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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.7 by root, Sun Aug 27 15:24:22 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 1.7 2006/08/27 15:24:22 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);
142 return 0;
143 }
144
145 pl->apply (skill);
108 return 0; 146 return 1;
109 }
110 return change_skill(pl,skill, 0);
111} 147}
112
113
114/* These functions (command_search, command_disarm) are really just wrappers for
115 * things like 'use_skill ...'). In fact, they should really be obsoleted
116 * and replaced with those.
117 */
118int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120}
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))
155 aflag=AP_APPLY; 179 {
156 params+=3; 180 aflag = AP_APPLY;
157 } 181 params += 3;
182 }
183
158 if (!strncmp(params,"-u ",3)) { 184 if (!strncmp (params, "-u ", 3))
159 aflag=AP_UNAPPLY; 185 {
160 params+=3; 186 aflag = AP_UNAPPLY;
161 } 187 params += 3;
188 }
189
162 while (*params==' ') params++; 190 while (*params == ' ')
191 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) { 194 op->apply (inv, aflag);
166 player_apply(op,inv,aflag,0);
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,
187 "The %s is not active.", query_name(sack));
188 return 0;
189 } 215 {
216 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
217 return 0;
218 }
219
190 if (sack == op) { 220 if (sack == op)
191 new_draw_info_format(NDI_UNIQUE, 0, pl,
192 "You can't put the %s into itself.", query_name(sack));
193 return 0;
194 } 221 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER 222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
196 || (sack->stats.food && sack->stats.food != op->type))) { 223 return 0;
197 new_draw_info_format(NDI_UNIQUE, 0, pl, 224 }
198 "You can put only %s into the %s.", sack->race, query_name(sack)); 225
199 return 0; 226 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
200 } 227 {
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));
229 return 0;
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,
203 "You can't put the key into %s.", query_name(sack));
204 return 0;
205 } 233 {
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 234 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
209 new_draw_info_format(NDI_UNIQUE, 0, pl,
210 "That won't fit in the %s!", query_name(sack));
211 return 0; 235 return 0;
236 }
237
238 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
239 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
240 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
212 } 241 {
242 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
243 return 0;
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) {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241 return;
242 } 270 {
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.>");
274 return;
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) {
271 object *tmp2 = tmp;
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return; 297 return;
277 } 298
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); 326 goto leave;
327 }
328
329 tmp = alt;
330 }
331 else
332 {
333 if (op->below == NULL || !can_pick (op, op->below))
334 {
335 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
336 goto leave;
337 }
338
339 tmp = op->below;
340 }
341
342 /* Try to catch it. */
343 tmp_map = tmp->map;
344 tmp = stop_item (tmp);
345 if (tmp == NULL)
339 goto leave; 346 goto leave;
340 } 347
341 tmp = alt; 348 need_fix_tmp = 1;
349 if (!can_pick (op, tmp))
350 goto leave;
351
352 if (op->type == PLAYER)
342 } 353 {
354 count = op->contr->count;
355 if (count == 0)
356 count = tmp->nrof;
357 }
343 else 358 else
344 { 359 count = tmp->nrof;
345 if (op->below == NULL || ! can_pick (op, op->below)) { 360
346 new_draw_info (NDI_UNIQUE, 0, op, 361 /* container is open, so use it */
347 "There is nothing to pick up here."); 362 if (tmp->flag [FLAG_STARTEQUIP])
348 goto leave; 363 alt = op;
349 } 364 else if ((alt = op->container_ ()))
350 tmp = op->below;
351 } 365 {
352 366 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
353 /* Try to catch it. */
354 tmp_map = tmp->map;
355 tmp = stop_item (tmp);
356 if (tmp == NULL)
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 */
368
369 /* container is open, so use it */
370 if (op->container) {
371 alt = op->container;
372 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373 goto leave;
374 } else { /* non container pickup */
375 for (alt=op->inv; alt; alt=alt->below) 371 for (alt = op->inv; alt; alt = alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 372 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
377 alt->race && alt->race==tmp->race && 373 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
378 sack_can_hold (NULL, alt, tmp,count)) 374 break; /* perfect match */
379 break; /* perfect match */ 375
380 376 if (!alt)
381 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below) 377 for (alt = op->inv; alt; alt = alt->below)
383 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))
384 sack_can_hold (NULL, alt, tmp,count))
385 break; /* General container comes next */ 379 break; /* General container comes next */
386 if (!alt) 380
381 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
434 tmp=op->above; 432 {
435 if (tmp) while (tmp->above) {
436 tmp=tmp->above; 433 tmp = op->above;
437 } 434 if (tmp)
435 while (tmp->above)
436 tmp = tmp->above;
437
438 if (!tmp)
439 tmp = op->below;
440 }
441
438 if (!tmp) 442 if (!tmp)
439 tmp=op->below;
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)
454 tmp=next; 459 {
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);
466 break; 477 break;
467 } 478 }
468 tmp=next; 479
469 /* Might as well just skip over the player immediately - 480 tmp = next;
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 } 481 }
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 482
483 if (cnt < 0)
484 } 484 {
485 op->failmsg ("Couldn't pick up so many items at once.");
485 return 0; 486 return 0;
486} 487 }
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);
495 break;
496 }
497
498 if (!tmp)
499 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
500 }
501
502 return 0;
503}
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 (sack->type != CONTAINER && sack->type != TRANSPORT) { 520 return; /* Can't put an object in itself */
504 new_draw_info_format(NDI_UNIQUE, 0,op, 521
505 "The %s is not a container.", query_name(sack)); 522 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
506 return;
507 } 523 {
508 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 524 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
509 new_draw_info_format(NDI_UNIQUE, 0,op, 525 return;
510 "You cannot put the %s in the %s.", query_name(tmp),
511 query_name(sack));
512 return;
513 } 526 }
527
514 if (tmp->type == CONTAINER && tmp->inv) { 528 if (tmp->type == CONTAINER && tmp->inv)
515 529 {
516 /* 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
517 * we instead move the contents of that container into the active 531 * we instead move the contents of that container into the active
518 * 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.
