, "Your %s fills up.", query_name (sack));
524 new_draw_info(NDI_UNIQUE, 0,op, buf); 546 new_draw_info (NDI_UNIQUE, 0, op, buf);
525 break; 547 break;
526 } 548 }
527 } 549 }
528 esrv_update_item (UPD_WEIGHT, op, sack2); 550
529 return; 551 return;
530 } 552 }
531 553
532 /* Don't worry about this for containers - our caller should have 554 /* Don't worry about this for containers - our caller should have
533 * already checked this. 555 * already checked this.
534 */ 556 */
535 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof))) 557 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
558 return;
559
560 if (QUERY_FLAG (tmp, FLAG_APPLIED))
561 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
536 return; 562 return;
537 563
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 */ 564 /* we want to put some portion of the item into the container */
544 if (nrof && tmp->nrof != nrof) { 565 if (!can_split (op, tmp, nrof))
545 object *tmp2 = tmp; 566 return;
546 tmp2_tag = tmp2->count;
547 tmp = get_split_ob (tmp, nrof);
548 567
549 if(!tmp) { 568 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
550 new_draw_info(NDI_UNIQUE, 0,op, errmsg); 569 sack->insert (tmp);
570}
571
572/* In contrast to drop_object (op, tmp, nrof) above this function takes the
573 * already split off object, and feeds it to the event handlers and does
574 * other magic with it.
575 *
576 * <droppper> is the object that dropped this object and <obj> is the
577 * object that was dropped.
578 *
579 * Make sure to check what happened with <obj> after this function returns!
580 * Otherwise you may leak this object.
581 */
582void
583drop_object (object *dropper, object *obj)
584{
585 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
586 return;
587
588 if (obj->destroyed () || obj->is_inserted ())
589 return;
590
591 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
592 {
593 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
594 dropper->statusmsg ("The god who lent it to you retrieves it.");
595
596 obj->destroy ();
597 dropper->update_stats ();
551 return; 598 return;
552 } 599 }
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);
560 600
561 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 601 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
562 query_name(tmp), query_name(sack)); 602 floor;
563 tmp_tag = tmp->count; 603 floor = floor->above)
564 tmp2 = insert_ob_in_ob(tmp, sack); 604 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
565 fix_player(op); /* This is overkill, fix_player() is called somewhere */ 605 return;
566 /* in object.c */
567 606
568 /* If an object merged (and thus, different object), we need to 607 if (obj->destroyed () || obj->is_inserted ())
569 * delete the original. 608 return;
609
610 if (dropper->is_in_shop () && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
611 if (!sell_item (obj, dropper))
612 return;
613
614 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
615 return;
616
617 /* If nothing special happened with this object, the default action is to
618 * insert it below the dropper:
570 */ 619 */
571 if (tmp2 != tmp)
572 esrv_del_item (op->contr, tmp_tag);
573 620
574 esrv_send_item (op, tmp2); 621 obj->x = dropper->x;
622 obj->y = dropper->y;
575 623
576 /* update the sacks weight */ 624 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
577 esrv_update_item (UPD_WEIGHT, op, sack);
578} 625}
579 626
580/* 627/*
581 * This function was part of drop, now is own function. 628 * This function was part of drop, now is own function.
582 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 629 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
583 * nrof objects is tried to dropped. 630 * nrof objects are tried to drop.
584 * This is used when dropping objects onto the floor. 631 * This is used when dropping objects onto the floor.
585 */ 632 */
586void 633void
587drop_object (object * op, object * tmp, uint32 nrof) 634drop_object (object *op, object *tmp, uint32 nrof)
588{ 635{
589 char buf[MAX_BUF];
590 object *floor;
591
592 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 636 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593 return; 637 return;
594 638
595 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 639 if (QUERY_FLAG (tmp, FLAG_APPLIED))
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 640 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return; /* can't unapply it */ 641 return; /* can't unapply it */
598 642
599 /* We are only dropping some of the items. We split the current objec 643 /* We are only dropping some of the items. We split the current object
600 * off 644 * off
601 */ 645 */
602 if (nrof && tmp->nrof != nrof) 646 if (!can_split (op, tmp, nrof))
647 return;
648
649 drop_object (op, tmp);
650
651 if (!tmp->destroyed () && !tmp->is_inserted ())
652 {
653 // if nothing happened with the object we give it back
654 op->insert (tmp);
603 { 655 }
604 object *tmp2 = tmp; 656}
605 tag_t tmp2_tag = tmp2->count; 657
606 tmp = get_split_ob (tmp, nrof); 658void
607 if (!tmp) 659drop (object *op, object *tmp)
660{
661 /* Hopeful fix for disappearing objects when dropping from a container -
662 * somehow, players get an invisible object in the container, and the
663 * old logic would skip over invisible objects - works fine for the
664 * playes inventory, but drop inventory wants to use the next value.
