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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.12 by root, Sun Sep 3 00:18:42 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 1.12 2006/09/03 00:18:42 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.", &alt->name); 325 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 goto leave; 326 goto leave;
339 } 327 }
328
340 tmp = alt; 329 tmp = alt;
341 } 330 }
342 else 331 else
343 { 332 {
344 if (op->below == NULL || ! can_pick (op, op->below)) { 333 if (op->below == NULL || !can_pick (op, op->below))
345 new_draw_info (NDI_UNIQUE, 0, op, 334 {
346 "There is nothing to pick up here."); 335 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
347 goto leave; 336 goto leave;
348 } 337 }
338
349 tmp = op->below; 339 tmp = op->below;
350 } 340 }
351 341
352 /* Try to catch it. */ 342 /* Try to catch it. */
353 tmp_map = tmp->map; 343 tmp_map = tmp->map;
354 tmp = stop_item (tmp); 344 tmp = stop_item (tmp);
355 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))
356 goto leave; 367 goto leave;
357 need_fix_tmp = 1;
358 if ( ! can_pick (op, tmp))
359 goto leave;
360
361 if (op->type==PLAYER) {
362 count=op->contr->count;
363 if (count==0) count = tmp->nrof;
364 } 368 }
365 else 369 else
366 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 */
367 375
368 /* container is open, so use it */ 376 if (!alt)
369 if (op->container) {
370 alt = op->container;
371 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
372 goto leave;
373 } else { /* non container pickup */
374 for (alt=op->inv; alt; alt=alt->below) 377 for (alt = op->inv; alt; alt = alt->below)
375 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))
376 alt->race && alt->race==tmp->race && 379 break; /* General container comes next */
377 sack_can_hold (NULL, alt, tmp,count)) 380
378 break; /* perfect match */
379
380 if (!alt) 381 if (!alt)
381 for (alt=op->inv; alt; alt=alt->below)
382 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
383 sack_can_hold (NULL, alt, tmp,count))
384 break; /* General container comes next */
385 if (!alt)
386 alt = op; /* No free containers */ 382 alt = op; /* No free containers */
387 } 383 }
384
388 if(tmp->env == alt) { 385 if (tmp->env == alt)
386 {
389 /* here it could be possible to check rent, 387 /* here it could be possible to check rent,
390 * if someone wants to implement it 388 * if someone wants to implement it
391 */ 389 */
392 alt = op; 390 alt = op;
393 } 391 }
392
394#ifdef PICKUP_DEBUG 393#ifdef PICKUP_DEBUG
395 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);
396#endif 395#endif
397 396
398 /* startequip items are not allowed to be put into containers: */ 397 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER 398 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
400 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 { 399 {
402 new_draw_info (NDI_UNIQUE, 0, op, 400 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 "This object cannot be put into containers!");
404 goto leave; 401 goto leave;
405 } 402 }
406 403
407 tag = tmp->count;
408 pick_up_object (op, alt, tmp, count); 404 pick_up_object (op, alt, tmp, count);
405
409 if (was_destroyed (tmp, tag) || tmp->env) 406 if (tmp->destroyed () || tmp->env)
410 need_fix_tmp = 0; 407 need_fix_tmp = 0;
408
411 if (op->type == PLAYER) 409 if (op->type == PLAYER)
412 op->contr->count=0; 410 op->contr->count = 0;
411
413 goto leave; 412 goto leave;
414 413
415 leave: 414leave:
416 if (need_fix_tmp) 415 if (need_fix_tmp)
417 fix_stopped_item (tmp, tmp_map, op); 416 fix_stopped_item (tmp, tmp_map, op);
418} 417}
419
420 418
421/* This takes (picks up) and item. op is the player 419/* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to 420 * who issued the command. params is a string to
423 * match against the item name. Basically, always 421 * match against the item name. Basically, always
424 * returns zero, but that should be improved. 422 * returns zero, but that should be improved.
