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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.13 by pippijn, Thu Sep 7 10:01:57 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 1.13 2006/09/07 10:01:57 pippijn 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 && (sint32) (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.", &alt->name); 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 goto leave; 328 goto leave;
339 } 329 }
330
340 tmp = alt; 331 tmp = alt;
341 } 332 }
342 else 333 else
343 { 334 {
344 if (op->below == NULL || ! can_pick (op, op->below)) { 335 if (op->below == NULL || !can_pick (op, op->below))
345 new_draw_info (NDI_UNIQUE, 0, op, 336 {
346 "There is nothing to pick up here."); 337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
347 goto leave; 338 goto leave;
348 } 339 }
340
349 tmp = op->below; 341 tmp = op->below;
350 } 342 }
351 343
352 /* Try to catch it. */ 344 /* Try to catch it. */
353 tmp_map = tmp->map; 345 tmp_map = tmp->map;
354 tmp = stop_item (tmp); 346 tmp = stop_item (tmp);
355 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))
356 goto leave; 369 goto leave;
357 need_fix_tmp = 1;
358 if ( ! can_pick (op, tmp))
359 goto leave;
360
361 if (op->type==PLAYER) {
362 count=op->contr->count;
363 if (count==0) count = tmp->nrof;
364 } 370 }
365 else 371 else
366 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 */
367 377
368 /* container is open, so use it */ 378 if (!alt)
369 if (op->container) {
370 alt = op->container;
371 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
372 goto leave;
373 } else { /* non container pickup */
374 for (alt=op->inv; alt; alt=alt->below) 379 for (alt = op->inv; alt; alt = alt->below)
375 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))
376 alt->race && alt->race==tmp->race && 381 break; /* General container comes next */
377 sack_can_hold (NULL, alt, tmp,count)) 382
378 break; /* perfect match */
379
380 if (!alt) 383 if (!alt)
381 for (alt=op->inv; alt; alt=alt->below)
382 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
383 sack_can_hold (NULL, alt, tmp,count))
384 break; /* General container comes next */
385 if (!alt)
386 alt = op; /* No free containers */ 384 alt = op; /* No free containers */
387 } 385 }
386
388 if(tmp->env == alt) { 387 if (tmp->env == alt)
388 {
389 /* here it could be possible to check rent, 389 /* here it could be possible to check rent,
390 * if someone wants to implement it 390 * if someone wants to implement it
391 */ 391 */
392 alt = op; 392 alt = op;
393 } 393 }
394
394#ifdef PICKUP_DEBUG 395#ifdef PICKUP_DEBUG
395 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
396#endif 397#endif
397 398
398 /* startequip items are not allowed to be put into containers: */ 399 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER 400 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
400 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 { 401 {
402 new_draw_info (NDI_UNIQUE, 0, op, 402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 "This object cannot be put into containers!");
404 goto leave; 403 goto leave;
405 } 404 }
406 405
407 tag = tmp->count;
408 pick_up_object (op, alt, tmp, count); 406 pick_up_object (op, alt, tmp, count);
407
409 if (was_destroyed (tmp, tag) || tmp->env) 408 if (tmp->destroyed () || tmp->env)
410 need_fix_tmp = 0; 409 need_fix_tmp = 0;
410
411 if (op->type == PLAYER) 411 if (op->type == PLAYER)
412 op->contr->count=0; 412 op->contr->count = 0;
413
413 goto leave; 414 goto leave;
414 415
415 leave: 416leave:
416 if (need_fix_tmp) 417 if (need_fix_tmp)
417 fix_stopped_item (tmp, tmp_map, op); 418 fix_stopped_item (tmp, tmp_map, op);
418} 419}
419
420 420
421/* This takes (picks up) and item. op is the player 421/* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to 422 * who issued the command. params is a string to
423 * match against the item name. Basically, always 423 * match against the item name. Basically, always
424 * returns zero, but that should be improved. 424 * returns zero, but that should be improved.