665 */
666 if (tmp->invisible)
667 {
668 /* if the following is the case, it must be in an container. */
669 if (tmp->env && tmp->env->type != PLAYER)
608 { 670 {
609 new_draw_info (NDI_UNIQUE, 0, op, errmsg); 671 /* Just toss the object - probably shouldn't be hanging
672 * around anyways
673 */
674 tmp->destroy ();
610 return; 675 return;
611 } 676 }
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 677 else
620 esrv_send_item (op, tmp2); 678 while (tmp && tmp->invisible)
621 } 679 tmp = tmp->below;
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 { 680 }
631 sprintf (buf, "You drop the %s.", query_name (tmp)); 681
632 new_draw_info (NDI_UNIQUE, 0, op, buf); 682 if (!tmp)
633 new_draw_info (NDI_UNIQUE, 0, op, 683 {
634 "The gods who lent it to you retrieves it."); 684 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
635 if (op->type == PLAYER)
636 esrv_del_item (op->contr, tmp->count);
637 free_object (tmp);
638 fix_player (op);
639 return; 685 return;
640 } 686 }
641 687
642/* If SAVE_INTERVAL is commented out, we never want to save 688 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
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 } 689 {
657#endif /* SAVE_INTERVAL */ 690 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
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; 691 return;
678
679 floor = get_map_ob (op->map, op->x, op->y);
680
681 if (floor
682 && floor->type == SHOP_FLOOR
683 && !QUERY_FLAG (tmp, FLAG_UNPAID)
684 && tmp->type != MONEY)
685 sell_item (tmp, op);
686
687 tmp->x = op->x;
688 tmp->y = op->y;
689
690 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
691}
692
693void drop(object *op, object *tmp)
694{
695 /* Hopeful fix for disappearing objects when dropping from a container -
696 * somehow, players get an invisible object in the container, and the
697 * old logic would skip over invisible objects - works fine for the
698 * playes inventory, but drop inventory wants to use the next value.
699 */
700 if (tmp->invisible) {
701 /* if the following is the case, it must be in an container. */
702 if (tmp->env && tmp->env->type != PLAYER) {
703 /* Just toss the object - probably shouldn't be hanging
704 * around anyways
705 */
706 remove_ob(tmp);
707 free_object(tmp);
708 return;
709 } else {
710 while(tmp!=NULL && tmp->invisible)
711 tmp=tmp->below;
712 }
713 } 692 }
714 693
715 if (tmp==NULL) {
716 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
717 return;
718 }
719 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
720 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
721 return;
722 }
723 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 694 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
695 {
724#if 0 696#if 0
725 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 697 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
726 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped."); 698 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
727#endif 699#endif
728 return; 700 return;
729 } 701 }
730 702
703 if (op->type == PLAYER && op->contr->last_used == tmp)
704 op->contr->last_used = tmp->below ? tmp->below
705 : tmp->above ? tmp->above
706 : (object *)0;
707
708 if (op->container_ ())
709 {
731 if (op->type == PLAYER) 710 if (op->type == PLAYER)
732 { 711 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
733 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
734 object *n=NULL;
735 if(tmp->below != NULL)
736 n = tmp->below;
737 else if(tmp->above != NULL)
738 n = tmp->above;
739 op->contr->last_used = n;
740 if (n != NULL)
741 op->contr->last_used_id = n->count;
742 else 712 else
743 op->contr->last_used_id = 0; 713 put_object_in_sack (op, op->container_ (), tmp, 0);
744 }
745 }; 714 }
746 715 else
747 if (op->container) { 716 {
748 if (op->type == PLAYER) 717 if (op->type == PLAYER)
749 {
750 put_object_in_sack (op, op->container, tmp, op->contr->count);
751 } else {
752 put_object_in_sack(op, op->container, tmp, 0);
753 };
754 } else {
755 if (op->type == PLAYER)
756 {
757 drop_object (op, tmp, op->contr->count); 718 drop_object (op, tmp, op->contr->count);
758 } else { 719 else
759 drop_object(op,tmp,0); 720 drop_object (op, tmp, 0);
760 };
761 } 721 }
722
762 if (op->type == PLAYER) 723 if (op->type == PLAYER)
763 op->contr->count = 0; 724 op->contr->count = 0;
764} 725}
765
766
767 726
768/* Command will drop all items that have not been locked */ 727/* Command will drop all items that have not been locked */
728int
769int command_dropall (object *op, char *params) { 729command_dropall (object *op, char *params)
730{
770 731
771 object * curinv, *nextinv;
772
773 if(op->inv == NULL) { 732 if (op->inv == NULL)
733 {
774 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 734 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
775 return 0; 735 return 0;
776 } 736 }
777 737
778 curinv = op->inv; 738 object *curinv = op->inv;
739 object *nextinv;
779 740
780 /* 741 /*
781 This is the default. Drops everything not locked or considered 742 This is the default. Drops everything not locked or considered
782 not something that should be dropped. 743 not something that should be dropped.