425 */ 423 */
424int
426int command_take (object *op, char *params) 425command_take (object *op, char *params)
427{ 426{
428 object *tmp, *next; 427 object *tmp, *next;
429 428
430 if (op->container) 429 if (op->container_ ())
431 tmp=op->container->inv; 430 tmp = op->container_ ()->inv;
432 else { 431 else
432 {
433 tmp=op->above; 433 tmp = op->above;
434 if (tmp)
434 if (tmp) while (tmp->above) { 435 while (tmp->above)
435 tmp=tmp->above; 436 tmp = tmp->above;
436 } 437
437 if (!tmp) 438 if (!tmp)
438 tmp=op->below; 439 tmp = op->below;
440 }
441
442 if (!tmp)
439 } 443 {
440
441 if (tmp==NULL) {
442 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
443 return 0; 445 return 0;
444 } 446 }
445 447
446 /* Makes processing easier */ 448 /* Makes processing easier */
447 if (params && *params=='\0') params=NULL; 449 if (params && *params == '\0')
450 params = 0;
448 451
452 int cnt = MAX_ITEM_PER_ACTION;
453
449 while (tmp) { 454 while (tmp)
455 {
450 next=tmp->below; 456 next = tmp->below;
451 457
452 if (tmp->invisible) { 458 if (tmp->invisible)
459 {
453 tmp=next; 460 tmp = next;
454 continue; 461 continue;
455 } 462 }
463
456 /* 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
457 * but that probably will make it more difficult to read, and 465 * but that probably will make it more difficult to read, and
458 * not make it any more efficient 466 * not make it any more efficient
459 */ 467 */
460 if (params && item_matched_string(op, tmp, params)) { 468 if (params && item_matched_string (op, tmp, params))
469 {
470 if (--cnt < 0) break;
461 pick_up(op, tmp); 471 pick_up (op, tmp);
462 } 472 }
463 else if (can_pick(op, tmp) && !params) { 473 else if (can_pick (op, tmp) && !params)
474 {
475 if (--cnt < 0) break;
464 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);
465 break; 495 break;
466 }
467 tmp=next;
468 /* Might as well just skip over the player immediately -
469 * we know it can't be picked up
470 */
471 if (tmp == op) tmp=tmp->below;
472 }
473 if (!params && !tmp) {
474 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
475 if (!tmp->invisible) {
476 char buf[MAX_BUF];
477 sprintf(buf,"You can't pick up a %s.", &tmp->name);
478 new_draw_info(NDI_UNIQUE, 0, op, buf);
479 break;
480 } 496 }
497
498 if (!tmp)
481 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.");
482 } 500 }
501
483 return 0; 502 return 0;
484} 503}
485
486 504
487/* 505/*
488 * This function was part of drop, now is own function. 506 * This function was part of drop, now is own function.
489 * Player 'op' tries to put object 'tmp' into sack 'sack', 507 * Player 'op' tries to put object 'tmp' into sack 'sack',
490 * 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 *
491 * Note that the 'sack' in question can now be a transport, 510 * Note that the 'sack' in question can now be a transport,
492 * so this function isn't named very good anymore. 511 * so this function isn't named very good anymore.
493 */ 512 */
513void
494void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 514put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
495{ 515{
496 tag_t tmp_tag, tmp2_tag;
497 object *tmp2, *sack2; 516 object *tmp2, *sack2;
498 char buf[MAX_BUF]; 517 char buf[MAX_BUF];
499 518
500 if (sack==tmp) return; /* Can't put an object in itself */ 519 if (sack == tmp)
501 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 520 return; /* Can't put an object in itself */
502 new_draw_info_format(NDI_UNIQUE, 0,op, 521
503 "You cannot put the %s in the %s.", query_name(tmp), 522 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
504 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));
505 return; 525 return;
506 } 526 }
527
507 if (tmp->type == CONTAINER && tmp->inv) { 528 if (tmp->type == CONTAINER && tmp->inv)
508 529 {
509 /* 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
510 * we instead move the contents of that container into the active 531 * we instead move the contents of that container into the active
511 * 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.
512 */ 533 */
513 sack2 = tmp; 534 sack2 = tmp;
514 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));
515 query_name(tmp), query_name(sack)); 536
516 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 537 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
538 {
517 tmp = tmp2->below; 539 tmp = tmp2->below;
540
518 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)))
519 put_object_in_sack (op, sack, tmp2, 0); 542 put_object_in_sack (op, sack, tmp2, 0);
520 } else { 543 else
544 {
521 sprintf(buf,"Your %s fills up.", query_name(sack)); 545 sprintf (buf, "Your %s fills up.", query_name (sack));
522 new_draw_info(NDI_UNIQUE, 0,op, buf); 546 new_draw_info (NDI_UNIQUE, 0, op, buf);
523 break; 547 break;
524 } 548 }
525 } 549 }
526 esrv_update_item (UPD_WEIGHT, op, sack2); 550
527 return; 551 return;
528 } 552 }
529 553
530 /* Don't worry about this for containers - our caller should have 554 /* Don't worry about this for containers - our caller should have
531 * already checked this. 555 * already checked this.
532 */ 556 */
533 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))
534 return; 562 return;
535 563
536 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
537 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
538 return;
539 }
540
541 /* 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 */
542 if (nrof && tmp->nrof != nrof) { 565 if (!can_split (op, tmp, nrof))
543 object *tmp2 = tmp; 566 return;
544 tmp2_tag = tmp2->count;
545 tmp = get_split_ob (tmp, nrof);
546 567
547 if(!tmp) { 568 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
548 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 ();
549 return; 598 return;
550 } 599 }
551 /* Tell a client what happened other objects */
552 if (was_destroyed (tmp2, tmp2_tag))
553 esrv_del_item (op->contr, tmp2_tag);
554 else /* this can proably be replaced with an update */
555 esrv_send_item (op, tmp2);
556 } else
557 remove_ob(tmp);
558 600
559 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);
560 query_name(tmp), query_name(sack)); 602 floor;
561 tmp_tag = tmp->count; 603 floor = floor->above)
562 tmp2 = insert_ob_in_ob(tmp, sack); 604 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
563 fix_player(op); /* This is overkill, fix_player() is called somewhere */ 605 return;
564 /* in object.c */
565 606
566 /* If an object merged (and thus, different object), we need to 607 if (obj->destroyed () || obj->is_inserted ())
567 * 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:
568 */ 619 */
569 if (tmp2 != tmp)
570 esrv_del_item (op->contr, tmp_tag);
571 620
572 esrv_send_item (op, tmp2); 621 obj->x = dropper->x;
622 obj->y = dropper->y;
573 623
574 /* update the sacks weight */ 624 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
575 esrv_update_item (UPD_WEIGHT, op, sack);
576} 625}
577 626
578/* 627/*
579 * This function was part of drop, now is own function. 628 * This function was part of drop, now is own function.