425 */ 425 */
426int
426int command_take (object *op, char *params) 427command_take (object *op, char *params)
427{ 428{
428 object *tmp, *next; 429 object *tmp, *next;
429 430
430 if (op->container) 431 if (op->container_ ())
431 tmp=op->container->inv; 432 tmp = op->container_ ()->inv;
432 else { 433 else
434 {
433 tmp=op->above; 435 tmp = op->above;
436 if (tmp)
434 if (tmp) while (tmp->above) { 437 while (tmp->above)
435 tmp=tmp->above; 438 tmp = tmp->above;
436 } 439
437 if (!tmp) 440 if (!tmp)
438 tmp=op->below; 441 tmp = op->below;
442 }
443
444 if (!tmp)
439 } 445 {
440
441 if (tmp==NULL) {
442 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
443 return 0; 447 return 0;
444 } 448 }
445 449
446 /* Makes processing easier */ 450 /* Makes processing easier */
447 if (params && *params=='\0') params=NULL; 451 if (params && *params == '\0')
452 params = 0;
448 453
454 int cnt = MAX_ITEM_PER_ACTION;
455
449 while (tmp) { 456 while (tmp)
457 {
450 next=tmp->below; 458 next = tmp->below;
451 459
452 if (tmp->invisible) { 460 if (tmp->invisible)
461 {
453 tmp=next; 462 tmp = next;
454 continue; 463 continue;
455 } 464 }
465
456 /* 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
457 * but that probably will make it more difficult to read, and 467 * but that probably will make it more difficult to read, and
458 * not make it any more efficient 468 * not make it any more efficient
459 */ 469 */
460 if (params && item_matched_string(op, tmp, params)) { 470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
461 pick_up(op, tmp); 473 pick_up (op, tmp);
462 } 474 }
463 else if (can_pick(op, tmp) && !params) { 475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
464 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);
465 break; 497 break;
466 }
467 tmp=next;
468 /* Might as well just skip over the player immediately -
469 * we know it can't be picked up
470 */
471 if (tmp == op) tmp=tmp->below;
472 }
473 if (!params && !tmp) {
474 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
475 if (!tmp->invisible) {
476 char buf[MAX_BUF];
477 sprintf(buf,"You can't pick up a %s.", &tmp->name);
478 new_draw_info(NDI_UNIQUE, 0, op, buf);
479 break;
480 } 498 }
499
500 if (!tmp)
481 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.");
482 } 502 }
503
483 return 0; 504 return 0;
484} 505}
485
486 506
487/* 507/*
488 * This function was part of drop, now is own function. 508 * This function was part of drop, now is own function.
489 * Player 'op' tries to put object 'tmp' into sack 'sack', 509 * Player 'op' tries to put object 'tmp' into sack 'sack',
490 * if nrof is non zero, then nrof objects is tried to put into sack. 510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
491 * Note that the 'sack' in question can now be a transport, 512 * Note that the 'sack' in question can now be a transport,
492 * so this function isn't named very good anymore. 513 * so this function isn't named very good anymore.
493 */ 514 */
515void
494void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 516put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
495{ 517{
496 tag_t tmp_tag, tmp2_tag;
497 object *tmp2, *sack2; 518 object *tmp2;
498 char buf[MAX_BUF]; 519 char buf[MAX_BUF];
499 520
500 if (sack==tmp) return; /* Can't put an object in itself */ 521 if (sack == tmp)
501 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 522 return; /* Can't put an object in itself */
502 new_draw_info_format(NDI_UNIQUE, 0,op, 523
503 "You cannot put the %s in the %s.", query_name(tmp), 524 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
504 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));
505 return; 527 return;
506 } 528 }
529
507 if (tmp->type == CONTAINER && tmp->inv) { 530 if (tmp->type == CONTAINER && tmp->inv)
508 531 {
509 /* 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
510 * we instead move the contents of that container into the active 533 * we instead move the contents of that container into the active
511 * 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.
512 */ 535 */
513 sack2 = tmp;
514 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));
515 query_name(tmp), query_name(sack)); 537
516 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539 {
517 tmp = tmp2->below; 540 tmp = tmp2->below;
541
518 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)))
519 put_object_in_sack (op, sack, tmp2, 0); 543 put_object_in_sack (op, sack, tmp2, 0);
520 } else { 544 else
545 {
521 sprintf(buf,"Your %s fills up.", query_name(sack)); 546 sprintf (buf, "Your %s fills up.", query_name (sack));
522 new_draw_info(NDI_UNIQUE, 0,op, buf); 547 new_draw_info (NDI_UNIQUE, 0, op, buf);
523 break; 548 break;
524 } 549 }
525 } 550 }
526 esrv_update_item (UPD_WEIGHT, op, sack2); 551
527 return; 552 return;
528 } 553 }
529 554
530 /* Don't worry about this for containers - our caller should have 555 /* Don't worry about this for containers - our caller should have
531 * already checked this. 556 * already checked this.
