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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.10 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.133 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * static char *rcsid_c_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: c_object.C,v 1.10 2006/08/29 08:01:37 root Exp $";
4 */ 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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>
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);
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 69
70 if (tmpmatch > match_val)
71 {
72 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
73 continue;
74
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 75 if ((aflag == AP_UNAPPLY) && (!tmp->flag [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; 155 if (object *skop = find_skill_by_name (op, shstr_throwing))
133
134 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 (!sack->flag [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 }
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 237
238 if (sack->weight_limit
239 && weight_t (sack->carrying
240 + sack->number_of ()
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0)) 241 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) { 242 * (100 - sack->stats.Str) / 100)
209 new_draw_info_format(NDI_UNIQUE, 0, pl, 243 > sack->weight_limit)
210 "That won't fit in the %s!", query_name(sack)); 244 {
245 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
211 return 0; 246 return 0;
212 } 247 }
248
213 /* All other checks pass, must be OK */ 249 /* All other checks pass, must be OK */
214 return 1; 250 return 1;
215} 251}
216 252
217/* Pick up commands follow */ 253/* Pick up commands follow */
254
218/* pl = player (not always - monsters can use this now) 255/* pl = player (not always - monsters can use this now)
219 * op is the object to put tmp into, 256 * op is the object to put tmp into,
220 * tmp is the object to pick up, nrof is the number to 257 * tmp is the object to pick up, nrof is the number to
221 * pick up (0 means all of them) 258 * pick up (0 means all of them)
222 */ 259 */
260static void
223static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 261pick_up_object (object *pl, object *op, object *tmp, int nrof)
224{ 262{
225 /* buf needs to be big (more than 256 chars) because you can get
226 * very long item names.
227 */
228 char buf[HUGE_BUF];
229 object *env=tmp->env;
230 uint32 weight, effective_weight_limit; 263 weight_t weight, effective_weight_limit;
231 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 264 int tmp_nrof = tmp->number_of ();
232 265
233 /* IF the player is flying & trying to take the item out of a container 266 /* 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 267 * 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 268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
236 * containers not allowed as of now) 269 * containers not allowed as of now)
237 */ 270 */
238 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 271 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
239 is_player_inv(tmp)!=pl) { 272 {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!"); 273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
241 return; 276 return;
242 }
243 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 return;
245 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
246 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
247 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
248 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
249 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
250 remove_ob (tmp);
251 free_object(tmp);
252 return;
253 }
254 277 }
278
279 if (tmp->flag [FLAG_NO_DROP])
280 return;
281
255 if (nrof > tmp_nrof || nrof == 0) 282 if (nrof > tmp_nrof || nrof <= 0)
256 nrof = tmp_nrof; 283 nrof = tmp_nrof;
284
257 /* Figure out how much weight this object will add to the player */ 285 /* Figure out how much weight this object will add to the player */
258 weight = tmp->weight * nrof; 286 weight = tmp->weight * nrof;
287 if (tmp->inv)
259 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260 if (pl->stats.Str <= MAX_STAT) 289
261 effective_weight_limit = weight_limit[pl->stats.Str]; 290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
262 else 291
263 effective_weight_limit = weight_limit[MAX_STAT];
264 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
265 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up."); 294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
266 return; 295 return;
296 }
297
298 if (!can_split (pl, tmp, nrof))
299 return;
300
301 if (tmp->flag [FLAG_UNPAID])
267 } 302 {
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 303 tmp->flag.reset (FLAG_UNPAID);
269 SET_FLAG(tmp, FLAG_WAS_WIZ); 304 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));
270 if (nrof != tmp_nrof) { 305 tmp->flag.set (FLAG_UNPAID);
271 object *tmp2 = tmp;
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return;
277 }
278 /* Tell a client what happened rest of objects */
279 if (pl->type == PLAYER) {
280 if (was_destroyed (tmp2, tmp2_tag))
281 esrv_del_item (pl->contr, tmp2_tag);
282 else
283 esrv_send_item (pl, tmp2);
284 }
285 } else {
286 /* If the object is in a container, send a delete to the client.
287 * - we are moving all the items from the container to elsewhere,
288 * so it needs to be deleted.
289 */
290 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291 if (tmp->env && pl->type==PLAYER)
292 esrv_del_item (pl->contr, tmp->count);
293 remove_ob(tmp); /* Unlink it */
294 }
295 } 306 }
296 if(QUERY_FLAG(tmp, FLAG_UNPAID))
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
298 query_cost_string(tmp,pl,F_BUY | F_SHOP));
299 else 307 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 308 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);
302 309
303 tmp = insert_ob_in_ob(tmp, op); 310 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} 311}
322 312
323
324void pick_up(object *op,object *alt)
325/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 313/* modified slightly to allow monsters use this -b.t. 5-31-95 */
314void
315pick_up (object *op, object *alt)
326{ 316{
327 int need_fix_tmp = 0; 317 int need_fix_tmp = 0;
328 object *tmp=NULL; 318 object *tmp = NULL;
329 mapstruct *tmp_map=NULL; 319 maptile *tmp_map = NULL;
330 int count; 320 int count;
331 tag_t tag;
332 321
333 /* Decide which object to pick. */ 322 /* Decide which object to pick. */
334 if (alt) 323 if (alt)
335 { 324 {
336 if ( ! can_pick (op, alt)) { 325 if (!can_pick (op, alt))
326 {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 alt->name);
339 goto leave; 328 goto leave;
340 } 329 }
330
341 tmp = alt; 331 tmp = alt;
342 } 332 }
343 else 333 else
344 { 334 {
345 if (op->below == NULL || ! can_pick (op, op->below)) { 335 if (op->below == NULL || !can_pick (op, op->below))
346 new_draw_info (NDI_UNIQUE, 0, op, 336 {
347 "There is nothing to pick up here."); 337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
348 goto leave; 338 goto leave;
349 } 339 }
340
350 tmp = op->below; 341 tmp = op->below;
351 } 342 }
352 343
353 /* Try to catch it. */ 344 /* Try to catch it. */
354 tmp_map = tmp->map; 345 tmp_map = tmp->map;
355 tmp = stop_item (tmp); 346 tmp = stop_item (tmp);
356 if (tmp == NULL) 347 if (tmp == NULL)
348 goto leave;
349
350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
360 else
361 count = tmp->nrof;
362
363 /* container is open, so use it */
364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if ((alt = op->container_ ()))
367 {
368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
357 goto leave; 369 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 } 370 }
366 else 371 else
367 count=tmp->nrof; 372 { /* non container pickup */
373 for (alt = op->inv; alt; alt = alt->below)
374 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376 break; /* perfect match */
368 377
369 /* container is open, so use it */ 378 if (!alt)
370 if (op->container) {
371 alt = op->container;
372 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373 goto leave;
374 } else { /* non container pickup */
375 for (alt=op->inv; alt; alt=alt->below) 379 for (alt = op->inv; alt; alt = alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 380 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
377 alt->race && alt->race==tmp->race && 381 break; /* General container comes next */
378 sack_can_hold (NULL, alt, tmp,count)) 382
379 break; /* perfect match */
380
381 if (!alt) 383 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below)
383 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
384 sack_can_hold (NULL, alt, tmp,count))
385 break; /* General container comes next */
386 if (!alt)
387 alt = op; /* No free containers */ 384 alt = op; /* No free containers */
388 } 385 }
386
389 if(tmp->env == alt) { 387 if (tmp->env == alt)
388 {
390 /* here it could be possible to check rent, 389 /* here it could be possible to check rent,
391 * if someone wants to implement it 390 * if someone wants to implement it
392 */ 391 */
393 alt = op; 392 alt = op;
394 } 393 }
394
395#ifdef PICKUP_DEBUG 395#ifdef PICKUP_DEBUG
396 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397#endif 397#endif
398 398
399 /* startequip items are not allowed to be put into containers: */ 399 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER 400 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
401 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 { 401 {
403 new_draw_info (NDI_UNIQUE, 0, op, 402 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; 403 goto leave;
406 } 404 }
407 405
408 tag = tmp->count;
409 pick_up_object (op, alt, tmp, count); 406 pick_up_object (op, alt, tmp, count);
407
410 if (was_destroyed (tmp, tag) || tmp->env) 408 if (tmp->destroyed () || tmp->env)
411 need_fix_tmp = 0; 409 need_fix_tmp = 0;
410
412 if (op->type == PLAYER) 411 if (op->type == PLAYER)
413 op->contr->count=0; 412 op->contr->count = 0;
413
414 goto leave; 414 goto leave;
415 415
416 leave: 416leave:
417 if (need_fix_tmp) 417 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op); 418 fix_stopped_item (tmp, tmp_map, op);
419} 419}
420
421 420
422/* This takes (picks up) and item. op is the player 421/* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to 422 * who issued the command. params is a string to
424 * match against the item name. Basically, always 423 * match against the item name. Basically, always
425 * returns zero, but that should be improved. 424 * returns zero, but that should be improved.