580 * 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
581 * nrof objects is tried to dropped. 630 * nrof objects are tried to drop.
582 * This is used when dropping objects onto the floor. 631 * This is used when dropping objects onto the floor.
583 */ 632 */
584void 633void
585drop_object (object * op, object * tmp, uint32 nrof) 634drop_object (object *op, object *tmp, uint32 nrof)
586{ 635{
587 char buf[MAX_BUF];
588 object *floor;
589
590 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 636 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
591 return; 637 return;
592 638
593 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 639 if (QUERY_FLAG (tmp, FLAG_APPLIED))
594 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 640 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
595 return; /* can't unapply it */ 641 return; /* can't unapply it */
596 642
597 /* 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
598 * off 644 * off
599 */ 645 */
600 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);
601 { 655 }
602 object *tmp2 = tmp; 656}
603 tag_t tmp2_tag = tmp2->count; 657
604 tmp = get_split_ob (tmp, nrof); 658void
605 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)
606 { 670 {
607 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 ();
608 return; 675 return;
609 } 676 }
610 /* Tell a client what happened rest of objects. tmp2 is now the
611 * original object
612 */
613 if (op->type == PLAYER)
614 {
615 if (was_destroyed (tmp2, tmp2_tag))
616 esrv_del_item (op->contr, tmp2_tag);
617 else 677 else
618 esrv_send_item (op, tmp2); 678 while (tmp && tmp->invisible)
619 } 679 tmp = tmp->below;
620 }
621 else
622 remove_ob (tmp);
623
624 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
625 return;
626
627 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
628 { 680 }
629 sprintf (buf, "You drop the %s.", query_name (tmp)); 681
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 682 if (!tmp)
631 new_draw_info (NDI_UNIQUE, 0, op, 683 {
632 "The gods who lent it to you retrieves it."); 684 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
633 if (op->type == PLAYER)
634 esrv_del_item (op->contr, tmp->count);
635 free_object (tmp);
636 fix_player (op);
637 return; 685 return;
638 } 686 }
639 687
640/* If SAVE_INTERVAL is commented out, we never want to save 688 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
641 * the player here.
642 */
643#ifdef SAVE_INTERVAL
644 /* I'm not sure why there is a value check - since the save
645 * is done every SAVE_INTERVAL seconds, why care the value
646 * of what he is dropping?
647 */
648 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
649 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
650 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
651 {
652 save_player (op, 1);
653 op->contr->last_save_time = time (NULL);
654 } 689 {
655#endif /* SAVE_INTERVAL */ 690 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
656
657 if (op->type == PLAYER)
658 esrv_del_item (op->contr, tmp->count);
659
660 /* Call this before we update the various windows/players. At least
661 * that we, we know the weight is correct.
662 */
663 fix_player (op); /* This is overkill, fix_player() is called somewhere */
664 /* in object.c */
665
666 if (op->type == PLAYER)
667 {
668 op->contr->socket.update_look = 1;
669 /* Need to update the weight for the player */
670 esrv_send_item (op, op);
671 }
672
673 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
674 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
675 return; 691 return;
676
677 if (is_in_shop (op)
678 && !QUERY_FLAG (tmp, FLAG_UNPAID)
679 && tmp->type != MONEY)
680 sell_item (tmp, op);
681
682 tmp->x = op->x;
683 tmp->y = op->y;
684
685 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
686}
687
688void drop(object *op, object *tmp)
689{
690 /* Hopeful fix for disappearing objects when dropping from a container -
691 * somehow, players get an invisible object in the container, and the
692 * old logic would skip over invisible objects - works fine for the
693 * playes inventory, but drop inventory wants to use the next value.