519 */ 533 */
520 sack2 = tmp; 534 sack2 = tmp;
521 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));
522 query_name(tmp), query_name(sack)); 536
523 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 537 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
538 {
524 tmp = tmp2->below; 539 tmp = tmp2->below;
540
525 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)))
526 (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
527 put_object_in_sack (op, sack, tmp2, 0); 542 put_object_in_sack (op, sack, tmp2, 0);
528 } else { 543 else
544 {
529 sprintf(buf,"Your %s fills up.", query_name(sack)); 545 sprintf (buf, "Your %s fills up.", query_name (sack));
530 new_draw_info(NDI_UNIQUE, 0,op, buf); 546 new_draw_info (NDI_UNIQUE, 0, op, buf);
531 break; 547 break;
548 }
549 }
550
551 return;
532 } 552 }
533 }
534 esrv_update_item (UPD_WEIGHT, op, sack2);
535 return;
536 }
537 553
538 /* Don't worry about this for containers - our caller should have 554 /* Don't worry about this for containers - our caller should have
539 * already checked this. 555 * already checked this.
540 */ 556 */
541 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)))
542 return;
543
544 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
545 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
546 return; 558 return;
547 }
548 559
560 if (QUERY_FLAG (tmp, FLAG_APPLIED))
561 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
562 return;
563
549 /* 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 */
550 if (nrof && tmp->nrof != nrof) { 565 if (!can_split (op, tmp, nrof))
551 object *tmp2 = tmp;
552 tmp2_tag = tmp2->count;
553 tmp = get_split_ob (tmp, nrof);
554
555 if(!tmp) {
556 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
557 return; 566 return;
558 }
559 /* Tell a client what happened other objects */
560 if (was_destroyed (tmp2, tmp2_tag))
561 esrv_del_item (op->contr, tmp2_tag);
562 else /* this can proably be replaced with an update */
563 esrv_send_item (op, tmp2);
564 } else
565 remove_ob(tmp);
566 567
567 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 568 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
568 query_name(tmp), query_name(sack)); 569 sack->insert (tmp);
569 tmp_tag = tmp->count; 570}
570 tmp2 = insert_ob_in_ob(tmp, sack);
571 fix_player(op); /* This is overkill, fix_player() is called somewhere */
572 /* in object.c */
573 571
574 /* If an object merged (and thus, different object), we need to 572/* In contrast to drop_object (op, tmp, nrof) above this function takes the
575 * delete the original. 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 ();
598 return;
599 }
600
601 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
602 floor;
603 floor = floor->above)
604 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
605 return;
606
607 if (obj->destroyed () || obj->is_inserted ())
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:
576 */ 619 */
577 if (tmp2 != tmp)
578 esrv_del_item (op->contr, tmp_tag);
579 620
580 esrv_send_item (op, tmp2); 621 obj->x = dropper->x;
622 obj->y = dropper->y;
581 623
582 /* If a transport, need to update all the players in the transport 624 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
583 * the view of what is in it.
584 */
585 if (sack->type == TRANSPORT) {
586 for (tmp=sack->inv; tmp; tmp=tmp->below) {
587 if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
588 }
589 } else {
590 /* update the sacks weight */
591 esrv_update_item (UPD_WEIGHT, op, sack);
592 }
593} 625}
594 626
595/* 627/*
596 * This function was part of drop, now is own function. 628 * This function was part of drop, now is own function.
597 * 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
598 * nrof objects is tried to dropped. 630 * nrof objects are tried to drop.
599 * This is used when dropping objects onto the floor. 631 * This is used when dropping objects onto the floor.