783 */ 744 */
784 /* 745 /*
785 Care must be taken that the next item pointer is not to money as 746 Care must be taken that the next item pointer is not to money as
786 the drop() routine will do unknown things to it when dropping 747 the drop() routine will do unknown things to it when dropping
787 in a shop. --Tero.Pelander@utu.fi 748 in a shop. --Tero.Pelander@utu.fi
788 */ 749 */
750 int cnt = MAX_ITEM_PER_ACTION;
789 751
790 if(params==NULL) { 752 if (!params)
791 while(curinv != NULL) { 753 {
754 while (curinv)
755 {
792 nextinv = curinv->below; 756 nextinv = curinv->below;
757
793 while (nextinv && nextinv->type==MONEY) 758 while (nextinv && nextinv->type == MONEY)
794 nextinv = nextinv->below; 759 nextinv = nextinv->below;
795 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 760
796 curinv->type != FOOD && curinv->type != KEY && 761 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
797 curinv->type != SPECIAL_KEY && curinv->type != GEM && 762 && curinv->type != MONEY
763 && curinv->type != FOOD
764 && curinv->type != KEY
765 && curinv->type != SPECIAL_KEY
766 && curinv->type != GEM
798 !curinv->invisible && 767 && !curinv->invisible
799 (curinv->type!=CONTAINER || op->container!=curinv)) 768 && (curinv->type != CONTAINER || op->container_ () != curinv))
800 { 769 {
801 drop(op,curinv);
802 }
803 curinv = nextinv;
804 }
805 }
806
807 else if(strcmp(params, "weapons") == 0) {
808 while(curinv != NULL) {
809 nextinv = curinv->below;
810 while (nextinv && nextinv->type==MONEY)
811 nextinv = nextinv->below;
812 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
813 (curinv->type == BOW) || (curinv->type == ARROW)))
814 {
815 drop(op,curinv); 770 drop (op, curinv);
771 if (--cnt <= 0) break;
816 } 772 }
817 curinv = nextinv;
818 }
819 }
820
821 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
822 while(curinv != NULL) {
823 nextinv = curinv->below;
824 while (nextinv && nextinv->type==MONEY)
825 nextinv = nextinv->below;
826 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
827 curinv->type == SHIELD || curinv->type==HELMET))
828 {
829 drop(op,curinv);
830 }
831 curinv = nextinv;
832 }
833 }
834 773
835 else if(strcmp(params, "misc") == 0) {
836 while(curinv != NULL) {
837 nextinv = curinv->below;
838 while (nextinv && nextinv->type==MONEY)
839 nextinv = nextinv->below;
840 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
841 switch(curinv->type) {
842 case HORN:
843 case BOOK:
844 case SPELLBOOK:
845 case GIRDLE:
846 case AMULET:
847 case RING:
848 case CLOAK:
849 case BOOTS:
850 case GLOVES:
851 case BRACERS:
852 case SCROLL:
853 case ARMOUR_IMPROVER:
854 case WEAPON_IMPROVER:
855 case WAND:
856 case ROD:
857 case POTION:
858 drop(op,curinv);
859 curinv = nextinv; 774 curinv = nextinv;
860 break; 775 }
861 default: 776 }
777 else if (strcmp (params, "weapons") == 0)
778 {
779 while (curinv)
780 {
781 nextinv = curinv->below;
782
783 while (nextinv && nextinv->type == MONEY)
784 nextinv = nextinv->below;
785
786 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
787 {
788 drop (op, curinv);
789 if (--cnt <= 0) break;
790 }
791
862 curinv = nextinv; 792 curinv = nextinv;
863 break; 793 }
794 }
795 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
796 {
797 while (curinv)
864 } 798 {
865 } 799 nextinv = curinv->below;
800
801 while (nextinv && nextinv->type == MONEY)
802 nextinv = nextinv->below;
803
804 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
805 {
806 drop (op, curinv);
807 if (--cnt <= 0) break;
808 }
809
866 curinv = nextinv; 810 curinv = nextinv;
811 }
812 }
813 else if (strcmp (params, "misc") == 0)
867 } 814 {
815 while (curinv)
816 {
817 nextinv = curinv->below;
818
819 while (nextinv && nextinv->type == MONEY)
820 nextinv = nextinv->below;
821
822 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
823 {
824 switch (curinv->type)
825 {
826 case HORN:
827 case BOOK:
828 case SPELLBOOK:
829 case GIRDLE:
830 case AMULET:
831 case RING:
832 case CLOAK:
833 case BOOTS:
834 case GLOVES:
835 case BRACERS:
836 case SCROLL:
837 case ARMOUR_IMPROVER:
838 case WEAPON_IMPROVER:
839 case WAND:
840 case ROD:
841 case POTION:
842 drop (op, curinv);
843 curinv = nextinv;
844 break;
845 default:
846 curinv = nextinv;
847 break;
848 }
849
850 if (--cnt <= 0) break;
851 }
852
853 curinv = nextinv;
854 }
868 } 855 }
869 op->contr->socket.update_look=1; 856
857 if (cnt <= 0)
858 op->failmsg ("Only dropped some items, can't drop that many items at once.");
859
870/* draw_look(op);*/ 860/* draw_look(op);*/
871 return 0; 861 return 0;
872} 862}
873 863
864
865/* This function tries to drop all objects in the <objs> vector.
866 * <dropper> is the object that wants to drop them.
867 * <cnt> can be a 0 pointer or a pointer to the maximum number of
868 * drop operations to perform.
869 *
870 * Returns true if at least one item was dropped.
871 */
872static bool
873drop_vector (object *dropper, vector<object *> &objs, int *cnt)
874{
875 vector<object *>::iterator i;
876
877 bool did_one = false;
878
879 for (i = objs.begin (); i != objs.end (); i++)
880 {
881 drop (dropper, *i);
882 if (cnt && --*cnt <= 0) break;
883 did_one = true;
884 }
885
886 return did_one;
887}
888
874/* Object op wants to drop object(s) params. params can be a 889/* Object op wants to drop object(s) params. params can be a
875 * comma seperated list. 890 * comma seperated list.