694 */
695 if (tmp->invisible) {
696 /* if the following is the case, it must be in an container. */
697 if (tmp->env && tmp->env->type != PLAYER) {
698 /* Just toss the object - probably shouldn't be hanging
699 * around anyways
700 */
701 remove_ob(tmp);
702 free_object(tmp);
703 return;
704 } else {
705 while(tmp!=NULL && tmp->invisible)
706 tmp=tmp->below;
707 }
708 } 692 }
709 693
710 if (tmp==NULL) {
711 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
712 return;
713 }
714 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
715 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
716 return;
717 }
718 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 694 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
695 {
719#if 0 696#if 0
720 /* 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. */
721 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.");
722#endif 699#endif
723 return; 700 return;
724 } 701 }
725 702
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 {
726 if (op->type == PLAYER) 710 if (op->type == PLAYER)
727 { 711 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
728 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
729 object *n=NULL;
730 if(tmp->below != NULL)
731 n = tmp->below;
732 else if(tmp->above != NULL)
733 n = tmp->above;
734 op->contr->last_used = n;
735 if (n != NULL)
736 op->contr->last_used_id = n->count;
737 else 712 else
738 op->contr->last_used_id = 0; 713 put_object_in_sack (op, op->container_ (), tmp, 0);
739 }
740 }; 714 }
741 715 else
742 if (op->container) { 716 {
743 if (op->type == PLAYER) 717 if (op->type == PLAYER)
744 {
745 put_object_in_sack (op, op->container, tmp, op->contr->count);
746 } else {
747 put_object_in_sack(op, op->container, tmp, 0);
748 };
749 } else {
750 if (op->type == PLAYER)
751 {
752 drop_object (op, tmp, op->contr->count); 718 drop_object (op, tmp, op->contr->count);
753 } else { 719 else
754 drop_object(op,tmp,0); 720 drop_object (op, tmp, 0);
755 };
756 } 721 }
722
757 if (op->type == PLAYER) 723 if (op->type == PLAYER)
758 op->contr->count = 0; 724 op->contr->count = 0;
759} 725}
760
761
762 726
763/* Command will drop all items that have not been locked */ 727/* Command will drop all items that have not been locked */
728int
764int command_dropall (object *op, char *params) { 729command_dropall (object *op, char *params)
730{
765 731
766 object * curinv, *nextinv;
767
768 if(op->inv == NULL) { 732 if (op->inv == NULL)
733 {
769 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 734 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
770 return 0; 735 return 0;
771 } 736 }
772 737
773 curinv = op->inv; 738 object *curinv = op->inv;
739 object *nextinv;
774 740
775 /* 741 /*
776 This is the default. Drops everything not locked or considered 742 This is the default. Drops everything not locked or considered
777 not something that should be dropped. 743 not something that should be dropped.
778 */ 744 */
779 /* 745 /*
780 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
781 the drop() routine will do unknown things to it when dropping 747 the drop() routine will do unknown things to it when dropping
782 in a shop. --Tero.Pelander@utu.fi 748 in a shop. --Tero.Pelander@utu.fi
783 */ 749 */
750 int cnt = MAX_ITEM_PER_ACTION;
784 751
785 if(params==NULL) { 752 if (!params)
786 while(curinv != NULL) { 753 {
754 while (curinv)
755 {
787 nextinv = curinv->below; 756 nextinv = curinv->below;
757
788 while (nextinv && nextinv->type==MONEY) 758 while (nextinv && nextinv->type == MONEY)
789 nextinv = nextinv->below; 759 nextinv = nextinv->below;
790 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 760
791 curinv->type != FOOD && curinv->type != KEY && 761 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
792 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
793 !curinv->invisible && 767 && !curinv->invisible
794 (curinv->type!=CONTAINER || op->container!=curinv)) 768 && (curinv->type != CONTAINER || op->container_ () != curinv))
795 { 769 {
796 drop(op,curinv);
797 }
798 curinv = nextinv;
799 }
800 }
801
802 else if(strcmp(params, "weapons") == 0) {
803 while(curinv != NULL) {
804 nextinv = curinv->below;
805 while (nextinv && nextinv->type==MONEY)
806 nextinv = nextinv->below;
807 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
808 (curinv->type == BOW) || (curinv->type == ARROW)))
809 {
810 drop(op,curinv); 770 drop (op, curinv);
771 if (--cnt <= 0) break;
811 } 772 }
812 curinv = nextinv;
813 }
814 }
815
816 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
817 while(curinv != NULL) {
818 nextinv = curinv->below;
819 while (nextinv && nextinv->type==MONEY)
820 nextinv = nextinv->below;
821 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
822 curinv->type == SHIELD || curinv->type==HELMET))
823 {
824 drop(op,curinv);
825 }
826 curinv = nextinv;
827 }
828 }
829 773
830 else if(strcmp(params, "misc") == 0) {
831 while(curinv != NULL) {
832 nextinv = curinv->below;
833 while (nextinv && nextinv->type==MONEY)
834 nextinv = nextinv->below;
835 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
836 switch(curinv->type) {
837 case HORN:
838 case BOOK:
839 case SPELLBOOK:
840 case GIRDLE:
841 case AMULET:
842 case RING:
843 case CLOAK:
844 case BOOTS:
845 case GLOVES:
846 case BRACERS:
847 case SCROLL:
848 case ARMOUR_IMPROVER:
849 case WEAPON_IMPROVER:
850 case WAND:
851 case ROD:
852 case POTION:
853 drop(op,curinv);
854 curinv = nextinv; 774 curinv = nextinv;
855 break; 775 }
856 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
857 curinv = nextinv; 792 curinv = nextinv;
858 break; 793 }
794 }
795 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
796 {
797 while (curinv)
859 } 798 {
860 } 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
861 curinv = nextinv; 810 curinv = nextinv;
811 }
812 }
813 else if (strcmp (params, "misc") == 0)
862 } 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 }
863 } 855 }
864 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
865/* draw_look(op);*/ 860/* draw_look(op);*/
866 return 0; 861 return 0;
867} 862}
868 863
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
869/* 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
870 * comma seperated list. 890 * comma seperated list.