600 */ 632 */
601void 633void
602drop_object (object * op, object * tmp, uint32 nrof) 634drop_object (object *op, object *tmp, uint32 nrof)
603{ 635{
604 char buf[MAX_BUF];
605 object *floor;
606
607 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 636 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
608 return; 637 return;
609 638
610 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 639 if (QUERY_FLAG (tmp, FLAG_APPLIED))
611 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 640 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
612 return; /* can't unapply it */ 641 return; /* can't unapply it */
613 642
614 /* 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
615 * off 644 * off
616 */ 645 */
617 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);
618 { 655 }
619 object *tmp2 = tmp; 656}
620 tag_t tmp2_tag = tmp2->count; 657
621 tmp = get_split_ob (tmp, nrof); 658void
622 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)
623 { 670 {
624 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 ();
625 return; 675 return;
626 } 676 }
627 /* Tell a client what happened rest of objects. tmp2 is now the
628 * original object
629 */
630 if (op->type == PLAYER)
631 {
632 if (was_destroyed (tmp2, tmp2_tag))
633 esrv_del_item (op->contr, tmp2_tag);
634 else 677 else
635 esrv_send_item (op, tmp2); 678 while (tmp && tmp->invisible)
636 } 679 tmp = tmp->below;
637 }
638 else
639 remove_ob (tmp);
640
641 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
642 return;
643
644 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
645 { 680 }
646 sprintf (buf, "You drop the %s.", query_name (tmp)); 681
647 new_draw_info (NDI_UNIQUE, 0, op, buf); 682 if (!tmp)
648 new_draw_info (NDI_UNIQUE, 0, op, 683 {
649 "The gods who lent it to you retrieves it."); 684 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
650 if (op->type == PLAYER)
651 esrv_del_item (op->contr, tmp->count);
652 free_object (tmp);
653 fix_player (op);
654 return; 685 return;
655 } 686 }
656 687
657/* If SAVE_INTERVAL is commented out, we never want to save 688 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
658 * the player here.
659 */
660#ifdef SAVE_INTERVAL
661 /* I'm not sure why there is a value check - since the save
662 * is done every SAVE_INTERVAL seconds, why care the value
663 * of what he is dropping?
664 */
665 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
666 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
667 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
668 {
669 save_player (op, 1);
670 op->contr->last_save_time = time (NULL);
671 } 689 {
672#endif /* SAVE_INTERVAL */ 690 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
673
674 if (op->type == PLAYER)
675 esrv_del_item (op->contr, tmp->count);
676
677 /* Call this before we update the various windows/players. At least
678 * that we, we know the weight is correct.
679 */
680 fix_player (op); /* This is overkill, fix_player() is called somewhere */
681 /* in object.c */
682
683 if (op->type == PLAYER)
684 {
685 op->contr->socket.update_look = 1;
686 /* Need to update the weight for the player */
687 esrv_send_item (op, op);
688 }
689
690 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
691 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
692 return; 691 return;
693
694 if (floor
695 && floor->type == SHOP_FLOOR
696 && !QUERY_FLAG (tmp, FLAG_UNPAID)
697 && tmp->type != MONEY)
698 sell_item (tmp, op);
699
700 tmp->x = op->x;
701 tmp->y = op->y;
702
703 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
704}
705
706void drop(object *op, object *tmp)
707{
708 /* Hopeful fix for disappearing objects when dropping from a container -
709 * somehow, players get an invisible object in the container, and the
710 * old logic would skip over invisible objects - works fine for the
711 * playes inventory, but drop inventory wants to use the next value.
712 */
713 if (tmp->invisible) {
714 /* if the following is the case, it must be in an container. */
715 if (tmp->env && tmp->env->type != PLAYER) {
716 /* Just toss the object - probably shouldn't be hanging
717 * around anyways
718 */
719 remove_ob(tmp);
720 free_object(tmp);
721 return;
722 } else {
723 while(tmp!=NULL && tmp->invisible)
724 tmp=tmp->below;
725 }
726 } 692 }
727 693
728 if (tmp==NULL) {
729 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
730 return;
731 }
732 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
733 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
734 return;
735 }
736 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 694 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
695 {
737#if 0 696#if 0
738 /* 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. */
739 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.");
740#endif 699#endif
741 return; 700 return;
742 } 701 }
743 702
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 {
744 if (op->type == PLAYER) 710 if (op->type == PLAYER)
745 { 711 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
746 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
747 object *n=NULL;
748 if(tmp->below != NULL)
749 n = tmp->below;
750 else if(tmp->above != NULL)
751 n = tmp->above;
752 op->contr->last_used = n;
753 if (n != NULL)
754 op->contr->last_used_id = n->count;
755 else 712 else
756 op->contr->last_used_id = 0; 713 put_object_in_sack (op, op->container_ (), tmp, 0);
757 }
758 }; 714 }
759 715 else
760 if (op->container) { 716 {
761 if (op->type == PLAYER) 717 if (op->type == PLAYER)
762 {
763 put_object_in_sack (op, op->container, tmp, op->contr->count);
764 } else {
765 put_object_in_sack(op, op->container, tmp, 0);
766 };
767 } else {
768 if (op->type == PLAYER)
769 {
770 drop_object (op, tmp, op->contr->count); 718 drop_object (op, tmp, op->contr->count);
771 } else { 719 else
772 drop_object(op,tmp,0); 720 drop_object (op, tmp, 0);
773 };
774 } 721 }
722
775 if (op->type == PLAYER) 723 if (op->type == PLAYER)
776 op->contr->count = 0; 724 op->contr->count = 0;
777} 725}
778
779
780 726
781/* Command will drop all items that have not been locked */ 727/* Command will drop all items that have not been locked */
728int
782int command_dropall (object *op, char *params) { 729command_dropall (object *op, char *params)
730{
783 731
784 object * curinv, *nextinv;
785
786 if(op->inv == NULL) { 732 if (op->inv == NULL)
733 {
787 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 734 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
788 return 0; 735 return 0;
789 } 736 }
790 737
791 curinv = op->inv; 738 object *curinv = op->inv;
739 object *nextinv;
792 740
793 /* 741 /*
794 This is the default. Drops everything not locked or considered 742 This is the default. Drops everything not locked or considered
795 not something that should be dropped. 743 not something that should be dropped.