426 */ 425 */
426int
427int command_take (object *op, char *params) 427command_take (object *op, char *params)
428{ 428{
429 object *tmp, *next; 429 object *tmp, *next;
430 430
431 if (op->container) 431 if (op->container_ ())
432 tmp=op->container->inv; 432 tmp = op->container_ ()->inv;
433 else { 433 else
434 {
434 tmp=op->above; 435 tmp = op->above;
436 if (tmp)
435 if (tmp) while (tmp->above) { 437 while (tmp->above)
436 tmp=tmp->above; 438 tmp = tmp->above;
437 } 439
438 if (!tmp) 440 if (!tmp)
439 tmp=op->below; 441 tmp = op->below;
442 }
443
444 if (!tmp)
440 } 445 {
441
442 if (tmp==NULL) {
443 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
444 return 0; 447 return 0;
445 } 448 }
446 449
447 /* Makes processing easier */ 450 /* Makes processing easier */
448 if (params && *params=='\0') params=NULL; 451 if (params && *params == '\0')
452 params = 0;
449 453
454 int cnt = MAX_ITEM_PER_ACTION;
455
450 while (tmp) { 456 while (tmp)
457 {
451 next=tmp->below; 458 next = tmp->below;
452 459
453 if (tmp->invisible) { 460 if (tmp->invisible)
461 {
454 tmp=next; 462 tmp = next;
455 continue; 463 continue;
456 } 464 }
465
457 /* This following two if and else if could be merged into line 466 /* This following two if and else if could be merged into line
458 * but that probably will make it more difficult to read, and 467 * but that probably will make it more difficult to read, and
459 * not make it any more efficient 468 * not make it any more efficient
460 */ 469 */
461 if (params && item_matched_string(op, tmp, params)) { 470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
462 pick_up(op, tmp); 473 pick_up (op, tmp);
463 } 474 }
464 else if (can_pick(op, tmp) && !params) { 475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
465 pick_up(op,tmp); 478 pick_up (op, tmp);
479 break;
480 }
481
482 tmp = next;
483 }
484
485 if (cnt < 0)
486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
488 return 0;
489 }
490
491 if (!params && !tmp)
492 {
493 for (tmp = op->below; tmp; tmp = tmp->below)
494 if (!tmp->invisible)
495 {
496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
466 break; 497 break;
467 }
468 tmp=next;
469 /* Might as well just skip over the player immediately -
470 * we know it can't be picked up
471 */
472 if (tmp == op) tmp=tmp->below;
473 }
474 if (!params && !tmp) {
475 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
476 if (!tmp->invisible) {
477 char buf[MAX_BUF];
478 sprintf(buf,"You can't pick up a %s.",
479 tmp->name? tmp->name:"null");
480 new_draw_info(NDI_UNIQUE, 0,op, buf);
481 break;
482 } 498 }
499
500 if (!tmp)
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
484 } 502 }
503
485 return 0; 504 return 0;
486} 505}
487
488 506
489/* 507/*
490 * This function was part of drop, now is own function. 508 * This function was part of drop, now is own function.
491 * Player 'op' tries to put object 'tmp' into sack 'sack', 509 * 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. 510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
493 * Note that the 'sack' in question can now be a transport, 512 * Note that the 'sack' in question can now be a transport,
494 * so this function isn't named very good anymore. 513 * so this function isn't named very good anymore.
495 */ 514 */
515void
496void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 516put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497{ 517{
498 tag_t tmp_tag, tmp2_tag;
499 object *tmp2, *sack2; 518 object *tmp2;
500 char buf[MAX_BUF]; 519 char buf[MAX_BUF];
501 520
502 if (sack==tmp) return; /* Can't put an object in itself */ 521 if (sack == tmp)
503 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 522 return; /* Can't put an object in itself */
504 new_draw_info_format(NDI_UNIQUE, 0,op, 523
505 "You cannot put the %s in the %s.", query_name(tmp), 524 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
506 query_name(sack)); 525 {
526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
507 return; 527 return;
508 } 528 }
529
509 if (tmp->type == CONTAINER && tmp->inv) { 530 if (tmp->type == CONTAINER && tmp->inv)
510 531 {
511 /* Eneq(@csd.uu.se): If the object to be dropped is a container 532 /* Eneq(@csd.uu.se): If the object to be dropped is a container
512 * we instead move the contents of that container into the active 533 * we instead move the contents of that container into the active
513 * container, this is only done if the object has something in it. 534 * container, this is only done if the object has something in it.
514 */ 535 */
515 sack2 = tmp;
516 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 536 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
517 query_name(tmp), query_name(sack)); 537
518 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539 {
519 tmp = tmp2->below; 540 tmp = tmp2->below;
541
520 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) { 542 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
521 put_object_in_sack (op, sack, tmp2, 0); 543 put_object_in_sack (op, sack, tmp2, 0);
522 } else { 544 else
545 {
523 sprintf(buf,"Your %s fills up.", query_name(sack)); 546 sprintf (buf, "Your %s fills up.", query_name (sack));
524 new_draw_info(NDI_UNIQUE, 0,op, buf); 547 new_draw_info (NDI_UNIQUE, 0, op, buf);
525 break; 548 break;
526 } 549 }
527 } 550 }
528 esrv_update_item (UPD_WEIGHT, op, sack2); 551
529 return; 552 return;
530 } 553 }
531 554
532 /* Don't worry about this for containers - our caller should have 555 /* Don't worry about this for containers - our caller should have
533 * already checked this. 556 * already checked this.