871 */ 891 */
872 892int
873int command_drop (object *op, char *params) 893command_drop (object *op, char *params)
874{ 894{
875 object *tmp, *next; 895 object *tmp, *next;
876 int did_one=0; 896 int did_one = 0;
877 897
878 if (!params) { 898 if (!params)
899 {
879 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
880 return 0; 901 return 0;
881 } else { 902 }
903 else
904 {
905 vector<object *> matched_objs;
906
882 for (tmp=op->inv; tmp; tmp=next) { 907 for (tmp = op->inv; tmp; tmp = next)
908 {
883 next=tmp->below; 909 next = tmp->below;
884 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 910 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
885 tmp->invisible) continue; 911 continue;
912
886 if (item_matched_string(op,tmp,params)) { 913 if (item_matched_string (op, tmp, params))
887 drop(op, tmp); 914 matched_objs.push_back (tmp);
888 did_one=1;
889 } 915 }
890 } 916
917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
891 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop."); 920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
892 } 921
893 if (op->type==PLAYER) 922 if (cnt <= 0)
894 { 923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
895 op->contr->count=0;
896 op->contr->socket.update_look=1;
897 }; 924 }
898/* draw_look(op);*/ 925
899 return 0; 926 return 0;
900} 927}
901 928
929int
902int command_examine (object *op, char *params) 930command_examine (object *op, char *params)
903{ 931{
904 if (!params) { 932 if (!params)
933 {
905 object *tmp=op->below; 934 object *tmp = op->below;
906 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 935
907 if (tmp) examine(op,tmp); 936 while (tmp && !tmp->client_visible ())
908 } 937 tmp = tmp->below;
909 else { 938
910 object *tmp=find_best_object_match(op,params);
911 if (tmp) 939 if (tmp)
912 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);
913 else 948 else
914 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));
915 } 950 }
951
916 return 0; 952 return 0;
917} 953}
918 954
919/* op should be a player. 955/* op should be a player.
920 * 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
921 * 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
922 * 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
923 * nothing is found. 959 * nothing is found.
924 */ 960 */
961object *
925object *find_marked_object(object *op) 962find_marked_object (object *op)
926{ 963{
927 object *tmp; 964 object *tmp;
928 965
929 if (!op || !op->contr) return NULL; 966 if (!op || !op->contr)
967 return NULL;
968
930 if (!op->contr->mark) { 969 if (!op->contr->mark)
970 {
931/* 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");*/
932 return NULL; 972 return 0;
933 } 973 }
974
934 /* 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
935 * 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
936 * an item got reincarnated at some point. 977 * an item got reincarnated at some point.
937 */ 978 */
938 for (tmp=op->inv; tmp; tmp=tmp->below) { 979 for (tmp = op->inv; tmp; tmp = tmp->below)
980 {
939 if (tmp->invisible) continue; 981 if (tmp->invisible)
982 continue;
983
940 if (tmp == op->contr->mark) { 984 if (tmp == op->contr->mark)
941 if (tmp->count == op->contr->mark_count) 985 {
986 if (!tmp->destroyed ())
942 return tmp; 987 return tmp;
943 else { 988 else
989 {
944 op->contr->mark=NULL; 990 op->contr->mark = 0;
945 op->contr->mark_count=0;
946/* 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");*/
947 return NULL; 992 return 0;
948 } 993 }
949 } 994 }
950 } 995 }
951 return NULL; 996
997 return 0;
952} 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;
953 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}
954 1308
955/* op should be a player, params is any params. 1309/* op should be a player, params is any params.
956 * If no params given, we print out the currently marked object. 1310 * If no params given, we print out the currently marked object.
957 * otherwise, try to find a matching object - try best match first. 1311 * otherwise, try to find a matching object - try best match first.
958 */ 1312 */
1313int
959int command_mark(object *op, char *params) 1314command_mark (object *op, char *params)
960{ 1315{
961 if (!op->contr) return 1;
962 if (!params) { 1316 if (!params)
1317 {
963 object *mark=find_marked_object(op); 1318 if (object *mark = find_marked_object (op))
964 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1319 op->statusmsg (format ("%s is marked.", query_name (mark)));
965 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
966 }
967 else { 1320 else
1321 op->failmsg ("You have no marked object.");
1322 }
1323 else
1324 {
968 object *mark1=find_best_object_match(op, params); 1325 if (object *mark = find_best_object_match (op, params))
969 if (!mark1) {
970 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
971 return 1;
972 } 1326 {
973 else {
974 op->contr->mark=mark1; 1327 op->contr->mark = mark;
975 op->contr->mark_count=mark1->count; 1328 op->statusmsg (format ("Marked item %s", query_name (mark)));
976 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
977 return 0;
978 }
979 }
980 return 0; /*shouldnt get here */
981}
982
983
984/* op is the player
985 * tmp is the monster being examined.