796 */ 744 */
797 /* 745 /*
798 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
799 the drop() routine will do unknown things to it when dropping 747 the drop() routine will do unknown things to it when dropping
800 in a shop. --Tero.Pelander@utu.fi 748 in a shop. --Tero.Pelander@utu.fi
801 */ 749 */
750 int cnt = MAX_ITEM_PER_ACTION;
802 751
803 if(params==NULL) { 752 if (!params)
804 while(curinv != NULL) { 753 {
754 while (curinv)
755 {
805 nextinv = curinv->below; 756 nextinv = curinv->below;
757
806 while (nextinv && nextinv->type==MONEY) 758 while (nextinv && nextinv->type == MONEY)
807 nextinv = nextinv->below; 759 nextinv = nextinv->below;
808 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 760
809 curinv->type != FOOD && curinv->type != KEY && 761 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
810 curinv->type != SPECIAL_KEY && curinv->type != GEM && 762 && curinv->type != MONEY
811 !curinv->invisible && 763 && curinv->type != FOOD
764 && curinv->type != KEY
765 && curinv->type != SPECIAL_KEY
766 && curinv->type != GEM
767 && !curinv->invisible
812 (curinv->type!=CONTAINER || op->container!=curinv)) 768 && (curinv->type != CONTAINER || op->container_ () != curinv))
813 { 769 {
814 drop(op,curinv); 770 drop (op, curinv);
771 if (--cnt <= 0) break;
772 }
773
774 curinv = nextinv;
815 } 775 }
816 curinv = nextinv;
817 }
818 } 776 }
819
820 else if(strcmp(params, "weapons") == 0) { 777 else if (strcmp (params, "weapons") == 0)
821 while(curinv != NULL) { 778 {
779 while (curinv)
780 {
822 nextinv = curinv->below; 781 nextinv = curinv->below;
782
823 while (nextinv && nextinv->type==MONEY) 783 while (nextinv && nextinv->type == MONEY)
824 nextinv = nextinv->below; 784 nextinv = nextinv->below;
825 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 785
826 (curinv->type == BOW) || (curinv->type == ARROW))) 786 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
827 { 787 {
828 drop(op,curinv); 788 drop (op, curinv);
829 } 789 if (--cnt <= 0) break;
790 }
791
830 curinv = nextinv; 792 curinv = nextinv;
831 } 793 }
832 } 794 }
833
834 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 795 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
835 while(curinv != NULL) { 796 {
797 while (curinv)
798 {
836 nextinv = curinv->below; 799 nextinv = curinv->below;
800
837 while (nextinv && nextinv->type==MONEY) 801 while (nextinv && nextinv->type == MONEY)
838 nextinv = nextinv->below; 802 nextinv = nextinv->below;
839 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 803
840 curinv->type == SHIELD || curinv->type==HELMET)) 804 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
841 { 805 {
842 drop(op,curinv); 806 drop (op, curinv);
843 } 807 if (--cnt <= 0) break;
808 }
809
844 curinv = nextinv; 810 curinv = nextinv;
845 } 811 }
846 } 812 }
847
848 else if(strcmp(params, "misc") == 0) { 813 else if (strcmp (params, "misc") == 0)
849 while(curinv != NULL) { 814 {
815 while (curinv)
816 {
850 nextinv = curinv->below; 817 nextinv = curinv->below;
818
851 while (nextinv && nextinv->type==MONEY) 819 while (nextinv && nextinv->type == MONEY)
852 nextinv = nextinv->below; 820 nextinv = nextinv->below;
821
853 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 822 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
854 switch(curinv->type) { 823 {
855 case HORN: 824 switch (curinv->type)
856 case BOOK: 825 {
857 case SPELLBOOK: 826 case HORN:
858 case GIRDLE: 827 case BOOK:
859 case AMULET: 828 case SPELLBOOK:
860 case RING: 829 case GIRDLE:
861 case CLOAK: 830 case AMULET:
862 case BOOTS: 831 case RING:
863 case GLOVES: 832 case CLOAK:
864 case BRACERS: 833 case BOOTS:
865 case SCROLL: 834 case GLOVES:
866 case ARMOUR_IMPROVER: 835 case BRACERS:
867 case WEAPON_IMPROVER: 836 case SCROLL:
868 case WAND: 837 case ARMOUR_IMPROVER:
869 case ROD: 838 case WEAPON_IMPROVER:
870 case POTION: 839 case WAND:
871 drop(op,curinv); 840 case ROD:
872 curinv = nextinv; 841 case POTION:
873 break; 842 drop (op, curinv);
874 default: 843 curinv = nextinv;
875 curinv = nextinv; 844 break;
876 break; 845 default:
877 } 846 curinv = nextinv;
878 } 847 break;
848 }
849
850 if (--cnt <= 0) break;
851 }
852
879 curinv = nextinv; 853 curinv = nextinv;
880 } 854 }
881 } 855 }
882 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
883/* draw_look(op);*/ 860/* draw_look(op);*/
884 return 0; 861 return 0;
885} 862}
886 863
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
887/* 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
888 * comma seperated list. 890 * comma seperated list.