534 */ 557 */
535 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof))) 558 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
559 return;
560
561 if (tmp->flag [FLAG_APPLIED])
562 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
536 return; 563 return;
537 564
538 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
539 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
540 return;
541 }
542
543 /* we want to put some portion of the item into the container */ 565 /* we want to put some portion of the item into the container */
544 if (nrof && tmp->nrof != nrof) { 566 if (!can_split (op, tmp, nrof))
545 object *tmp2 = tmp; 567 return;
546 tmp2_tag = tmp2->count;
547 tmp = get_split_ob (tmp, nrof);
548 568
549 if(!tmp) { 569 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
550 new_draw_info(NDI_UNIQUE, 0,op, errmsg); 570 sack->insert (tmp);
571}
572
573/* In contrast to drop_object (op, tmp, nrof) above this function takes the
574 * already split off object, and feeds it to the event handlers and does
575 * other magic with it.
576 *
577 * <droppper> is the object that dropped this object and <obj> is the
578 * object that was dropped.
579 *
580 * Make sure to check what happened with <obj> after this function returns!
581 * Otherwise you may leak this object.
582 */
583void
584drop_object (object *dropper, object *obj)
585{
586 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
587 return;
588
589 if (obj->destroyed () || obj->is_inserted ())
590 return;
591
592 if (obj->flag [FLAG_STARTEQUIP])
593 {
594 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
595 dropper->statusmsg ("The god who lent it to you retrieves it.");
596
597 obj->destroy ();
598 dropper->update_stats ();
551 return; 599 return;
552 } 600 }
553 /* Tell a client what happened other objects */
554 if (was_destroyed (tmp2, tmp2_tag))
555 esrv_del_item (op->contr, tmp2_tag);
556 else /* this can proably be replaced with an update */
557 esrv_send_item (op, tmp2);
558 } else
559 remove_ob(tmp);
560 601
561 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 602 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
562 query_name(tmp), query_name(sack)); 603 floor;
563 tmp_tag = tmp->count; 604 floor = floor->above)
564 tmp2 = insert_ob_in_ob(tmp, sack); 605 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
565 fix_player(op); /* This is overkill, fix_player() is called somewhere */ 606 return;
566 /* in object.c */
567 607
568 /* If an object merged (and thus, different object), we need to 608 if (obj->destroyed () || obj->is_inserted ())
569 * delete the original. 609 return;
610
611 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
612 if (!sell_item (obj, dropper))
613 return;
614
615 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
616 return;
617
618 /* If nothing special happened with this object, the default action is to
619 * insert it below the dropper:
570 */ 620 */
571 if (tmp2 != tmp)
572 esrv_del_item (op->contr, tmp_tag);
573 621
574 esrv_send_item (op, tmp2); 622 obj->x = dropper->x;
623 obj->y = dropper->y;
575 624
576 /* update the sacks weight */ 625 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
577 esrv_update_item (UPD_WEIGHT, op, sack);
578} 626}
579 627
580/* 628/*
581 * This function was part of drop, now is own function. 629 * This function was part of drop, now is own function.
582 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 630 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
583 * nrof objects is tried to dropped. 631 * nrof objects are tried to drop.
584 * This is used when dropping objects onto the floor. 632 * This is used when dropping objects onto the floor.
585 */ 633 */
586void 634void
587drop_object (object * op, object * tmp, uint32 nrof) 635drop_object (object *op, object *tmp, uint32 nrof)
588{ 636{
589 char buf[MAX_BUF]; 637 if (tmp->flag [FLAG_NO_DROP])
590 object *floor;
591
592 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593 return; 638 return;
594 639
595 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 640 if (tmp->flag [FLAG_APPLIED])
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 641 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return; /* can't unapply it */ 642 return; /* can't unapply it */
598 643
599 /* We are only dropping some of the items. We split the current objec 644 /* We are only dropping some of the items. We split the current object
600 * off 645 * off
601 */ 646 */
602 if (nrof && tmp->nrof != nrof) 647 if (!can_split (op, tmp, nrof))
648 return;
649
650 drop_object (op, tmp);
651
652 if (!tmp->destroyed () && !tmp->is_inserted ())
653 {
654 // if nothing happened with the object we give it back
655 op->insert (tmp);
603 { 656 }
604 object *tmp2 = tmp; 657}
605 tag_t tmp2_tag = tmp2->count; 658
606 tmp = get_split_ob (tmp, nrof); 659void
607 if (!tmp) 660drop (object *op, object *tmp)
661{
662 /* Hopeful fix for disappearing objects when dropping from a container -
663 * somehow, players get an invisible object in the container, and the
664 * old logic would skip over invisible objects - works fine for the
665 * playes inventory, but drop inventory wants to use the next value.
666 */
667 if (tmp->invisible)
668 {
669 /* if the following is the case, it must be in an container. */
670 if (tmp->env && tmp->env->type != PLAYER)
608 { 671 {
609 new_draw_info (NDI_UNIQUE, 0, op, errmsg); 672 /* Just toss the object - probably shouldn't be hanging
673 * around anyways
674 */
675 tmp->destroy ();
610 return; 676 return;
611 } 677 }
612 /* Tell a client what happened rest of objects. tmp2 is now the
613 * original object
614 */
615 if (op->type == PLAYER)
616 {
617 if (was_destroyed (tmp2, tmp2_tag))
618 esrv_del_item (op->contr, tmp2_tag);
619 else 678 else
620 esrv_send_item (op, tmp2); 679 while (tmp && tmp->invisible)
621 } 680 tmp = tmp->below;
622 }
623 else
624 remove_ob (tmp);
625
626 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
627 return;
628
629 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
630 { 681 }
631 sprintf (buf, "You drop the %s.", query_name (tmp)); 682
632 new_draw_info (NDI_UNIQUE, 0, op, buf); 683 if (!tmp)
633 new_draw_info (NDI_UNIQUE, 0, op, 684 {
634 "The gods who lent it to you retrieves it."); 685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
635 if (op->type == PLAYER)
636 esrv_del_item (op->contr, tmp->count);
637 free_object (tmp);
638 fix_player (op);
639 return; 686 return;
640 } 687 }
641 688
642/* If SAVE_INTERVAL is commented out, we never want to save 689 if (tmp->flag [FLAG_INV_LOCKED])
643 * the player here.
644 */
645#ifdef SAVE_INTERVAL
646 /* I'm not sure why there is a value check - since the save
647 * is done every SAVE_INTERVAL seconds, why care the value
648 * of what he is dropping?
649 */
650 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
651 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
652 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
653 {
654 save_player (op, 1);
655 op->contr->last_save_time = time (NULL);
656 } 690 {
657#endif /* SAVE_INTERVAL */ 691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
658
659 if (op->type == PLAYER)
660 esrv_del_item (op->contr, tmp->count);
661
662 /* Call this before we update the various windows/players. At least
663 * that we, we know the weight is correct.