986 */
987void examine_monster(object *op,object *tmp) {
988 object *mon=tmp->head?tmp->head:tmp;
989
990 if(QUERY_FLAG(mon,FLAG_UNDEAD))
991 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
992 if(mon->level>op->level)
993 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
994 else if(mon->level<op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
996 else
997 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
998 if(mon->attacktype&AT_ACID)
999 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1000
1001 /* Anyone know why this used to use the clone value instead of the
1002 * maxhp field? This seems that it should give more accurate results.
1003 */
1004 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1005 case 1:
1006 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1007 break;
1008 case 2:
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1010 break;
1011 case 3:
1012 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1013 break;
1014 case 4:
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1016 break;
1017 }
1018 if(present_in_ob(POISONING,mon)!=NULL)
1019 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1020}
1021
1022
1023/* tmp is the object being described, pl is who is examing it. */
1024char *long_desc(object *tmp, object *pl) {
1025 static char buf[VERY_BIG_BUF];
1026 char *cp;
1027
1028 if(tmp==NULL)
1029 return "";
1030
1031 buf[0]='\0';
1032 switch(tmp->type) {
1033 case RING:
1034 case SKILL:
1035 case WEAPON:
1036 case ARMOUR:
1037 case BRACERS:
1038 case HELMET:
1039 case SHIELD:
1040 case BOOTS:
1041 case GLOVES:
1042 case AMULET:
1043 case GIRDLE:
1044 case BOW:
1045 case ARROW:
1046 case CLOAK:
1047 case FOOD:
1048 case DRINK:
1049 case FLESH:
1050 case SKILL_TOOL:
1051 case POWER_CRYSTAL:
1052 if(*(cp=describe_item(tmp, pl))!='\0') {
1053 int len;
1054
1055 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1056 buf[VERY_BIG_BUF-1]=0;
1057 len=strlen(buf);
1058 if (len<VERY_BIG_BUF-5) {
1059 /* Since we know the length, we save a few cpu cycles by using
1060 * it instead of calling strcat */
1061 strcpy(buf+len," ");
1062 len++;
1063 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1064 buf[VERY_BIG_BUF-1]=0;
1065 }
1066 }
1067 }
1068 if(buf[0]=='\0') {
1069 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1070 buf[VERY_BIG_BUF-1]=0;
1071 }
1072
1073 return buf;
1074}
1075
1076void examine(object *op, object *tmp) {
1077 char buf[VERY_BIG_BUF];
1078 int i;
1079
1080 if (tmp == NULL || tmp->type == CLOSE_CON)
1081 return;
1082
1083 strcpy(buf,"That is ");
1084 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1085 buf[VERY_BIG_BUF-1]=0;
1086
1087 new_draw_info(NDI_UNIQUE, 0,op,buf);
1088 buf[0]='\0';
1089
1090 if(tmp->custom_name) {
1091 strcpy(buf,"You call it ");
1092 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1093 buf[VERY_BIG_BUF-1]=0;
1094 new_draw_info(NDI_UNIQUE, 0,op,buf);
1095 buf[0]='\0';
1096 }
1097
1098 switch(tmp->type) {
1099 case SPELLBOOK:
1100 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1101 sprintf(buf,"%s is a %s level %s spell",
1102 &tmp->inv->name, get_levelnumber(tmp->inv->level),
1103 &tmp->inv->skill);
1104 }
1105 break;
1106
1107 case BOOK:
1108 if(tmp->msg!=NULL)
1109 strcpy(buf,"Something is written in it.");
1110 break;
1111
1112 case CONTAINER:
1113 if(tmp->race!=NULL) {
1114 if(tmp->weight_limit && tmp->stats.Str<100)
1115 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1116 &tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1117 else
1118 sprintf (buf,"It can hold only %s.", &tmp->race);
1119 } else
1120 if(tmp->weight_limit && tmp->stats.Str<100)
1121 sprintf (buf,"Its weight limit is %.1f kg.",
1122 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1123 break;
1124
1125 case WAND:
1126 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1127 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1128 break;
1129 }
1130
1131 if(buf[0]!='\0')
1132 new_draw_info(NDI_UNIQUE, 0,op,buf);
1133
1134 if(tmp->materialname != NULL && !tmp->msg) {
1135 sprintf(buf, "It is made of: %s.", &tmp->materialname);
1136 new_draw_info(NDI_UNIQUE, 0, op, buf);
1137 }
1138 /* Where to wear this item */
1139 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1140 if (tmp->body_info[i]<-1) {
1141 if (op->body_info[i])
1142 new_draw_info_format(NDI_UNIQUE, 0,op,
1143 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1144 else
1145 new_draw_info_format(NDI_UNIQUE, 0,op,
1146 "It goes %s", body_locations[i].nonuse_name);
1147 } else if (tmp->body_info[i]) {
1148 if (op->body_info[i])
1149 new_draw_info_format(NDI_UNIQUE, 0,op,
1150 "It goes %s", body_locations[i].use_name);
1151 else
1152 new_draw_info_format(NDI_UNIQUE, 0,op,
1153 "It goes %s", body_locations[i].nonuse_name);
1154 }
1155 }
1156
1157 if(tmp->weight) {
1158 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1159 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1160 new_draw_info(NDI_UNIQUE, 0,op,buf);
1161 }
1162
1163 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1164 sprintf(buf,"You reckon %s worth %s.",
1165 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1166 new_draw_info(NDI_UNIQUE, 0,op,buf);
1167 if (is_in_shop (op)) {
1168 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1169 sprintf(buf,"%s would cost you %s.",
1170 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1171 else
1172 sprintf(buf,"You are offered %s for %s.",