889 */ 891 */
890 892int
891int command_drop (object *op, char *params) 893command_drop (object *op, char *params)
892{ 894{
893 object *tmp, *next; 895 object *tmp, *next;
894 int did_one=0; 896 int did_one = 0;
895 897
896 if (!params) { 898 if (!params)
899 {
897 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
898 return 0;
899 } else {
900 for (tmp=op->inv; tmp; tmp=next) {
901 next=tmp->below;
902 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
903 tmp->invisible) continue;
904 if (item_matched_string(op,tmp,params)) {
905 drop(op, tmp);
906 did_one=1;
907 }
908 }
909 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
910 }
911 if (op->type==PLAYER)
912 {
913 op->contr->count=0;
914 op->contr->socket.update_look=1;
915 };
916/* draw_look(op);*/
917 return 0; 901 return 0;
918} 902 }
903 else
904 {
905 vector<object *> matched_objs;
919 906
907 for (tmp = op->inv; tmp; tmp = next)
908 {
909 next = tmp->below;
910 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
911 continue;
912
913 if (item_matched_string (op, tmp, params))
914 matched_objs.push_back (tmp);
915 }
916
917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
921
922 if (cnt <= 0)
923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
924 }
925
926 return 0;
927}
928
929int
920int command_examine (object *op, char *params) 930command_examine (object *op, char *params)
921{ 931{
922 if (!params) { 932 if (!params)
933 {
923 object *tmp=op->below; 934 object *tmp = op->below;
924 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 935
925 if (tmp) examine(op,tmp); 936 while (tmp && !tmp->client_visible ())
926 } 937 tmp = tmp->below;
927 else { 938
928 object *tmp=find_best_object_match(op,params);
929 if (tmp) 939 if (tmp)
930 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);
931 else 948 else
932 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));
933 } 950 }
951
934 return 0; 952 return 0;
935} 953}
936 954
937/* op should be a player. 955/* op should be a player.
938 * 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
939 * 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
940 * 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
941 * nothing is found. 959 * nothing is found.
942 */ 960 */
961object *
943object *find_marked_object(object *op) 962find_marked_object (object *op)
944{ 963{
945 object *tmp; 964 object *tmp;
946 965
947 if (!op || !op->contr) return NULL; 966 if (!op || !op->contr)
967 return NULL;
968
948 if (!op->contr->mark) { 969 if (!op->contr->mark)
970 {
949/* 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");*/
950 return NULL; 972 return 0;
951 } 973 }
974
952 /* 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
953 * 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
954 * an item got reincarnated at some point. 977 * an item got reincarnated at some point.
955 */ 978 */
956 for (tmp=op->inv; tmp; tmp=tmp->below) { 979 for (tmp = op->inv; tmp; tmp = tmp->below)
957 if (tmp->invisible) continue; 980 {
981 if (tmp->invisible)
982 continue;
983
958 if (tmp == op->contr->mark) { 984 if (tmp == op->contr->mark)
959 if (tmp->count == op->contr->mark_count) 985 {
960 return tmp; 986 if (!tmp->destroyed ())
961 else { 987 return tmp;
962 op->contr->mark=NULL; 988 else
963 op->contr->mark_count=0; 989 {
990 op->contr->mark = 0;
964/* 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");*/
965 return NULL; 992 return 0;
993 }
994 }
966 } 995 }
967 } 996
968 } 997 return 0;
969 return NULL;
970} 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;
971 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}
972 1308
973/* op should be a player, params is any params. 1309/* op should be a player, params is any params.
974 * If no params given, we print out the currently marked object. 1310 * If no params given, we print out the currently marked object.
975 * otherwise, try to find a matching object - try best match first. 1311 * otherwise, try to find a matching object - try best match first.
976 */ 1312 */
1313int
977int command_mark(object *op, char *params) 1314command_mark (object *op, char *params)
978{ 1315{
979 if (!op->contr) return 1;
980 if (!params) { 1316 if (!params)
1317 {
981 object *mark=find_marked_object(op); 1318 if (object *mark = find_marked_object (op))
982 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1319 op->statusmsg (format ("%s is marked.", query_name (mark)));
983 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
984 }
985 else {
986 object *mark1=find_best_object_match(op, params);
987 if (!mark1) {
988 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
989 return 1;
990 }
991 else {
992 op->contr->mark=mark1;
993 op->contr->mark_count=mark1->count;
994 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
995 return 0;
996 }
997 }
998 return 0; /*shouldnt get here */
999}
1000
1001
1002/* op is the player
1003 * tmp is the monster being examined.