532 */ 557 */
533 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))
534 return; 563 return;
535 564
536 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
537 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
538 return;
539 }
540
541 /* we want to put some portion of the item into the container */ 565 /* we want to put some portion of the item into the container */
542 if (nrof && tmp->nrof != nrof) { 566 if (!can_split (op, tmp, nrof))
543 object *tmp2 = tmp; 567 return;
544 tmp2_tag = tmp2->count;
545 tmp = get_split_ob (tmp, nrof);
546 568
547 if(!tmp) { 569 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
548 new_draw_info(NDI_UNIQUE, 0,op, errmsg); 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 ();
549 return; 599 return;
550 } 600 }
551 /* Tell a client what happened other objects */
552 if (was_destroyed (tmp2, tmp2_tag))
553 esrv_del_item (op->contr, tmp2_tag);
554 else /* this can proably be replaced with an update */
555 esrv_send_item (op, tmp2);
556 } else
557 remove_ob(tmp);
558 601
559 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);
560 query_name(tmp), query_name(sack)); 603 floor;
561 tmp_tag = tmp->count; 604 floor = floor->above)
562 tmp2 = insert_ob_in_ob(tmp, sack); 605 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
563 fix_player(op); /* This is overkill, fix_player() is called somewhere */ 606 return;
564 /* in object.c */
565 607
566 /* If an object merged (and thus, different object), we need to 608 if (obj->destroyed () || obj->is_inserted ())
567 * 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:
568 */ 620 */
569 if (tmp2 != tmp)
570 esrv_del_item (op->contr, tmp_tag);
571 621
572 esrv_send_item (op, tmp2); 622 obj->x = dropper->x;
623 obj->y = dropper->y;
573 624
574 /* update the sacks weight */ 625 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
575 esrv_update_item (UPD_WEIGHT, op, sack);
576} 626}
577 627
578/* 628/*
579 * This function was part of drop, now is own function. 629 * This function was part of drop, now is own function.
580 * 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
581 * nrof objects is tried to dropped. 631 * nrof objects are tried to drop.
582 * This is used when dropping objects onto the floor. 632 * This is used when dropping objects onto the floor.
583 */ 633 */
584void 634void
585drop_object (object * op, object * tmp, uint32 nrof) 635drop_object (object *op, object *tmp, uint32 nrof)
586{ 636{
587 char buf[MAX_BUF]; 637 if (tmp->flag [FLAG_NO_DROP])
588 object *floor;
589
590 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
591 return; 638 return;
592 639
593 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 640 if (tmp->flag [FLAG_APPLIED])
594 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 641 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
595 return; /* can't unapply it */ 642 return; /* can't unapply it */
596 643
597 /* 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
598 * off 645 * off
599 */ 646 */
600 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);
601 { 656 }
602 object *tmp2 = tmp; 657}
603 tag_t tmp2_tag = tmp2->count; 658
604 tmp = get_split_ob (tmp, nrof); 659void
605 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)
606 { 671 {
607 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 ();
608 return; 676 return;
609 } 677 }
610 /* Tell a client what happened rest of objects. tmp2 is now the
611 * original object
612 */
613 if (op->type == PLAYER)
614 {
615 if (was_destroyed (tmp2, tmp2_tag))
616 esrv_del_item (op->contr, tmp2_tag);
617 else 678 else
618 esrv_send_item (op, tmp2); 679 while (tmp && tmp->invisible)
619 } 680 tmp = tmp->below;
620 }
621 else
622 remove_ob (tmp);
623
624 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
625 return;
626
627 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
628 { 681 }
629 sprintf (buf, "You drop the %s.", query_name (tmp)); 682
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 683 if (!tmp)
631 new_draw_info (NDI_UNIQUE, 0, op, 684 {
632 "The gods who lent it to you retrieves it."); 685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
633 if (op->type == PLAYER)
634 esrv_del_item (op->contr, tmp->count);
635 free_object (tmp);
636 fix_player (op);
637 return; 686 return;
638 } 687 }
639 688
640/* If SAVE_INTERVAL is commented out, we never want to save 689 if (tmp->flag [FLAG_INV_LOCKED])
641 * the player here.