876 */ 891 */
877 892int
878int command_drop (object *op, char *params) 893command_drop (object *op, char *params)
879{ 894{
880 object *tmp, *next; 895 object *tmp, *next;
881 int did_one=0; 896 int did_one = 0;
882 897
883 if (!params) { 898 if (!params)
899 {
884 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
885 return 0; 901 return 0;
886 } else { 902 }
903 else
904 {
905 vector<object *> matched_objs;
906
887 for (tmp=op->inv; tmp; tmp=next) { 907 for (tmp = op->inv; tmp; tmp = next)
908 {
888 next=tmp->below; 909 next = tmp->below;
889 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 910 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
890 tmp->invisible) continue; 911 continue;
912
891 if (item_matched_string(op,tmp,params)) { 913 if (item_matched_string (op, tmp, params))
892 drop(op, tmp); 914 matched_objs.push_back (tmp);
893 did_one=1;
894 } 915 }
895 } 916
917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
896 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop."); 920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
897 } 921
898 if (op->type==PLAYER) 922 if (cnt <= 0)
899 { 923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
900 op->contr->count=0;
901 op->contr->socket.update_look=1;
902 }; 924 }
903/* draw_look(op);*/ 925
904 return 0; 926 return 0;
905} 927}
906 928
929int
907int command_examine (object *op, char *params) 930command_examine (object *op, char *params)
908{ 931{
909 if (!params) { 932 if (!params)
933 {
910 object *tmp=op->below; 934 object *tmp = op->below;
911 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 935
912 if (tmp) examine(op,tmp); 936 while (tmp && !tmp->client_visible ())
913 } 937 tmp = tmp->below;
914 else { 938
915 object *tmp=find_best_object_match(op,params);
916 if (tmp) 939 if (tmp)
917 examine(op,tmp); 940 examine (op, tmp);
941 }
942 else
943 {
944 object *tmp = find_best_object_match (op, params);
945
946 if (tmp)
947 examine (op, tmp);
918 else 948 else
919 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 949 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
920 } 950 }
951
921 return 0; 952 return 0;
922} 953}
923 954
924/* op should be a player. 955/* op should be a player.
925 * we return the object the player has marked with the 'mark' command 956 * we return the object the player has marked with the 'mark' command
926 * below. If no match is found (or object has changed), we return 957 * below. If no match is found (or object has changed), we return
927 * NULL. We leave it up to the calling function to print messages if 958 * NULL. We leave it up to the calling function to print messages if
928 * nothing is found. 959 * nothing is found.
929 */ 960 */
961object *
930object *find_marked_object(object *op) 962find_marked_object (object *op)
931{ 963{
932 object *tmp; 964 object *tmp;
933 965
934 if (!op || !op->contr) return NULL; 966 if (!op || !op->contr)
967 return NULL;
968
935 if (!op->contr->mark) { 969 if (!op->contr->mark)
970 {
936/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 971/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
937 return NULL; 972 return 0;
938 } 973 }
974
939 /* This may seem like overkill, but we need to make sure that they 975 /* This may seem like overkill, but we need to make sure that they
940 * player hasn't dropped the item. We use count on the off chance that 976 * player hasn't dropped the item. We use count on the off chance that
941 * an item got reincarnated at some point. 977 * an item got reincarnated at some point.
942 */ 978 */
943 for (tmp=op->inv; tmp; tmp=tmp->below) { 979 for (tmp = op->inv; tmp; tmp = tmp->below)
980 {
944 if (tmp->invisible) continue; 981 if (tmp->invisible)
982 continue;
983
945 if (tmp == op->contr->mark) { 984 if (tmp == op->contr->mark)
946 if (tmp->count == op->contr->mark_count) 985 {
986 if (!tmp->destroyed ())
947 return tmp; 987 return tmp;
948 else { 988 else
989 {
949 op->contr->mark=NULL; 990 op->contr->mark = 0;
950 op->contr->mark_count=0;
951/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 991/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
952 return NULL; 992 return 0;
953 } 993 }
954 } 994 }
955 } 995 }
956 return NULL; 996
997 return 0;
957} 998}
999
1000std::string
1001object::describe_monster (object *who)
1002{
1003 dynbuf_text buf (512, 512);
1004
1005 object *mon = head ? head : this;
1006
1007 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1008 buf << "It is an undead force.\r";
1009
1010 if (mon->level > who->level)
1011 buf << "It is likely more powerful than you.\r";
1012 else if (mon->level < who->level)
1013 buf << "It is likely less powerful than you.\r";
1014 else
1015 buf << "It is probably as powerful as you.\r";
1016
1017 if (mon->attacktype & AT_ACID)
1018 buf << "You seem to smell an acrid odor.\r";
1019
1020 /* Anyone know why this used to use the clone value instead of the
1021 * maxhp field? This seems that it should give more accurate results.
1022 */
1023 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1024 { /* From 1-4 */
1025 case 1:
1026 buf << "It is in a bad shape.\r";
1027 break;
1028 case 2:
1029 buf << "It is hurt.\r";
1030 break;
1031 case 3:
1032 buf << "It is somewhat hurt.\r";
1033 break;
1034 case 4:
1035 buf << "It is in excellent shape.\r";
1036 break;
958 1037 }
1038
1039 if (present_in_ob (POISONING, mon))
1040 buf << "It looks very ill.\r";
1041
1042 buf << '\n';
1043
1044 return buf;
1045}
1046
1047/* tmp is the object being described, pl is who is examing it. */
1048const char *
1049long_desc (object *tmp, object *pl)
1050{
1051 static std::string s;
1052
1053 return (s = tmp->long_desc (pl)).c_str ();
1054}
1055
1056std::string
1057object::long_desc (object *who)
1058{
1059 std::string buf (query_name ());
1060
1061 switch (type)
1062 {
1063 case RING:
1064 case SKILL:
1065 case WEAPON:
1066 case ARMOUR:
1067 case BRACERS:
1068 case HELMET:
1069 case SHIELD:
1070 case BOOTS:
1071 case GLOVES:
1072 case AMULET:
1073 case GIRDLE:
1074 case BOW:
1075 case ARROW:
1076 case CLOAK:
1077 case FOOD:
1078 case DRINK:
1079 case FLESH:
1080 case SKILL_TOOL:
1081 case LAMP:
1082 case POWER_CRYSTAL:
1083 {
1084 const char *cp = ::describe_item (this, who);
1085
1086 if (*cp)
1087 {
1088 buf.append (" ");
1089 buf.append (cp);
1090 }
1091 }
1092 }
1093
1094 return buf;
1095}
1096
1097/* op is the player
1098 * tmp is the monster being examined.