1004 */
1005void examine_monster(object *op,object *tmp) {
1006 object *mon=tmp->head?tmp->head:tmp;
1007
1008 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1010 if(mon->level>op->level)
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1012 else if(mon->level<op->level)
1013 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1014 else 1320 else
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you."); 1321 op->failmsg ("You have no marked object.");
1016 if(mon->attacktype&AT_ACID)
1017 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1018
1019 /* Anyone know why this used to use the clone value instead of the
1020 * maxhp field? This seems that it should give more accurate results.
1021 */
1022 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1023 case 1:
1024 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1025 break;
1026 case 2:
1027 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1028 break;
1029 case 3:
1030 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1031 break;
1032 case 4:
1033 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1034 break;
1035 }
1036 if(present_in_ob(POISONING,mon)!=NULL)
1037 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1038}
1039
1040
1041/* tmp is the object being described, pl is who is examing it. */
1042char *long_desc(object *tmp, object *pl) {
1043 static char buf[VERY_BIG_BUF];
1044 char *cp;
1045
1046 if(tmp==NULL)
1047 return "";
1048
1049 buf[0]='\0';
1050 switch(tmp->type) {
1051 case RING:
1052 case SKILL:
1053 case WEAPON:
1054 case ARMOUR:
1055 case BRACERS:
1056 case HELMET:
1057 case SHIELD:
1058 case BOOTS:
1059 case GLOVES:
1060 case AMULET:
1061 case GIRDLE:
1062 case BOW:
1063 case ARROW:
1064 case CLOAK:
1065 case FOOD:
1066 case DRINK:
1067 case FLESH:
1068 case SKILL_TOOL:
1069 case POWER_CRYSTAL:
1070 if(*(cp=describe_item(tmp, pl))!='\0') {
1071 int len;
1072
1073 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1074 buf[VERY_BIG_BUF-1]=0;
1075 len=strlen(buf);
1076 if (len<VERY_BIG_BUF-5) {
1077 /* Since we know the length, we save a few cpu cycles by using
1078 * it instead of calling strcat */
1079 strcpy(buf+len," ");
1080 len++;
1081 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1082 buf[VERY_BIG_BUF-1]=0;
1083 }
1084 } 1322 }
1323 else
1085 } 1324 {
1086 if(buf[0]=='\0') { 1325 if (object *mark = find_best_object_match (op, params))
1087 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1326 {
1088 buf[VERY_BIG_BUF-1]=0; 1327 op->contr->mark = mark;
1089 } 1328 op->statusmsg (format ("Marked item %s", query_name (mark)));
1090 1329 }
1091 return buf; 1330 else
1092} 1331 op->failmsgf ("Could not find an object that matches %s", params);
1093
1094void examine(object *op, object *tmp) {
1095 char buf[VERY_BIG_BUF];
1096 int i;
1097
1098 if (tmp == NULL || tmp->type == CLOSE_CON)
1099 return;
1100
1101 strcpy(buf,"That is ");
1102 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1103 buf[VERY_BIG_BUF-1]=0;
1104
1105 new_draw_info(NDI_UNIQUE, 0,op,buf);
1106 buf[0]='\0';
1107
1108 if(tmp->custom_name) {
1109 strcpy(buf,"You call it ");
1110 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1111 buf[VERY_BIG_BUF-1]=0;
1112 new_draw_info(NDI_UNIQUE, 0,op,buf);
1113 buf[0]='\0';
1114 }
1115
1116 switch(tmp->type) {
1117 case SPELLBOOK:
1118 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1119 sprintf(buf,"%s is a %s level %s spell",
1120 tmp->inv->name, get_levelnumber(tmp->inv->level),
1121 tmp->inv->skill);
1122 } 1332 }
1123 break;
1124 1333
1125 case BOOK: 1334 return 0; /*shouldnt get here */
1126 if(tmp->msg!=NULL)
1127 strcpy(buf,"Something is written in it.");
1128 break;
1129
1130 case CONTAINER:
1131 if(tmp->race!=NULL) {
1132 if(tmp->weight_limit && tmp->stats.Str<100)
1133 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1134 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1135 else
1136 sprintf (buf,"It can hold only %s.", tmp->race);
1137 } else
1138 if(tmp->weight_limit && tmp->stats.Str<100)
1139 sprintf (buf,"Its weight limit is %.1f kg.",
1140 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1141 break;
1142
1143 case WAND:
1144 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1145 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1146 break;
1147 }
1148
1149 if(buf[0]!='\0')
1150 new_draw_info(NDI_UNIQUE, 0,op,buf);
1151
1152 if(tmp->materialname != NULL && !tmp->msg) {
1153 sprintf(buf, "It is made of: %s.", tmp->materialname);
1154 new_draw_info(NDI_UNIQUE, 0, op, buf);
1155 }
1156 /* Where to wear this item */
1157 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1158 if (tmp->body_info[i]<-1) {
1159 if (op->body_info[i])
1160 new_draw_info_format(NDI_UNIQUE, 0,op,
1161 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1162 else
1163 new_draw_info_format(NDI_UNIQUE, 0,op,
1164 "It goes %s", body_locations[i].nonuse_name);
1165 } else if (tmp->body_info[i]) {
1166 if (op->body_info[i])
1167 new_draw_info_format(NDI_UNIQUE, 0,op,
1168 "It goes %s", body_locations[i].use_name);
1169 else
1170 new_draw_info_format(NDI_UNIQUE, 0,op,
1171 "It goes %s", body_locations[i].nonuse_name);
1172 }
1173 }
1174
1175 if(tmp->weight) {
1176 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1177 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1178 new_draw_info(NDI_UNIQUE, 0,op,buf);
1179 }
1180
1181 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1182 object *floor;
1183 sprintf(buf,"You reckon %s worth %s.",
1184 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1185 new_draw_info(NDI_UNIQUE, 0,op,buf);
1186 floor = get_map_ob (op->map, op->x, op->y);
1187 if (floor && floor->type == SHOP_FLOOR) {
1188 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1189 sprintf(buf,"%s would cost you %s.",