1173 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1174 new_draw_info(NDI_UNIQUE, 0,op,buf);
1175 }
1176 }
1177
1178 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1179 examine_monster(op,tmp);
1180
1181 /* Is this item buildable? */
1182 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1183 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1184
1185 /* Does the object have a message? Don't show message for all object
1186 * types - especially if the first entry is a match
1187 */
1188 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1189 tmp->type != CORPSE && !tmp->move_on &&
1190 strncasecmp(tmp->msg, "@match",7)) {
1191
1192 /* This is just a hack so when identifying the items, we print
1193 * out the extra message
1194 */
1195 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1196 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1197
1198 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1199 }
1200 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1201}
1202
1203/*
1204 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory.
1206 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207 */
1208void inventory(object *op,object *inv) {
1209 object *tmp;
1210 char *in;
1211 int items = 0, length;
1212
1213 if (inv==NULL && op==NULL) {
1214 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1215 return;
1216 }
1217 tmp = inv ? inv->inv : op->inv;
1218
1219 while (tmp) {
1220 if ((!tmp->invisible &&
1221 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1222 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1223 items++;
1224 tmp=tmp->below;
1225 }
1226 if (inv==NULL) { /* player's inventory */
1227 if (items==0) {
1228 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1229 return;
1230 } else {
1231 length = 28;
1232 in = "";
1233 if (op)
1234 clear_win_info(op);
1235 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1236 }
1237 } else {
1238 if (items==0)
1239 return;
1240 else {
1241 length = 28;
1242 in = " ";
1243 }
1244 }
1245 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1246 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1247 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1248 continue;
1249 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1250 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1251 query_name(tmp), tmp->count,query_weight(tmp));
1252 else
1253 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1254 length+8, query_name(tmp),
1255 query_weight(tmp));
1256 }
1257 if(!inv && op) {
1258 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1259 41,"Total weight :",query_weight(op));
1260 }
1261}
1262
1263static void display_new_pickup( object* op )
1264 {
1265 int i = op->contr->mode;
1266
1267 if(!(i & PU_NEWMODE)) return;
1268
1269 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1270 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1273
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1279
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1291
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1296
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1301
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1307 }
1308
1309int command_pickup (object *op, char *params)
1310{
1311 uint32 i;
1312 static const char* names[ ] = {
1313 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1314 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1315 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1316 static uint32 modes[ ] = {
1317 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1318 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1319 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1320
1321 if(!params) {
1322 /* if the new mode is used, just print the settings */
1323 if(op->contr->mode & PU_NEWMODE)
1324 {
1325 display_new_pickup( op );
1326 return 1;
1327 }
1328 if(1) LOG(llevDebug, "command_pickup: !params\n");
1329 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1330 return 0;
1331 }
1332
1333 while ( *params == ' ' && *params )
1334 params++;
1335
1336 if ( *params == '+' || *params == '-' )
1337 {
1338 int mode;
1339 for ( mode = 0; names[ mode ]; mode++ )
1340 {
1341 if ( !strcmp( names[ mode ], params + 1 ) )
1342 {
1343 i = op->contr->mode;
1344 if ( !( i & PU_NEWMODE ) )
1345 i = PU_NEWMODE;
1346 if ( *params == '+' )
1347 i = i | modes[ mode ];
1348 else
1349 i = i & ~modes[ mode ];
1350 op->contr->mode = i;
1351 display_new_pickup( op );
1352 return 1;
1353 }
1354 } 1329 }
1355 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1330 else
1356 return 1; 1331 op->failmsgf ("Could not find an object that matches %s", params);
1357 } 1332 }
1358 1333
1359 if(sscanf(params, "%u", &i) != 1) { 1334 return 0; /*shouldnt get here */
1360 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1361 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1362 return 1;
1363 }
1364 set_pickup_mode(op,i);
1365
1366 return 1;
1367} 1335}
1368 1336
1369void set_pickup_mode(object *op,int i) {
1370 switch(op->contr->mode=i) {
1371 case 0:
1372 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1373 break;
1374 case 1:
1375 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1376 break;
1377 case 2:
1378 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1379 break;
1380 case 3:
1381 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1382 break;
1383 case 4:
1384 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1385 break;