1099 */
1100void
1101examine_monster (object *op, object *tmp)
1102{
1103 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1104}
1105
1106static void
1107display_new_pickup (object *op)
1108{
1109 int i = op->contr->mode;
1110
1111 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1112 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1113 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1114
1115 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1116
1117 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1118 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1119 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1120
1121 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1123
1124 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1127
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1132
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1134 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1137
1138 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1140 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1141 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1142
1143 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1144
1145 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1146 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1147
1148 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1149}
1150
1151int
1152command_pickup (object *op, char *params)
1153{
1154 uint32 i;
1155 static const char *names[] = {
1156 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1157 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1158 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1159 "jewels", "flesh", NULL
1160 };
1161 static uint32 modes[] = {
1162 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1163 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1164 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1165 PU_JEWELS, PU_FLESH, 0
1166 };
1167
1168 if (!params)
1169 {
1170 /* if the new mode is used, just print the settings */
1171 display_new_pickup (op);
1172 return 0;
1173 }
1174
1175 while (*params == ' ' && *params)
1176 params++;
1177
1178 if (*params == '+' || *params == '-')
1179 {
1180 int mode;
1181
1182 for (mode = 0; names[mode]; mode++)
1183 {
1184 if (!strcmp (names[mode], params + 1))
1185 {
1186 i = op->contr->mode;
1187
1188 if (*params == '+')
1189 i = i | modes[mode];
1190 else
1191 i = i & ~modes[mode];
1192
1193 op->contr->mode = i;
1194 display_new_pickup (op);
1195 return 1;
1196 }
1197 }
1198 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1199 return 1;
1200 }
1201
1202 if (sscanf (params, "%u", &i) != 1)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1205 return 1;
1206 }
1207
1208 if (i <= PU_RATIO)
1209 i |= op->contr->mode & ~PU_RATIO;
1210
1211 op->contr->mode = i;
1212
1213 return 1;
1214}
1215
1216int
1217command_search_items (object *op, char *params)
1218{
1219 if (params == NULL)
1220 {
1221 if (op->contr->search_str[0] == '\0')
1222 {
1223 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1224 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1225 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1226 return 1;
1227 }
1228
1229 op->contr->search_str[0] = '\0';
1230 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1231 op->contr->queue_stats_update ();
1232 return 1;
1233 }
1234
1235 if (strlen (params) >= sizeof (op->contr->search_str))
1236 {
1237 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1238 return 1;
1239 }
1240
1241 strcpy (op->contr->search_str, params);
1242 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1243 op->contr->queue_stats_update ();
1244
1245 return 1;
1246}
1247
1248int
1249command_unlock (object *op, char *params)
1250{
1251 /* if the unlock command typed with nothing, unlock everything,
1252 * this might be bad
1253 */
1254 if (params == NULL)
1255 {
1256 for (object *item = op->inv; item; item = item->below)
1257 {
1258 CLEAR_FLAG(item, FLAG_INV_LOCKED);
1259 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1260 esrv_update_item (UPD_FLAGS, op, item);
1261 }
1262 return 0;
1263 }
1264
1265 /* if the unlock command is used with a param,
1266 * unlock what matches. i.e. unlock material, should unlock all the materials
1267 */
1268 for (object *item = op->inv; item; item = item->below)
1269 if (item->name.contains (params))
1270 {
1271 CLEAR_FLAG (item, FLAG_INV_LOCKED);
1272 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1273 esrv_update_item (UPD_FLAGS, op, item);
1274 }
1275
1276 return 0;
1277}
1278
1279int
1280command_lock (object *op, char *params)
1281{
1282 /* if the lock command is typed by itself, lock everything
1283 */
1284 if (params == NULL)
1285 {
1286 for (object *item = op->inv; item; item = item->below)
1287 {
1288 SET_FLAG (item, FLAG_INV_LOCKED);
1289 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1290 esrv_update_item (UPD_FLAGS, op, item);
1291 }
1292 return 0;
1293 }
1294
1295 /* if the lock command is used with a param, lock what matches.
1296 * i.e. lock material, should lock all the materials
1297 */
1298 for (object *item = op->inv; item; item = item->below)
1299 if (item->name.contains (params))
1300 {
1301 SET_FLAG (item, FLAG_INV_LOCKED);
1302 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1303 esrv_update_item (UPD_FLAGS, op, item);
1304 }
1305
1306 return 0;
1307}
959 1308
960/* op should be a player, params is any params. 1309/* op should be a player, params is any params.
961 * If no params given, we print out the currently marked object. 1310 * If no params given, we print out the currently marked object.