1190 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1191 else
1192 sprintf(buf,"You are offered %s for %s.",
1193 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1194 new_draw_info(NDI_UNIQUE, 0,op,buf);
1195 }
1196 }
1197
1198 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1199 examine_monster(op,tmp);
1200
1201 /* Is this item buildable? */
1202 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1203 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1204
1205 /* Does the object have a message? Don't show message for all object
1206 * types - especially if the first entry is a match
1207 */
1208 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1209 tmp->type != CORPSE && !tmp->move_on &&
1210 strncasecmp(tmp->msg, "@match",7)) {
1211
1212 /* This is just a hack so when identifying the items, we print
1213 * out the extra message
1214 */
1215 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1216 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1217
1218 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1219 }
1220 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1221} 1335}
1222 1336
1223/*
1224 * inventory prints object's inventory. If inv==NULL then print player's
1225 * inventory.
1226 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1227 */
1228void inventory(object *op,object *inv) {
1229 object *tmp;
1230 char *in;
1231 int items = 0, length;
1232
1233 if (inv==NULL && op==NULL) {
1234 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1235 return;
1236 }
1237 tmp = inv ? inv->inv : op->inv;
1238
1239 while (tmp) {
1240 if ((!tmp->invisible &&
1241 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1242 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1243 items++;
1244 tmp=tmp->below;
1245 }
1246 if (inv==NULL) { /* player's inventory */
1247 if (items==0) {
1248 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1249 return;
1250 } else {
1251 length = 28;
1252 in = "";
1253 if (op)
1254 clear_win_info(op);
1255 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1256 }
1257 } else {
1258 if (items==0)
1259 return;
1260 else {
1261 length = 28;
1262 in = " ";
1263 }
1264 }
1265 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1266 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1267 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1268 continue;
1269 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1270 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1271 query_name(tmp), tmp->count,query_weight(tmp));
1272 else
1273 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1274 length+8, query_name(tmp),
1275 query_weight(tmp));
1276 }
1277 if(!inv && op) {
1278 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1279 41,"Total weight :",query_weight(op));
1280 }
1281}
1282
1283static void display_new_pickup( object* op )
1284 {
1285 int i = op->contr->mode;
1286
1287 if(!(i & PU_NEWMODE)) return;
1288
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1295
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1299
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1302
1303 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1306
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1308 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1310 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1311
1312 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1314 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1315 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1316
1317 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1318 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1319 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1320 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1321
1322 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1323
1324 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1325
1326 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1327 }
1328
1329int command_pickup (object *op, char *params)
1330{
1331 uint32 i;
1332 static const char* names[ ] = {
1333 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1334 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1335 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1336 static uint32 modes[ ] = {
1337 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1338 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1339 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1340
1341 if(!params) {
1342 /* if the new mode is used, just print the settings */
1343 if(op->contr->mode & PU_NEWMODE)
1344 {
1345 display_new_pickup( op );
1346 return 1;
1347 }
1348 if(1) LOG(llevDebug, "command_pickup: !params\n");
1349 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1350 return 0;
1351 }
1352
1353 while ( *params == ' ' && *params )
1354 params++;
1355
1356 if ( *params == '+' || *params == '-' )
1357 {
1358 int mode;
1359 for ( mode = 0; names[ mode ]; mode++ )
1360 {
1361 if ( !strcmp( names[ mode ], params + 1 ) )
1362 {
1363 i = op->contr->mode;
1364 if ( !( i & PU_NEWMODE ) )
1365 i = PU_NEWMODE;
1366 if ( *params == '+' )
1367 i = i | modes[ mode ];
1368 else
1369 i = i & ~modes[ mode ];
1370 op->contr->mode = i;
1371 display_new_pickup( op );
1372 return 1;
1373 }
1374 }
1375 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1376 return 1;
1377 }
1378
1379 if(sscanf(params, "%u", &i) != 1) {
1380 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1381 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1382 return 1;
1383 }
1384 set_pickup_mode(op,i);
1385
1386 return 1;
1387}
1388
1389void set_pickup_mode(object *op,int i) {
1390 switch(op->contr->mode=i) {
1391 case 0:
1392 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1393 break;
1394 case 1:
1395 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1396 break;
1397 case 2:
1398 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1399 break;
1400 case 3:
1401 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1402 break;
1403 case 4:
1404 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1405 break;
1406 case 5:
1407 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1408 break;
1409 case 6:
1410 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1411 break;
1412 case 7:
1413 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1414 break;
1415 }
1416}
1417
1418int command_search_items (object *op, char *params)
1419{
1420 char buf[MAX_BUF];
1421
1422 if (settings.search_items == FALSE)
1423 return 1;
1424
1425 if(params == NULL) {
1426 if(op->contr->search_str[0]=='\0') {
1427 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1428 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1429 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1430 return 1;
1431 }
1432 op->contr->search_str[0]='\0';
1433 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1434 fix_player(op);
1435 return 1;
1436 }
1437 if((int)strlen(params) >= MAX_BUF) {
1438 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1439 return 1;
1440 }
1441 strcpy(op->contr->search_str, params);
1442 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1443 new_draw_info(NDI_UNIQUE, 0,op,buf);
1444 fix_player(op);
1445 return 1;
1446}
1447
1448/*
1449 * Changing the custom name of an item
1450 *
1451 * Syntax is: rename <what object> to <new name>
1452 * if '<what object>' is omitted, marked object is used
1453 * if 'to <new name>' is omitted, custom name is cleared
1454 *
1455 * Names are considered for all purpose having a length <=127 (max length sent to client
1456 * by server) */
1457
1458int command_rename_item(object *op, char *params)
1459{
1460 char buf[VERY_BIG_BUF];
1461 int itemnumber;
1462 object *item=NULL;
1463 char *closebrace;
1464 size_t counter;
1465
1466 if (params) {
1467 /* Let's skip white spaces */
1468 while(' '==*params) params++;
1469
1470 /* Checking the first part */
1471 if ((itemnumber = atoi(params))!=0) {
1472 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1473 if (!item) {
1474 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1475 return 1;
1476 }
1477 while(isdigit(*params) || ' '==*params) params++;
1478 }
1479 else if ('<'==*params) {
1480 /* Got old name, let's get it & find appropriate matching item */
1481 closebrace=strchr(params,'>');
1482 if(!closebrace) {
1483 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1484 return 1;
1485 }
1486 /* Sanity check for buffer overruns */
1487 if((closebrace-params)>127) {
1488 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1489 return 1;
1490 }
1491 /* Copy the old name */
1492 strncpy(buf,params+1,closebrace-params-1);
1493 buf[closebrace-params-1]='\0';
1494
1495 /* Find best matching item */
1496 item=find_best_object_match(op,buf);
1497 if(!item) {
1498 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1499 return 1;
1500 }
1501
1502 /* Now need to move pointer to just after > */
1503 params=closebrace+1;
1504 while(' '==*params) params++;
1505
1506 } else {
1507 /* Use marked item */
1508 item=find_marked_object(op);
1509 if(!item) {
1510 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1511 return 1;
1512 }
1513 }
1514
1515 /* Now let's find the new name */
1516 if(!strncmp(params,"to ",3)) {
1517 params+=3;
1518 while(' '==*params) params++;
1519 if('<'!=*params) {
1520 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1521 return 1;
1522 }
1523 closebrace=strchr(params+1,'>');
1524 if(!closebrace) {
1525 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1526 return 1;
1527 }
1528
1529 /* Sanity check for buffer overruns */
1530 if((closebrace-params)>127) {
1531 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1532 return 1;
1533 }
1534
1535 /* Copy the new name */
1536 strncpy(buf,params+1,closebrace-params-1);
1537 buf[closebrace-params-1]='\0';
1538
1539 /* Let's check it for weird characters */
1540 for(counter=0;counter<strlen(buf);counter++) {
1541 if(isalnum(buf[counter])) continue;
1542 if(' '==buf[counter]) continue;
1543 if('\''==buf[counter]) continue;
1544 if('+'==buf[counter]) continue;
1545 if('_'==buf[counter]) continue;
1546 if('-'==buf[counter]) continue;
1547
1548 /* If we come here, then the name contains an invalid character...
1549 tell the player & exit */
1550 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1551 return 1;
1552 }
1553
1554 } else {
1555 /* If param contains something, then syntax error... */
1556 if(strlen(params)) {
1557 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1558 return 1;
1559 }
1560 /* New name is empty */
1561 buf[0]='\0';
1562 }
1563 } else {
1564 /* Last case: params==NULL */
1565 item=find_marked_object(op);
1566 if(!item) {
1567 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1568 return 1;
1569 }
1570 buf[0]='\0';
1571 }
1572
1573 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1574 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1575 return 1;
1576 }
1577
1578 /* Coming here, everything is fine... */
1579 if(!strlen(buf)) {
1580 /* Clear custom name */
1581 if(item->custom_name) {
1582 FREE_AND_CLEAR_STR(item->custom_name);
1583
1584 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));
1585 esrv_update_item(UPD_NAME,op,item);
1586 } else {
1587 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1588 }
1589 } else {
1590 /* Set custom name */
1591 FREE_AND_COPY(item->custom_name,buf);
1592
1593 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);
1594 esrv_update_item(UPD_NAME,op,item);
1595 }
1596
1597 return 1;
1598}

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