664 */
665 fix_player (op); /* This is overkill, fix_player() is called somewhere */
666 /* in object.c */
667
668 if (op->type == PLAYER)
669 {
670 op->contr->socket.update_look = 1;
671 /* Need to update the weight for the player */
672 esrv_send_item (op, op);
673 }
674
675 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
676 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
677 return; 692 return;
693 }
678 694
679 floor = get_map_ob (op->map, op->x, op->y); 695 if (tmp->flag [FLAG_NO_DROP])
680
681 if (floor
682 && floor->type == SHOP_FLOOR
683 && !QUERY_FLAG (tmp, FLAG_UNPAID)
684 && tmp->type != MONEY)
685 sell_item (tmp, op);
686
687 tmp->x = op->x;
688 tmp->y = op->y;
689
690 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
691}
692
693void drop(object *op, object *tmp)
694{
695 /* Hopeful fix for disappearing objects when dropping from a container -
696 * somehow, players get an invisible object in the container, and the
697 * old logic would skip over invisible objects - works fine for the
698 * playes inventory, but drop inventory wants to use the next value.
699 */
700 if (tmp->invisible) {
701 /* if the following is the case, it must be in an container. */
702 if (tmp->env && tmp->env->type != PLAYER) {
703 /* Just toss the object - probably shouldn't be hanging
704 * around anyways
705 */
706 remove_ob(tmp);
707 free_object(tmp);
708 return;
709 } else {
710 while(tmp!=NULL && tmp->invisible)
711 tmp=tmp->below;
712 }
713 } 696 {
714
715 if (tmp==NULL) {
716 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
717 return;
718 }
719 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
720 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
721 return;
722 }
723 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
724#if 0 697#if 0
725 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 698 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
726 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped."); 699 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
727#endif 700#endif
728 return; 701 return;
729 } 702 }
730 703
704 if (op->type == PLAYER && op->contr->last_used == tmp)
705 op->contr->last_used = tmp->below ? tmp->below
706 : tmp->above ? tmp->above
707 : (object *)0;
708
709 if (op->container_ ())
710 {
731 if (op->type == PLAYER) 711 if (op->type == PLAYER)
732 { 712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
733 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
734 object *n=NULL;
735 if(tmp->below != NULL)
736 n = tmp->below;
737 else if(tmp->above != NULL)
738 n = tmp->above;
739 op->contr->last_used = n;
740 if (n != NULL)
741 op->contr->last_used_id = n->count;
742 else 713 else
743 op->contr->last_used_id = 0; 714 put_object_in_sack (op, op->container_ (), tmp, 0);
744 }
745 }; 715 }
746 716 else
747 if (op->container) { 717 {
748 if (op->type == PLAYER) 718 if (op->type == PLAYER)
749 {
750 put_object_in_sack (op, op->container, tmp, op->contr->count);
751 } else {
752 put_object_in_sack(op, op->container, tmp, 0);
753 };
754 } else {
755 if (op->type == PLAYER)
756 {
757 drop_object (op, tmp, op->contr->count); 719 drop_object (op, tmp, op->contr->count);
758 } else { 720 else
759 drop_object(op,tmp,0); 721 drop_object (op, tmp, 0);
760 };
761 } 722 }
723
762 if (op->type == PLAYER) 724 if (op->type == PLAYER)
763 op->contr->count = 0; 725 op->contr->count = 0;
764} 726}
765
766
767 727
768/* Command will drop all items that have not been locked */ 728/* Command will drop all items that have not been locked */
729int
769int command_dropall (object *op, char *params) { 730command_dropall (object *op, char *params)
731{
770 732
771 object * curinv, *nextinv;
772
773 if(op->inv == NULL) { 733 if (op->inv == NULL)
734 {
774 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
775 return 0; 736 return 0;
776 } 737 }
777 738
778 curinv = op->inv; 739 object *curinv = op->inv;
740 object *nextinv;
779 741
780 /*
781 This is the default. Drops everything not locked or considered
782 not something that should be dropped.
783 */
784 /* 742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
785 Care must be taken that the next item pointer is not to money as 747 Care must be taken that the next item pointer is not to money as
786 the drop() routine will do unknown things to it when dropping 748 the drop() routine will do unknown things to it when dropping
787 in a shop. --Tero.Pelander@utu.fi 749 in a shop. --Tero.Pelander@utu.fi
788 */ 750 */
751 int cnt = MAX_ITEM_PER_ACTION;
789 752
790 if(params==NULL) { 753 if (!params)
791 while(curinv != NULL) { 754 {
755 while (curinv)
756 {
792 nextinv = curinv->below; 757 nextinv = curinv->below;
758
793 while (nextinv && nextinv->type==MONEY) 759 while (nextinv && nextinv->type == MONEY)
794 nextinv = nextinv->below; 760 nextinv = nextinv->below;
795 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 761
796 curinv->type != FOOD && curinv->type != KEY && 762 if (!curinv->flag [FLAG_INV_LOCKED]
797 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
798 !curinv->invisible && 763 && !curinv->invisible
799 (curinv->type!=CONTAINER || op->container!=curinv)) 764 && curinv->type != MONEY
765 && curinv->type != FOOD
766 && curinv->type != KEY
767 && curinv->type != SPECIAL_KEY
768 && curinv->type != GEM
769 && curinv->type != CONTAINER)
800 { 770 {
801 drop(op,curinv);
802 }
803 curinv = nextinv;
804 }
805 }
806
807 else if(strcmp(params, "weapons") == 0) {
808 while(curinv != NULL) {
809 nextinv = curinv->below;
810 while (nextinv && nextinv->type==MONEY)
811 nextinv = nextinv->below;
812 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
813 (curinv->type == BOW) || (curinv->type == ARROW)))
814 {
815 drop(op,curinv); 771 drop (op, curinv);
772 if (--cnt <= 0) break;
816 } 773 }
817 curinv = nextinv;
818 }
819 }
820
821 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
822 while(curinv != NULL) {
823 nextinv = curinv->below;
824 while (nextinv && nextinv->type==MONEY)
825 nextinv = nextinv->below;
826 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
827 curinv->type == SHIELD || curinv->type==HELMET))
828 {
829 drop(op,curinv);
830 }
831 curinv = nextinv;
832 }
833 }
834 774
835 else if(strcmp(params, "misc") == 0) {
836 while(curinv != NULL) {
837 nextinv = curinv->below;
838 while (nextinv && nextinv->type==MONEY)
839 nextinv = nextinv->below;
840 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
841 switch(curinv->type) {
842 case HORN:
843 case BOOK:
844 case SPELLBOOK:
845 case GIRDLE:
846 case AMULET:
847 case RING:
848 case CLOAK:
849 case BOOTS:
850 case GLOVES:
851 case BRACERS:
852 case SCROLL:
853 case ARMOUR_IMPROVER:
854 case WEAPON_IMPROVER:
855 case WAND:
856 case ROD:
857 case POTION:
858 drop(op,curinv);
859 curinv = nextinv; 775 curinv = nextinv;
860 break; 776 }
861 default: 777 }
778 else if (strcmp (params, "weapons") == 0)
779 {
780 while (curinv)
781 {
782 nextinv = curinv->below;
783
784 while (nextinv && nextinv->type == MONEY)
785 nextinv = nextinv->below;
786
787 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
788 {
789 drop (op, curinv);
790 if (--cnt <= 0) break;
791 }
792
862 curinv = nextinv; 793 curinv = nextinv;
863 break; 794 }
795 }
796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
797 {
798 while (curinv)
864 } 799 {
865 } 800 nextinv = curinv->below;
801
802 while (nextinv && nextinv->type == MONEY)
803 nextinv = nextinv->below;
804
805 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
806 {
807 drop (op, curinv);
808 if (--cnt <= 0) break;
809 }
810
866 curinv = nextinv; 811 curinv = nextinv;
812 }
813 }
814 else if (strcmp (params, "misc") == 0)
867 } 815 {
816 while (curinv)
817 {
818 nextinv = curinv->below;
819
820 while (nextinv && nextinv->type == MONEY)
821 nextinv = nextinv->below;
822
823 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
824 {
825 switch (curinv->type)
826 {
827 case HORN:
828 case BOOK:
829 case SPELLBOOK:
830 case GIRDLE:
831 case AMULET:
832 case RING:
833 case CLOAK:
834 case BOOTS:
835 case GLOVES:
836 case BRACERS:
837 case SCROLL:
838 case ARMOUR_IMPROVER:
839 case WEAPON_IMPROVER:
840 case WAND:
841 case ROD:
842 case POTION:
843 drop (op, curinv);
844 curinv = nextinv;
845 break;
846 default:
847 curinv = nextinv;
848 break;
849 }
850
851 if (--cnt <= 0) break;
852 }
853
854 curinv = nextinv;
855 }
868 } 856 }
869 op->contr->socket.update_look=1; 857
858 if (cnt <= 0)
859 op->failmsg ("Only dropped some items, can't drop that many items at once.");
860
870/* draw_look(op);*/ 861/* draw_look(op);*/
871 return 0; 862 return 0;
872} 863}
873 864
865
866/* This function tries to drop all objects in the <objs> vector.