962 * otherwise, try to find a matching object - try best match first. 1311 * otherwise, try to find a matching object - try best match first.
963 */ 1312 */
1313int
964int command_mark(object *op, char *params) 1314command_mark (object *op, char *params)
965{ 1315{
966 if (!op->contr) return 1;
967 if (!params) { 1316 if (!params)
1317 {
968 object *mark=find_marked_object(op); 1318 if (object *mark = find_marked_object (op))
969 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1319 op->statusmsg (format ("%s is marked.", query_name (mark)));
970 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
971 }
972 else { 1320 else
1321 op->failmsg ("You have no marked object.");
1322 }
1323 else
1324 {
973 object *mark1=find_best_object_match(op, params); 1325 if (object *mark = find_best_object_match (op, params))
974 if (!mark1) {
975 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
976 return 1;
977 } 1326 {
978 else {
979 op->contr->mark=mark1; 1327 op->contr->mark = mark;
980 op->contr->mark_count=mark1->count; 1328 op->statusmsg (format ("Marked item %s", query_name (mark)));
981 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
982 return 0;
983 }
984 }
985 return 0; /*shouldnt get here */
986}
987
988
989/* op is the player
990 * tmp is the monster being examined.
991 */
992void examine_monster(object *op,object *tmp) {
993 object *mon=tmp->head?tmp->head:tmp;
994
995 if(QUERY_FLAG(mon,FLAG_UNDEAD))
996 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
997 if(mon->level>op->level)
998 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
999 else if(mon->level<op->level)
1000 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1001 else
1002 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1003 if(mon->attacktype&AT_ACID)
1004 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1005
1006 /* Anyone know why this used to use the clone value instead of the
1007 * maxhp field? This seems that it should give more accurate results.
1008 */
1009 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1010 case 1:
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1012 break;
1013 case 2:
1014 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1015 break;
1016 case 3:
1017 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1018 break;
1019 case 4:
1020 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1021 break;
1022 }
1023 if(present_in_ob(POISONING,mon)!=NULL)
1024 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1025}
1026
1027
1028/* tmp is the object being described, pl is who is examing it. */
1029char *long_desc(object *tmp, object *pl) {
1030 static char buf[VERY_BIG_BUF];
1031 char *cp;
1032
1033 if(tmp==NULL)
1034 return "";
1035
1036 buf[0]='\0';
1037 switch(tmp->type) {
1038 case RING:
1039 case SKILL:
1040 case WEAPON:
1041 case ARMOUR:
1042 case BRACERS:
1043 case HELMET:
1044 case SHIELD:
1045 case BOOTS:
1046 case GLOVES:
1047 case AMULET:
1048 case GIRDLE:
1049 case BOW:
1050 case ARROW:
1051 case CLOAK:
1052 case FOOD:
1053 case DRINK:
1054 case FLESH:
1055 case SKILL_TOOL:
1056 case POWER_CRYSTAL:
1057 if(*(cp=describe_item(tmp, pl))!='\0') {
1058 int len;
1059
1060 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1061 buf[VERY_BIG_BUF-1]=0;
1062 len=strlen(buf);
1063 if (len<VERY_BIG_BUF-5) {
1064 /* Since we know the length, we save a few cpu cycles by using
1065 * it instead of calling strcat */
1066 strcpy(buf+len," ");
1067 len++;
1068 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1069 buf[VERY_BIG_BUF-1]=0;
1070 }
1071 }
1072 }
1073 if(buf[0]=='\0') {
1074 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1075 buf[VERY_BIG_BUF-1]=0;
1076 }
1077
1078 return buf;
1079}
1080
1081void examine(object *op, object *tmp) {
1082 char buf[VERY_BIG_BUF];
1083 int i;
1084
1085 if (tmp == NULL || tmp->type == CLOSE_CON)
1086 return;
1087
1088 strcpy(buf,"That is ");
1089 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1090 buf[VERY_BIG_BUF-1]=0;
1091
1092 new_draw_info(NDI_UNIQUE, 0,op,buf);
1093 buf[0]='\0';
1094
1095 if(tmp->custom_name) {
1096 strcpy(buf,"You call it ");
1097 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1098 buf[VERY_BIG_BUF-1]=0;
1099 new_draw_info(NDI_UNIQUE, 0,op,buf);
1100 buf[0]='\0';
1101 }
1102
1103 switch(tmp->type) {
1104 case SPELLBOOK:
1105 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1106 sprintf(buf,"%s is a %s level %s spell",
1107 tmp->inv->name, get_levelnumber(tmp->inv->level),
1108 tmp->inv->skill);
1109 }
1110 break;
1111
1112 case BOOK:
1113 if(tmp->msg!=NULL)
1114 strcpy(buf,"Something is written in it.");
1115 break;
1116
1117 case CONTAINER:
1118 if(tmp->race!=NULL) {
1119 if(tmp->weight_limit && tmp->stats.Str<100)
1120 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1121 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1122 else
1123 sprintf (buf,"It can hold only %s.", tmp->race);
1124 } else
1125 if(tmp->weight_limit && tmp->stats.Str<100)
1126 sprintf (buf,"Its weight limit is %.1f kg.",
1127 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1128 break;
1129
1130 case WAND:
1131 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1132 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1133 break;
1134 }
1135
1136 if(buf[0]!='\0')
1137 new_draw_info(NDI_UNIQUE, 0,op,buf);
1138
1139 if(tmp->materialname != NULL && !tmp->msg) {
1140 sprintf(buf, "It is made of: %s.", tmp->materialname);
1141 new_draw_info(NDI_UNIQUE, 0, op, buf);
1142 }
1143 /* Where to wear this item */
1144 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1145 if (tmp->body_info[i]<-1) {
1146 if (op->body_info[i])
1147 new_draw_info_format(NDI_UNIQUE, 0,op,
1148 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1149 else
1150 new_draw_info_format(NDI_UNIQUE, 0,op,
1151 "It goes %s", body_locations[i].nonuse_name);
1152 } else if (tmp->body_info[i]) {
1153 if (op->body_info[i])
1154 new_draw_info_format(NDI_UNIQUE, 0,op,