642 */
643#ifdef SAVE_INTERVAL
644 /* I'm not sure why there is a value check - since the save
645 * is done every SAVE_INTERVAL seconds, why care the value
646 * of what he is dropping?
647 */
648 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
649 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
650 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
651 {
652 save_player (op, 1);
653 op->contr->last_save_time = time (NULL);
654 } 690 {
655#endif /* SAVE_INTERVAL */ 691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
656
657 if (op->type == PLAYER)
658 esrv_del_item (op->contr, tmp->count);
659
660 /* Call this before we update the various windows/players. At least
661 * that we, we know the weight is correct.
662 */
663 fix_player (op); /* This is overkill, fix_player() is called somewhere */
664 /* in object.c */
665
666 if (op->type == PLAYER)
667 {
668 op->contr->socket.update_look = 1;
669 /* Need to update the weight for the player */
670 esrv_send_item (op, op);
671 }
672
673 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
674 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
675 return; 692 return;
693 }
676 694
677 if (is_in_shop (op) 695 if (tmp->flag [FLAG_NO_DROP])
678 && !QUERY_FLAG (tmp, FLAG_UNPAID)
679 && tmp->type != MONEY)
680 sell_item (tmp, op);
681
682 tmp->x = op->x;
683 tmp->y = op->y;
684
685 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
686}
687
688void drop(object *op, object *tmp)
689{
690 /* Hopeful fix for disappearing objects when dropping from a container -
691 * somehow, players get an invisible object in the container, and the
692 * old logic would skip over invisible objects - works fine for the
693 * playes inventory, but drop inventory wants to use the next value.
694 */
695 if (tmp->invisible) {
696 /* if the following is the case, it must be in an container. */
697 if (tmp->env && tmp->env->type != PLAYER) {
698 /* Just toss the object - probably shouldn't be hanging
699 * around anyways
700 */
701 remove_ob(tmp);
702 free_object(tmp);
703 return;
704 } else {
705 while(tmp!=NULL && tmp->invisible)
706 tmp=tmp->below;
707 }
708 } 696 {
709
710 if (tmp==NULL) {
711 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
712 return;
713 }
714 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
715 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
716 return;
717 }
718 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
719#if 0 697#if 0
720 /* 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. */
721 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.");
722#endif 700#endif
723 return; 701 return;
724 } 702 }
725 703
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 {
726 if (op->type == PLAYER) 711 if (op->type == PLAYER)
727 { 712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
728 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
729 object *n=NULL;
730 if(tmp->below != NULL)
731 n = tmp->below;
732 else if(tmp->above != NULL)
733 n = tmp->above;
734 op->contr->last_used = n;
735 if (n != NULL)
736 op->contr->last_used_id = n->count;
737 else 713 else
738 op->contr->last_used_id = 0; 714 put_object_in_sack (op, op->container_ (), tmp, 0);
739 }
740 }; 715 }
741 716 else
742 if (op->container) { 717 {
743 if (op->type == PLAYER) 718 if (op->type == PLAYER)
744 {
745 put_object_in_sack (op, op->container, tmp, op->contr->count);
746 } else {
747 put_object_in_sack(op, op->container, tmp, 0);
748 };
749 } else {
750 if (op->type == PLAYER)
751 {
752 drop_object (op, tmp, op->contr->count); 719 drop_object (op, tmp, op->contr->count);
753 } else { 720 else
754 drop_object(op,tmp,0); 721 drop_object (op, tmp, 0);
755 };
756 } 722 }
723
757 if (op->type == PLAYER) 724 if (op->type == PLAYER)
758 op->contr->count = 0; 725 op->contr->count = 0;
759} 726}
760
761
762 727
763/* Command will drop all items that have not been locked */ 728/* Command will drop all items that have not been locked */
729int
764int command_dropall (object *op, char *params) { 730command_dropall (object *op, char *params)
731{
765 732
766 object * curinv, *nextinv;
767
768 if(op->inv == NULL) { 733 if (op->inv == NULL)
734 {
769 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
770 return 0; 736 return 0;
771 } 737 }
772 738
773 curinv = op->inv; 739 object *curinv = op->inv;
740 object *nextinv;
774 741
775 /*
776 This is the default. Drops everything not locked or considered
777 not something that should be dropped.