867 * <dropper> is the object that wants to drop them.
868 * <cnt> can be a 0 pointer or a pointer to the maximum number of
869 * drop operations to perform.
870 *
871 * Returns true if at least one item was dropped.
872 */
873static bool
874drop_vector (object *dropper, vector<object *> &objs, int *cnt)
875{
876 vector<object *>::iterator i;
877
878 bool did_one = false;
879
880 for (i = objs.begin (); i != objs.end (); i++)
881 {
882 drop (dropper, *i);
883 if (cnt && --*cnt <= 0) break;
884 did_one = true;
885 }
886
887 return did_one;
888}
889
874/* Object op wants to drop object(s) params. params can be a 890/* Object op wants to drop object(s) params. params can be a
875 * comma seperated list. 891 * comma seperated list.
876 */ 892 */
877 893int
878int command_drop (object *op, char *params) 894command_drop (object *op, char *params)
879{ 895{
880 object *tmp, *next; 896 object *tmp, *next;
881 int did_one=0;
882 897
883 if (!params) { 898 if (!params)
899 {
884 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
885 return 0; 901 return 0;
886 } else { 902 }
903 else
904 {
905 vector<object *> matched_objs;
906
887 for (tmp=op->inv; tmp; tmp=next) { 907 for (tmp = op->inv; tmp; tmp = next)
908 {
888 next=tmp->below; 909 next = tmp->below;
889 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 910 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
890 tmp->invisible) continue; 911 continue;
912
891 if (item_matched_string(op,tmp,params)) { 913 if (item_matched_string (op, tmp, params))
892 drop(op, tmp); 914 matched_objs.push_back (tmp);
893 did_one=1; 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
930command_examine (object *op, char *params)
931{
932 if (!params)
933 {
934 object *tmp = op->below;
935
936 while (tmp && !tmp->client_visible ())
937 tmp = tmp->below;
938
939 if (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);
948 else
949 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
950 }
951
952 return 0;
953}
954
955std::string
956object::describe_monster (object *who)
957{
958 dynbuf_text buf (512, 512);
959
960 object *mon = head ? head : this;
961
962 if (mon->flag [FLAG_UNDEAD])
963 buf << "It is an undead force.\r";
964
965 if (mon->level > who->level)
966 buf << "It is likely more powerful than you.\r";
967 else if (mon->level < who->level)
968 buf << "It is likely less powerful than you.\r";
969 else
970 buf << "It is probably as powerful as you.\r";
971
972 if (mon->attacktype & AT_ACID)
973 buf << "You seem to smell an acrid odor.\r";
974
975 /* Anyone know why this used to use the clone value instead of the
976 * maxhp field? This seems that it should give more accurate results.
977 */
978 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
979 { /* From 1-4 */
980 case 1:
981 buf << "It is in a bad shape.\r";
982 break;
983 case 2:
984 buf << "It is hurt.\r";
985 break;
986 case 3:
987 buf << "It is somewhat hurt.\r";
988 break;
989 case 4:
990 buf << "It is in excellent shape.\r";
991 break;
992 }
993
994 if (present_in_ob (POISONING, mon))
995 buf << "It looks very ill.\r";
996
997 buf << '\n';
998
999 return buf;
1000}
1001
1002/* tmp is the object being described, pl is who is examing it. */
1003const char *
1004long_desc (object *tmp, object *pl)
1005{
1006 static std::string s;
1007
1008 return (s = tmp->long_desc (pl)).c_str ();
1009}
1010
1011std::string
1012object::long_desc (object *who)
1013{
1014 std::string buf (query_name ());
1015
1016 switch (type)
1017 {
1018 case RING:
1019 case SKILL:
1020 case WEAPON:
1021 case ARMOUR:
1022 case BRACERS:
1023 case HELMET:
1024 case SHIELD:
1025 case BOOTS:
1026 case GLOVES:
1027 case AMULET:
1028 case GIRDLE:
1029 case RANGED:
1030 case BOW:
1031 case ARROW:
1032 case CLOAK:
1033 case FOOD:
1034 case DRINK:
1035 case FLESH:
1036 case SKILL_TOOL:
1037 case LAMP:
1038 case POWER_CRYSTAL:
1039 {
1040 const char *cp = ::describe_item (this, who);
1041
1042 if (*cp)
1043 {
1044 buf.append (" ");
1045 buf.append (cp);
894 } 1046 }
895 } 1047 }
896 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
897 }
898 if (op->type==PLAYER)
899 {
900 op->contr->count=0;
901 op->contr->socket.update_look=1;
902 }; 1048 }
903/* draw_look(op);*/ 1049
904 return 0; 1050 return buf;
905} 1051}
906 1052
1053/* op is the player
1054 * tmp is the monster being examined.