1155 "It goes %s", body_locations[i].use_name);
1156 else
1157 new_draw_info_format(NDI_UNIQUE, 0,op,
1158 "It goes %s", body_locations[i].nonuse_name);
1159 }
1160 }
1161
1162 if(tmp->weight) {
1163 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1164 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1165 new_draw_info(NDI_UNIQUE, 0,op,buf);
1166 }
1167
1168 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1169 object *floor;
1170 sprintf(buf,"You reckon %s worth %s.",
1171 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1172 new_draw_info(NDI_UNIQUE, 0,op,buf);
1173 floor = get_map_ob (op->map, op->x, op->y);
1174 if (floor && floor->type == SHOP_FLOOR) {
1175 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1176 sprintf(buf,"%s would cost you %s.",
1177 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1178 else
1179 sprintf(buf,"You are offered %s for %s.",
1180 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1181 new_draw_info(NDI_UNIQUE, 0,op,buf);
1182 }
1183 }
1184
1185 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1186 examine_monster(op,tmp);
1187
1188 /* Is this item buildable? */
1189 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1190 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1191
1192 /* Does the object have a message? Don't show message for all object
1193 * types - especially if the first entry is a match
1194 */
1195 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1196 tmp->type != CORPSE && !tmp->move_on &&
1197 strncasecmp(tmp->msg, "@match",7)) {
1198
1199 /* This is just a hack so when identifying the items, we print
1200 * out the extra message
1201 */
1202 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1203 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1204
1205 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1206 }
1207 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1208}
1209
1210/*
1211 * inventory prints object's inventory. If inv==NULL then print player's
1212 * inventory.
1213 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1214 */
1215void inventory(object *op,object *inv) {
1216 object *tmp;
1217 char *in;
1218 int items = 0, length;
1219
1220 if (inv==NULL && op==NULL) {
1221 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1222 return;
1223 }
1224 tmp = inv ? inv->inv : op->inv;
1225
1226 while (tmp) {
1227 if ((!tmp->invisible &&
1228 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1229 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1230 items++;
1231 tmp=tmp->below;
1232 }
1233 if (inv==NULL) { /* player's inventory */
1234 if (items==0) {
1235 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1236 return;
1237 } else {
1238 length = 28;
1239 in = "";
1240 if (op)
1241 clear_win_info(op);
1242 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1243 }
1244 } else {
1245 if (items==0)
1246 return;
1247 else {
1248 length = 28;
1249 in = " ";
1250 }
1251 }
1252 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1253 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1254 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1255 continue;
1256 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1257 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1258 query_name(tmp), tmp->count,query_weight(tmp));
1259 else
1260 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1261 length+8, query_name(tmp),
1262 query_weight(tmp));
1263 }
1264 if(!inv && op) {
1265 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1266 41,"Total weight :",query_weight(op));
1267 }
1268}
1269
1270static void display_new_pickup( object* op )
1271 {
1272 int i = op->contr->mode;
1273
1274 if(!(i & PU_NEWMODE)) return;
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1279 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1280
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1289
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1298
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1308
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1310
1311 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1312
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1314 }
1315
1316int command_pickup (object *op, char *params)
1317{
1318 uint32 i;
1319 static const char* names[ ] = {
1320 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1321 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1322 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1323 static uint32 modes[ ] = {
1324 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1325 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1326 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1327
1328 if(!params) {
1329 /* if the new mode is used, just print the settings */
1330 if(op->contr->mode & PU_NEWMODE)
1331 {
1332 display_new_pickup( op );
1333 return 1;
1334 }
1335 if(1) LOG(llevDebug, "command_pickup: !params\n");
1336 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1337 return 0;
1338 }
1339
1340 while ( *params == ' ' && *params )
1341 params++;
1342
1343 if ( *params == '+' || *params == '-' )
1344 {
1345 int mode;
1346 for ( mode = 0; names[ mode ]; mode++ )
1347 {
1348 if ( !strcmp( names[ mode ], params + 1 ) )
1349 {
1350 i = op->contr->mode;
1351 if ( !( i & PU_NEWMODE ) )
1352 i = PU_NEWMODE;
1353 if ( *params == '+' )
1354 i = i | modes[ mode ];
1355 else
1356 i = i & ~modes[ mode ];
1357 op->contr->mode = i;
1358 display_new_pickup( op );
1359 return 1;
1360 }
1361 } 1329 }
1362 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1330 else
1363 return 1; 1331 op->failmsgf ("Could not find an object that matches %s", params);
1364 } 1332 }
1365 1333
1366 if(sscanf(params, "%u", &i) != 1) { 1334 return 0; /*shouldnt get here */
1367 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1368 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1369 return 1;
1370 }
1371 set_pickup_mode(op,i);
1372
1373 return 1;
1374} 1335}
1375 1336