778 */
779 /* 742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
780 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
781 the drop() routine will do unknown things to it when dropping 748 the drop() routine will do unknown things to it when dropping
782 in a shop. --Tero.Pelander@utu.fi 749 in a shop. --Tero.Pelander@utu.fi
783 */ 750 */
751 int cnt = MAX_ITEM_PER_ACTION;
784 752
785 if(params==NULL) { 753 if (!params)
786 while(curinv != NULL) { 754 {
755 while (curinv)
756 {
787 nextinv = curinv->below; 757 nextinv = curinv->below;
758
788 while (nextinv && nextinv->type==MONEY) 759 while (nextinv && nextinv->type == MONEY)
789 nextinv = nextinv->below; 760 nextinv = nextinv->below;
790 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 761
791 curinv->type != FOOD && curinv->type != KEY && 762 if (!curinv->flag [FLAG_INV_LOCKED]
792 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
793 !curinv->invisible && 763 && !curinv->invisible
794 (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)
795 { 770 {
796 drop(op,curinv);
797 }
798 curinv = nextinv;
799 }
800 }
801
802 else if(strcmp(params, "weapons") == 0) {
803 while(curinv != NULL) {
804 nextinv = curinv->below;
805 while (nextinv && nextinv->type==MONEY)
806 nextinv = nextinv->below;
807 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
808 (curinv->type == BOW) || (curinv->type == ARROW)))
809 {
810 drop(op,curinv); 771 drop (op, curinv);
772 if (--cnt <= 0) break;
811 } 773 }
812 curinv = nextinv;
813 }
814 }
815
816 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
817 while(curinv != NULL) {
818 nextinv = curinv->below;
819 while (nextinv && nextinv->type==MONEY)
820 nextinv = nextinv->below;
821 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
822 curinv->type == SHIELD || curinv->type==HELMET))
823 {
824 drop(op,curinv);
825 }
826 curinv = nextinv;
827 }
828 }
829 774
830 else if(strcmp(params, "misc") == 0) {
831 while(curinv != NULL) {
832 nextinv = curinv->below;
833 while (nextinv && nextinv->type==MONEY)
834 nextinv = nextinv->below;
835 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
836 switch(curinv->type) {
837 case HORN:
838 case BOOK:
839 case SPELLBOOK:
840 case GIRDLE:
841 case AMULET:
842 case RING:
843 case CLOAK:
844 case BOOTS:
845 case GLOVES:
846 case BRACERS:
847 case SCROLL:
848 case ARMOUR_IMPROVER:
849 case WEAPON_IMPROVER:
850 case WAND:
851 case ROD:
852 case POTION:
853 drop(op,curinv);
854 curinv = nextinv; 775 curinv = nextinv;
855 break; 776 }
856 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
857 curinv = nextinv; 793 curinv = nextinv;
858 break; 794 }
795 }
796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
797 {
798 while (curinv)
859 } 799 {
860 } 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
861 curinv = nextinv; 811 curinv = nextinv;
812 }
813 }
814 else if (strcmp (params, "misc") == 0)
862 } 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 }
863 } 856 }
864 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
865/* draw_look(op);*/ 861/* draw_look(op);*/
866 return 0; 862 return 0;
867} 863}
868 864
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
869/* 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
870 * comma seperated list. 891 * comma seperated list.