1055 */
1056void
1057examine_monster (object *op, object *tmp)
1058{
1059 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1060}
1061
1062static void
1063display_new_pickup (object *op)
1064{
1065 int i = op->contr->mode;
1066
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1070
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1076
1077 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1079
1080 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1083
1084 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1088
1089 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1092 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1093
1094 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1098
1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1100
1101 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1103
1104 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1105}
1106
1107int
907int command_examine (object *op, char *params) 1108command_pickup (object *op, char *params)
908{ 1109{
1110 uint32 i;
1111 static const char *names[] = {
1112 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1113 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1114 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1115 "jewels", "flesh", NULL
1116 };
1117 static uint32 modes[] = {
1118 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1119 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1120 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1121 PU_JEWELS, PU_FLESH, 0
1122 };
1123
909 if (!params) { 1124 if (!params)
910 object *tmp=op->below; 1125 {
911 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 1126 /* if the new mode is used, just print the settings */
912 if (tmp) examine(op,tmp); 1127 display_new_pickup (op);
1128 return 0;
913 } 1129 }
914 else { 1130
915 object *tmp=find_best_object_match(op,params); 1131 while (*params == ' ' && *params)
916 if (tmp) 1132 params++;
917 examine(op,tmp); 1133
918 else 1134 if (*params == '+' || *params == '-')
919 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 1135 {
1136 int mode;
1137
1138 for (mode = 0; names[mode]; mode++)
1139 {
1140 if (!strcmp (names[mode], params + 1))
1141 {
1142 i = op->contr->mode;
1143
1144 if (*params == '+')
1145 i = i | modes[mode];
1146 else
1147 i = i & ~modes[mode];
1148
1149 op->contr->mode = i;
1150 display_new_pickup (op);
1151 return 1;
1152 }
1153 }
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1155 return 1;
920 } 1156 }
1157
1158 if (sscanf (params, "%u", &i) != 1)
1159 {
1160 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1161 return 1;
1162 }
1163
1164 if (i <= PU_RATIO)
1165 i |= op->contr->mode & ~PU_RATIO;
1166
1167 op->contr->mode = i;
1168
1169 return 1;
1170}
1171
1172int
1173command_search_items (object *op, char *params)
1174{
1175 if (params == NULL)
1176 {
1177 if (op->contr->search_str[0] == '\0')
1178 {
1179 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1180 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1181 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1182 return 1;
1183 }
1184
1185 op->contr->search_str[0] = '\0';
1186 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1187 op->contr->queue_stats_update ();
1188 return 1;
1189 }
1190
1191 if (strlen (params) >= sizeof (op->contr->search_str))
1192 {
1193 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1194 return 1;
1195 }
1196
1197 strcpy (op->contr->search_str, params);
1198 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1199 op->contr->queue_stats_update ();
1200
1201 return 1;
1202}
1203
1204int
1205command_unlock (object *op, char *params)
1206{
1207 /* if the unlock command typed with nothing, unlock everything,
1208 * this might be bad
1209 */
1210 if (params == NULL)
1211 {
1212 for (object *item = op->inv; item; item = item->below)
1213 {
1214 item->clr_flag (FLAG_INV_LOCKED);
1215 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1216 esrv_update_item (UPD_FLAGS, op, item);
1217 }
1218 return 0;
1219 }
1220
1221 /* if the unlock command is used with a param,
1222 * unlock what matches. i.e. unlock material, should unlock all the materials
1223 */
1224 for (object *item = op->inv; item; item = item->below)
1225 if (item->name.contains (params))
1226 {
1227 item->clr_flag (FLAG_INV_LOCKED);
1228 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1229 esrv_update_item (UPD_FLAGS, op, item);
1230 }
1231
921 return 0; 1232 return 0;
922} 1233}
923 1234
924/* op should be a player. 1235int
925 * we return the object the player has marked with the 'mark' command 1236command_lock (object *op, char *params)
926 * below. If no match is found (or object has changed), we return
927 * NULL. We leave it up to the calling function to print messages if
928 * nothing is found.
929 */
930object *find_marked_object(object *op)
931{ 1237{
932 object *tmp; 1238 /* if the lock command is typed by itself, lock everything
933
934 if (!op || !op->contr) return NULL;
935 if (!op->contr->mark) {
936/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
937 return NULL;
938 }
939 /* This may seem like overkill, but we need to make sure that they
940 * player hasn't dropped the item. We use count on the off chance that
941 * an item got reincarnated at some point.
942 */ 1239 */
943 for (tmp=op->inv; tmp; tmp=tmp->below) { 1240 if (params == NULL)
944 if (tmp->invisible) continue;
945 if (tmp == op->contr->mark) {
946 if (tmp->count == op->contr->mark_count)
947 return tmp;
948 else {
949 op->contr->mark=NULL;
950 op->contr->mark_count=0;
951/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
952 return NULL;
953 }
954 }
955 }
956 return NULL;
957}
958 1241 {
1242 for (object *item = op->inv; item; item = item->below)
1243 {
1244 item->set_flag (FLAG_INV_LOCKED);
1245 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1246 esrv_update_item (UPD_FLAGS, op, item);
1247 }
1248 return 0;
1249 }
1250
1251 /* if the lock command is used with a param, lock what matches.
1252 * i.e. lock material, should lock all the materials
1253 */
1254 for (object *item = op->inv; item; item = item->below)
1255 if (item->name.contains (params))
1256 {
1257 item->set_flag (FLAG_INV_LOCKED);
1258 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1259 esrv_update_item (UPD_FLAGS, op, item);
1260 }
1261
1262 return 0;
1263}
959 1264
960/* op should be a player, params is any params. 1265/* op should be a player, params is any params.
961 * If no params given, we print out the currently marked object. 1266 * If no params given, we print out the currently marked object.
962 * otherwise, try to find a matching object - try best match first. 1267 * otherwise, try to find a matching object - try best match first.
963 */ 1268 */
1269int
964int command_mark(object *op, char *params) 1270command_mark (object *op, char *params)
965{ 1271{
966 if (!op->contr) return 1;
967 if (!params) { 1272 if (!params)
968 object *mark=find_marked_object(op);
969 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
970 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
971 } 1273 {
1274 if (object *mark = op->mark ())
1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
972 else { 1276 else
1277 op->failmsg ("You have no marked object.");
1278 }
1279 else
1280 {
973 object *mark1=find_best_object_match(op, params); 1281 if (object *mark = find_best_object_match (op, params))
974 if (!mark1) {
975 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
976 return 1;
977 } 1282 {
978 else {
979 op->contr->mark=mark1; 1283 op->contr->mark = mark;
980 op->contr->mark_count=mark1->count; 1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
981 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
982 return 0;
983 }
984 }
985 return 0; /*shouldnt get here */
986}
987
988
989/* op is the player
990 * tmp is the monster being examined.
991 */
992void examine_monster(object *op,object *tmp) {
993 object *mon=tmp->head?tmp->head:tmp;
994
995 if(QUERY_FLAG(mon,FLAG_UNDEAD))
996 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
997 if(mon->level>op->level)
998 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
999 else if(mon->level<op->level)
1000 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1001 else
1002 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1003 if(mon->attacktype&AT_ACID)
1004 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1005
1006 /* Anyone know why this used to use the clone value instead of the
1007 * maxhp field? This seems that it should give more accurate results.