1376void set_pickup_mode(object *op,int i) {
1377 switch(op->contr->mode=i) {
1378 case 0:
1379 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1380 break;
1381 case 1:
1382 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1383 break;
1384 case 2:
1385 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1386 break;
1387 case 3:
1388 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1389 break;
1390 case 4:
1391 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1392 break;
1393 case 5:
1394 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1395 break;
1396 case 6:
1397 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1398 break;
1399 case 7:
1400 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1401 break;
1402 }
1403}
1404
1405int command_search_items (object *op, char *params)
1406{
1407 char buf[MAX_BUF];
1408
1409 if (settings.search_items == FALSE)
1410 return 1;
1411
1412 if(params == NULL) {
1413 if(op->contr->search_str[0]=='\0') {
1414 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1415 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1416 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1417 return 1;
1418 }
1419 op->contr->search_str[0]='\0';
1420 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1421 fix_player(op);
1422 return 1;
1423 }
1424 if((int)strlen(params) >= MAX_BUF) {
1425 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1426 return 1;
1427 }
1428 strcpy(op->contr->search_str, params);
1429 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1430 new_draw_info(NDI_UNIQUE, 0,op,buf);
1431 fix_player(op);
1432 return 1;
1433}
1434
1435/*
1436 * Changing the custom name of an item
1437 *
1438 * Syntax is: rename <what object> to <new name>
1439 * if '<what object>' is omitted, marked object is used
1440 * if 'to <new name>' is omitted, custom name is cleared
1441 *
1442 * Names are considered for all purpose having a length <=127 (max length sent to client
1443 * by server) */
1444
1445int command_rename_item(object *op, char *params)
1446{
1447 char buf[VERY_BIG_BUF];
1448 int itemnumber;
1449 object *item=NULL;
1450 char *closebrace;
1451 size_t counter;
1452
1453 if (params) {
1454 /* Let's skip white spaces */
1455 while(' '==*params) params++;
1456
1457 /* Checking the first part */
1458 if ((itemnumber = atoi(params))!=0) {
1459 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1460 if (!item) {
1461 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1462 return 1;
1463 }
1464 while(isdigit(*params) || ' '==*params) params++;
1465 }
1466 else if ('<'==*params) {
1467 /* Got old name, let's get it & find appropriate matching item */
1468 closebrace=strchr(params,'>');
1469 if(!closebrace) {
1470 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1471 return 1;
1472 }
1473 /* Sanity check for buffer overruns */
1474 if((closebrace-params)>127) {
1475 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1476 return 1;
1477 }
1478 /* Copy the old name */
1479 strncpy(buf,params+1,closebrace-params-1);
1480 buf[closebrace-params-1]='\0';
1481
1482 /* Find best matching item */
1483 item=find_best_object_match(op,buf);
1484 if(!item) {
1485 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1486 return 1;
1487 }
1488
1489 /* Now need to move pointer to just after > */
1490 params=closebrace+1;
1491 while(' '==*params) params++;
1492
1493 } else {
1494 /* Use marked item */
1495 item=find_marked_object(op);
1496 if(!item) {
1497 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1498 return 1;
1499 }
1500 }
1501
1502 /* Now let's find the new name */
1503 if(!strncmp(params,"to ",3)) {
1504 params+=3;
1505 while(' '==*params) params++;
1506 if('<'!=*params) {
1507 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1508 return 1;
1509 }
1510 closebrace=strchr(params+1,'>');
1511 if(!closebrace) {
1512 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1513 return 1;
1514 }
1515
1516 /* Sanity check for buffer overruns */
1517 if((closebrace-params)>127) {
1518 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1519 return 1;
1520 }
1521
1522 /* Copy the new name */
1523 strncpy(buf,params+1,closebrace-params-1);
1524 buf[closebrace-params-1]='\0';
1525
1526 /* Let's check it for weird characters */
1527 for(counter=0;counter<strlen(buf);counter++) {
1528 if(isalnum(buf[counter])) continue;
1529 if(' '==buf[counter]) continue;
1530 if('\''==buf[counter]) continue;
1531 if('+'==buf[counter]) continue;
1532 if('_'==buf[counter]) continue;
1533 if('-'==buf[counter]) continue;
1534
1535 /* If we come here, then the name contains an invalid character...
1536 tell the player & exit */
1537 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1538 return 1;
1539 }
1540
1541 } else {
1542 /* If param contains something, then syntax error... */
1543 if(strlen(params)) {
1544 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1545 return 1;
1546 }
1547 /* New name is empty */
1548 buf[0]='\0';
1549 }
1550 } else {
1551 /* Last case: params==NULL */
1552 item=find_marked_object(op);
1553 if(!item) {
1554 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1555 return 1;
1556 }
1557 buf[0]='\0';
1558 }
1559
1560 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1561 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1562 return 1;
1563 }
1564
1565 /* Coming here, everything is fine... */
1566 if(!strlen(buf)) {
1567 /* Clear custom name */
1568 if(item->custom_name) {
1569 FREE_AND_CLEAR_STR(item->custom_name);
1570
1571 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));
1572 esrv_update_item(UPD_NAME,op,item);
1573 } else {
1574 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1575 }
1576 } else {
1577 /* Set custom name */
1578 FREE_AND_COPY(item->custom_name,buf);
1579
1580 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);
1581 esrv_update_item(UPD_NAME,op,item);
1582 }
1583
1584 return 1;
1585}

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