1386 case 5:
1387 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1388 break;
1389 case 6:
1390 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1391 break;
1392 case 7:
1393 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1394 break;
1395 }
1396}
1397
1398int command_search_items (object *op, char *params)
1399{
1400 char buf[MAX_BUF];
1401
1402 if (settings.search_items == FALSE)
1403 return 1;
1404
1405 if(params == NULL) {
1406 if(op->contr->search_str[0]=='\0') {
1407 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1408 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1409 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1410 return 1;
1411 }
1412 op->contr->search_str[0]='\0';
1413 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1414 fix_player(op);
1415 return 1;
1416 }
1417 if((int)strlen(params) >= MAX_BUF) {
1418 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1419 return 1;
1420 }
1421 strcpy(op->contr->search_str, params);
1422 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1423 new_draw_info(NDI_UNIQUE, 0,op,buf);
1424 fix_player(op);
1425 return 1;
1426}
1427
1428/*
1429 * Changing the custom name of an item
1430 *
1431 * Syntax is: rename <what object> to <new name>
1432 * if '<what object>' is omitted, marked object is used
1433 * if 'to <new name>' is omitted, custom name is cleared
1434 *
1435 * Names are considered for all purpose having a length <=127 (max length sent to client
1436 * by server) */
1437
1438int command_rename_item(object *op, char *params)
1439{
1440 char buf[VERY_BIG_BUF];
1441 int itemnumber;
1442 object *item=NULL;
1443 char *closebrace;
1444 size_t counter;
1445
1446 if (params) {
1447 /* Let's skip white spaces */
1448 while(' '==*params) params++;
1449
1450 /* Checking the first part */
1451 if ((itemnumber = atoi(params))!=0) {
1452 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1453 if (!item) {
1454 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1455 return 1;
1456 }
1457 while(isdigit(*params) || ' '==*params) params++;
1458 }
1459 else if ('<'==*params) {
1460 /* Got old name, let's get it & find appropriate matching item */
1461 closebrace=strchr(params,'>');
1462 if(!closebrace) {
1463 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1464 return 1;
1465 }
1466 /* Sanity check for buffer overruns */
1467 if((closebrace-params)>127) {
1468 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1469 return 1;
1470 }
1471 /* Copy the old name */
1472 strncpy(buf,params+1,closebrace-params-1);
1473 buf[closebrace-params-1]='\0';
1474
1475 /* Find best matching item */
1476 item=find_best_object_match(op,buf);
1477 if(!item) {
1478 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1479 return 1;
1480 }
1481
1482 /* Now need to move pointer to just after > */
1483 params=closebrace+1;
1484 while(' '==*params) params++;
1485
1486 } else {
1487 /* Use marked item */
1488 item=find_marked_object(op);
1489 if(!item) {
1490 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1491 return 1;
1492 }
1493 }
1494
1495 /* Now let's find the new name */
1496 if(!strncmp(params,"to ",3)) {
1497 params+=3;
1498 while(' '==*params) params++;
1499 if('<'!=*params) {
1500 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1501 return 1;
1502 }
1503 closebrace=strchr(params+1,'>');
1504 if(!closebrace) {
1505 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1506 return 1;
1507 }
1508
1509 /* Sanity check for buffer overruns */
1510 if((closebrace-params)>127) {
1511 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1512 return 1;
1513 }
1514
1515 /* Copy the new name */
1516 strncpy(buf,params+1,closebrace-params-1);
1517 buf[closebrace-params-1]='\0';
1518
1519 /* Let's check it for weird characters */
1520 for(counter=0;counter<strlen(buf);counter++) {
1521 if(isalnum(buf[counter])) continue;
1522 if(' '==buf[counter]) continue;
1523 if('\''==buf[counter]) continue;
1524 if('+'==buf[counter]) continue;
1525 if('_'==buf[counter]) continue;
1526 if('-'==buf[counter]) continue;
1527
1528 /* If we come here, then the name contains an invalid character...
1529 tell the player & exit */
1530 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1531 return 1;
1532 }
1533
1534 } else {
1535 /* If param contains something, then syntax error... */
1536 if(strlen(params)) {
1537 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1538 return 1;
1539 }
1540 /* New name is empty */
1541 buf[0]='\0';
1542 }
1543 } else {
1544 /* Last case: params==NULL */
1545 item=find_marked_object(op);
1546 if(!item) {
1547 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1548 return 1;
1549 }
1550 buf[0]='\0';
1551 }
1552
1553 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1554 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1555 return 1;
1556 }
1557
1558 /* Coming here, everything is fine... */
1559 if(!strlen(buf)) {
1560 /* Clear custom name */
1561 if(item->custom_name) {
1562 item->custom_name = 0;
1563
1564 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));
1565 esrv_update_item(UPD_NAME,op,item);
1566 } else {
1567 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1568 }
1569 } else {
1570 /* Set custom name */
1571 item->custom_name = buf;
1572
1573 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);
1574 esrv_update_item(UPD_NAME,op,item);
1575 }
1576
1577 return 1;
1578}

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