1008 */
1009 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1010 case 1:
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1012 break;
1013 case 2:
1014 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1015 break;
1016 case 3:
1017 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1018 break;
1019 case 4:
1020 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1021 break;
1022 }
1023 if(present_in_ob(POISONING,mon)!=NULL)
1024 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1025}
1026
1027
1028/* tmp is the object being described, pl is who is examing it. */
1029char *long_desc(object *tmp, object *pl) {
1030 static char buf[VERY_BIG_BUF];
1031 char *cp;
1032
1033 if(tmp==NULL)
1034 return "";
1035
1036 buf[0]='\0';
1037 switch(tmp->type) {
1038 case RING:
1039 case SKILL:
1040 case WEAPON:
1041 case ARMOUR:
1042 case BRACERS:
1043 case HELMET:
1044 case SHIELD:
1045 case BOOTS:
1046 case GLOVES:
1047 case AMULET:
1048 case GIRDLE:
1049 case BOW:
1050 case ARROW:
1051 case CLOAK:
1052 case FOOD:
1053 case DRINK:
1054 case FLESH:
1055 case SKILL_TOOL:
1056 case POWER_CRYSTAL:
1057 if(*(cp=describe_item(tmp, pl))!='\0') {
1058 int len;
1059
1060 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1061 buf[VERY_BIG_BUF-1]=0;
1062 len=strlen(buf);
1063 if (len<VERY_BIG_BUF-5) {
1064 /* Since we know the length, we save a few cpu cycles by using
1065 * it instead of calling strcat */
1066 strcpy(buf+len," ");
1067 len++;
1068 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1069 buf[VERY_BIG_BUF-1]=0;
1070 }
1071 }
1072 }
1073 if(buf[0]=='\0') {
1074 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1075 buf[VERY_BIG_BUF-1]=0;
1076 }
1077
1078 return buf;
1079}
1080
1081void examine(object *op, object *tmp) {
1082 char buf[VERY_BIG_BUF];
1083 int i;
1084
1085 if (tmp == NULL || tmp->type == CLOSE_CON)
1086 return;
1087
1088 strcpy(buf,"That is ");
1089 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1090 buf[VERY_BIG_BUF-1]=0;
1091
1092 new_draw_info(NDI_UNIQUE, 0,op,buf);
1093 buf[0]='\0';
1094
1095 if(tmp->custom_name) {
1096 strcpy(buf,"You call it ");
1097 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1098 buf[VERY_BIG_BUF-1]=0;
1099 new_draw_info(NDI_UNIQUE, 0,op,buf);
1100 buf[0]='\0';
1101 }
1102
1103 switch(tmp->type) {
1104 case SPELLBOOK:
1105 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1106 sprintf(buf,"%s is a %s level %s spell",
1107 tmp->inv->name, get_levelnumber(tmp->inv->level),
1108 tmp->inv->skill);
1109 }
1110 break;
1111
1112 case BOOK:
1113 if(tmp->msg!=NULL)
1114 strcpy(buf,"Something is written in it.");
1115 break;
1116
1117 case CONTAINER:
1118 if(tmp->race!=NULL) {
1119 if(tmp->weight_limit && tmp->stats.Str<100)
1120 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1121 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1122 else
1123 sprintf (buf,"It can hold only %s.", tmp->race);
1124 } else
1125 if(tmp->weight_limit && tmp->stats.Str<100)
1126 sprintf (buf,"Its weight limit is %.1f kg.",
1127 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1128 break;
1129
1130 case WAND:
1131 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1132 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1133 break;
1134 }
1135
1136 if(buf[0]!='\0')
1137 new_draw_info(NDI_UNIQUE, 0,op,buf);
1138
1139 if(tmp->materialname != NULL && !tmp->msg) {
1140 sprintf(buf, "It is made of: %s.", tmp->materialname);
1141 new_draw_info(NDI_UNIQUE, 0, op, buf);
1142 }
1143 /* Where to wear this item */
1144 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1145 if (tmp->body_info[i]<-1) {
1146 if (op->body_info[i])
1147 new_draw_info_format(NDI_UNIQUE, 0,op,
1148 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1149 else
1150 new_draw_info_format(NDI_UNIQUE, 0,op,
1151 "It goes %s", body_locations[i].nonuse_name);
1152 } else if (tmp->body_info[i]) {
1153 if (op->body_info[i])
1154 new_draw_info_format(NDI_UNIQUE, 0,op,
1155 "It goes %s", body_locations[i].use_name);
1156 else
1157 new_draw_info_format(NDI_UNIQUE, 0,op,
1158 "It goes %s", body_locations[i].nonuse_name);
1159 }
1160 }
1161
1162 if(tmp->weight) {
1163 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1164 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1165 new_draw_info(NDI_UNIQUE, 0,op,buf);
1166 }
1167
1168 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1169 object *floor;
1170 sprintf(buf,"You reckon %s worth %s.",
1171 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1172 new_draw_info(NDI_UNIQUE, 0,op,buf);
1173 floor = get_map_ob (op->map, op->x, op->y);
1174 if (floor && floor->type == SHOP_FLOOR) {
1175 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1176 sprintf(buf,"%s would cost you %s.",
1177 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1178 else
1179 sprintf(buf,"You are offered %s for %s.",
1180 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1181 new_draw_info(NDI_UNIQUE, 0,op,buf);
1182 }
1183 }
1184
1185 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1186 examine_monster(op,tmp);
1187
1188 /* Is this item buildable? */
1189 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1190 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1191
1192 /* Does the object have a message? Don't show message for all object
1193 * types - especially if the first entry is a match
1194 */
1195 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1196 tmp->type != CORPSE && !tmp->move_on &&
1197 strncasecmp(tmp->msg, "@match",7)) {
1198
1199 /* This is just a hack so when identifying the items, we print
1200 * out the extra message
1201 */
1202 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1203 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1204
1205 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1206 }
1207 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1208}
1209
1210/*
1211 * inventory prints object's inventory. If inv==NULL then print player's
1212 * inventory.
1213 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1214 */
1215void inventory(object *op,object *inv) {
1216 object *tmp;
1217 char *in;
1218 int items = 0, length;
1219
1220 if (inv==NULL && op==NULL) {
1221 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1222 return;
1223 }
1224 tmp = inv ? inv->inv : op->inv;
1225
1226 while (tmp) {
1227 if ((!tmp->invisible &&
1228 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1229 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1230 items++;
1231 tmp=tmp->below;
1232 }
1233 if (inv==NULL) { /* player's inventory */
1234 if (items==0) {
1235 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1236 return;
1237 } else {
1238 length = 28;
1239 in = "";
1240 if (op)
1241 clear_win_info(op);
1242 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1243 }
1244 } else {
1245 if (items==0)
1246 return;
1247 else {
1248 length = 28;
1249 in = " ";
1250 }
1251 }
1252 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1253 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1254 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1255 continue;
1256 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1257 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1258 query_name(tmp), tmp->count,query_weight(tmp));
1259 else
1260 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1261 length+8, query_name(tmp),
1262 query_weight(tmp));
1263 }
1264 if(!inv && op) {
1265 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1266 41,"Total weight :",query_weight(op));
1267 }
1268}
1269
1270static void display_new_pickup( object* op )
1271 {
1272 int i = op->contr->mode;
1273
1274 if(!(i & PU_NEWMODE)) return;
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1279 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1280
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1289
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1298
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1308
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1310
1311 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1312
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1314 }
1315
1316int command_pickup (object *op, char *params)
1317{
1318 uint32 i;
1319 static const char* names[ ] = {
1320 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1321 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1322 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1323 static uint32 modes[ ] = {
1324 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1325 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1326 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1327
1328 if(!params) {
1329 /* if the new mode is used, just print the settings */
1330 if(op->contr->mode & PU_NEWMODE)
1331 {
1332 display_new_pickup( op );
1333 return 1;
1334 }
1335 if(1) LOG(llevDebug, "command_pickup: !params\n");
1336 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1337 return 0;
1338 }
1339
1340 while ( *params == ' ' && *params )
1341 params++;
1342
1343 if ( *params == '+' || *params == '-' )
1344 {
1345 int mode;
1346 for ( mode = 0; names[ mode ]; mode++ )
1347 {
1348 if ( !strcmp( names[ mode ], params + 1 ) )
1349 {
1350 i = op->contr->mode;
1351 if ( !( i & PU_NEWMODE ) )
1352 i = PU_NEWMODE;
1353 if ( *params == '+' )
1354 i = i | modes[ mode ];
1355 else
1356 i = i & ~modes[ mode ];
1357 op->contr->mode = i;
1358 display_new_pickup( op );
1359 return 1;
1360 }
1361 } 1285 }
1362 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1286 else
1363 return 1; 1287 op->failmsgf ("Could not find an object that matches %s", params);
1364 } 1288 }
1365 1289
1366 if(sscanf(params, "%u", &i) != 1) { 1290 return 0; /*shouldnt get here */
1367 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1368 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1369 return 1;
1370 }
1371 set_pickup_mode(op,i);
1372
1373 return 1;
1374} 1291}
1375 1292
1376void set_pickup_mode(object *op,int i) {
1377 switch(op->contr->mode=i) {
1378 case 0:
1379 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1380 break;
1381 case 1:
1382 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1383 break;
1384 case 2:
1385 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1386 break;
1387 case 3:
1388 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1389 break;
1390 case 4:
1391 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1392 break;
1393 case 5:
1394 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1395 break;
1396 case 6:
1397 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1398 break;
1399 case 7:
1400 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1401 break;
1402 }
1403}
1404
1405int command_search_items (object *op, char *params)
1406{
1407 char buf[MAX_BUF];
1408
1409 if (settings.search_items == FALSE)
1410 return 1;
1411
1412 if(params == NULL) {
1413 if(op->contr->search_str[0]=='\0') {
1414 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1415 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1416 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1417 return 1;
1418 }
1419 op->contr->search_str[0]='\0';
1420 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1421 fix_player(op);
1422 return 1;
1423 }
1424 if((int)strlen(params) >= MAX_BUF) {
1425 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1426 return 1;
1427 }
1428 strcpy(op->contr->search_str, params);
1429 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1430 new_draw_info(NDI_UNIQUE, 0,op,buf);
1431 fix_player(op);
1432 return 1;
1433}
1434
1435/*
1436 * Changing the custom name of an item
1437 *
1438 * Syntax is: rename <what object> to <new name>
1439 * if '<what object>' is omitted, marked object is used
1440 * if 'to <new name>' is omitted, custom name is cleared
1441 *
1442 * Names are considered for all purpose having a length <=127 (max length sent to client
1443 * by server) */
1444
1445int command_rename_item(object *op, char *params)
1446{
1447 char buf[VERY_BIG_BUF];
1448 int itemnumber;
1449 object *item=NULL;
1450 char *closebrace;
1451 size_t counter;
1452
1453 if (params) {
1454 /* Let's skip white spaces */
1455 while(' '==*params) params++;
1456
1457 /* Checking the first part */
1458 if ((itemnumber = atoi(params))!=0) {
1459 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1460 if (!item) {
1461 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1462 return 1;
1463 }
1464 while(isdigit(*params) || ' '==*params) params++;
1465 }
1466 else if ('<'==*params) {
1467 /* Got old name, let's get it & find appropriate matching item */
1468 closebrace=strchr(params,'>');
1469 if(!closebrace) {
1470 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1471 return 1;
1472 }
1473 /* Sanity check for buffer overruns */
1474 if((closebrace-params)>127) {
1475 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1476 return 1;
1477 }
1478 /* Copy the old name */
1479 strncpy(buf,params+1,closebrace-params-1);
1480 buf[closebrace-params-1]='\0';
1481
1482 /* Find best matching item */
1483 item=find_best_object_match(op,buf);
1484 if(!item) {
1485 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1486 return 1;
1487 }
1488
1489 /* Now need to move pointer to just after > */
1490 params=closebrace+1;
1491 while(' '==*params) params++;
1492
1493 } else {
1494 /* Use marked item */
1495 item=find_marked_object(op);
1496 if(!item) {
1497 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1498 return 1;
1499 }
1500 }
1501
1502 /* Now let's find the new name */
1503 if(!strncmp(params,"to ",3)) {
1504 params+=3;
1505 while(' '==*params) params++;
1506 if('<'!=*params) {
1507 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1508 return 1;
1509 }
1510 closebrace=strchr(params+1,'>');
1511 if(!closebrace) {
1512 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1513 return 1;
1514 }
1515
1516 /* Sanity check for buffer overruns */
1517 if((closebrace-params)>127) {
1518 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1519 return 1;
1520 }
1521
1522 /* Copy the new name */
1523 strncpy(buf,params+1,closebrace-params-1);
1524 buf[closebrace-params-1]='\0';
1525
1526 /* Let's check it for weird characters */
1527 for(counter=0;counter<strlen(buf);counter++) {
1528 if(isalnum(buf[counter])) continue;
1529 if(' '==buf[counter]) continue;
1530 if('\''==buf[counter]) continue;
1531 if('+'==buf[counter]) continue;
1532 if('_'==buf[counter]) continue;
1533 if('-'==buf[counter]) continue;
1534
1535 /* If we come here, then the name contains an invalid character...
1536 tell the player & exit */
1537 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1538 return 1;
1539 }
1540
1541 } else {
1542 /* If param contains something, then syntax error... */
1543 if(strlen(params)) {
1544 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1545 return 1;
1546 }
1547 /* New name is empty */
1548 buf[0]='\0';
1549 }
1550 } else {
1551 /* Last case: params==NULL */
1552 item=find_marked_object(op);
1553 if(!item) {
1554 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1555 return 1;
1556 }
1557 buf[0]='\0';
1558 }
1559
1560 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1561 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1562 return 1;
1563 }
1564
1565 /* Coming here, everything is fine... */
1566 if(!strlen(buf)) {
1567 /* Clear custom name */
1568 if(item->custom_name) {
1569 FREE_AND_CLEAR_STR(item->custom_name);
1570
1571 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1572 esrv_update_item(UPD_NAME,op,item);
1573 } else {
1574 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1575 }
1576 } else {
1577 /* Set custom name */
1578 FREE_AND_COPY(item->custom_name,buf);
1579
1580 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1581 esrv_update_item(UPD_NAME,op,item);
1582 }
1583
1584 return 1;
1585}

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