871 */ 892 */
872 893int
873int command_drop (object *op, char *params) 894command_drop (object *op, char *params)
874{ 895{
875 object *tmp, *next; 896 object *tmp, *next;
876 int did_one=0;
877 897
878 if (!params) { 898 if (!params)
899 {
879 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
880 return 0; 901 return 0;
881 } else { 902 }
903 else
904 {
905 vector<object *> matched_objs;
906
882 for (tmp=op->inv; tmp; tmp=next) { 907 for (tmp = op->inv; tmp; tmp = next)
908 {
883 next=tmp->below; 909 next = tmp->below;
884 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 910 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
885 tmp->invisible) continue; 911 continue;
912
886 if (item_matched_string(op,tmp,params)) { 913 if (item_matched_string (op, tmp, params))
887 drop(op, tmp); 914 matched_objs.push_back (tmp);
888 did_one=1; 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);
889 } 1046 }
890 } 1047 }
891 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
892 }
893 if (op->type==PLAYER)
894 {
895 op->contr->count=0;
896 op->contr->socket.update_look=1;
897 }; 1048 }
898/* draw_look(op);*/ 1049
899 return 0; 1050 return buf;
900} 1051}
901 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
902int command_examine (object *op, char *params) 1108command_pickup (object *op, char *params)
903{ 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
904 if (!params) { 1124 if (!params)
905 object *tmp=op->below; 1125 {
906 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 1126 /* if the new mode is used, just print the settings */
907 if (tmp) examine(op,tmp); 1127 display_new_pickup (op);
1128 return 0;
908 } 1129 }
909 else { 1130
910 object *tmp=find_best_object_match(op,params); 1131 while (*params == ' ' && *params)
911 if (tmp) 1132 params++;
912 examine(op,tmp); 1133
913 else 1134 if (*params == '+' || *params == '-')
914 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;
915 } 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
916 return 0; 1232 return 0;
917} 1233}
918 1234
919/* op should be a player. 1235int
920 * we return the object the player has marked with the 'mark' command 1236command_lock (object *op, char *params)
921 * below. If no match is found (or object has changed), we return
922 * NULL. We leave it up to the calling function to print messages if
923 * nothing is found.
924 */
925object *find_marked_object(object *op)
926{ 1237{
927 object *tmp; 1238 /* if the lock command is typed by itself, lock everything
928
929 if (!op || !op->contr) return NULL;
930 if (!op->contr->mark) {
931/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
932 return NULL;
933 }
934 /* This may seem like overkill, but we need to make sure that they
935 * player hasn't dropped the item. We use count on the off chance that
936 * an item got reincarnated at some point.
937 */ 1239 */
938 for (tmp=op->inv; tmp; tmp=tmp->below) { 1240 if (params == NULL)
939 if (tmp->invisible) continue;
940 if (tmp == op->contr->mark) {
941 if (tmp->count == op->contr->mark_count)
942 return tmp;
943 else {
944 op->contr->mark=NULL;
945 op->contr->mark_count=0;
946/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
947 return NULL;
948 }
949 }
950 }
951 return NULL;
952}
953 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}
954 1264
955/* op should be a player, params is any params. 1265/* op should be a player, params is any params.
956 * If no params given, we print out the currently marked object. 1266 * If no params given, we print out the currently marked object.
957 * otherwise, try to find a matching object - try best match first. 1267 * otherwise, try to find a matching object - try best match first.
958 */ 1268 */
1269int
959int command_mark(object *op, char *params) 1270command_mark (object *op, char *params)
960{ 1271{
961 if (!op->contr) return 1;
962 if (!params) { 1272 if (!params)
963 object *mark=find_marked_object(op);
964 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
965 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
966 } 1273 {
1274 if (object *mark = op->mark ())
1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
967 else { 1276 else
1277 op->failmsg ("You have no marked object.");
1278 }
1279 else
1280 {
968 object *mark1=find_best_object_match(op, params); 1281 if (object *mark = find_best_object_match (op, params))
969 if (!mark1) {
970 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
971 return 1;
972 } 1282 {
973 else {
974 op->contr->mark=mark1; 1283 op->contr->mark = mark;
975 op->contr->mark_count=mark1->count; 1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
976 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
977 return 0;
978 }
979 }
980 return 0; /*shouldnt get here */
981}
982
983
984/* op is the player
985 * tmp is the monster being examined.
986 */
987void examine_monster(object *op,object *tmp) {
988 object *mon=tmp->head?tmp->head:tmp;
989
990 if(QUERY_FLAG(mon,FLAG_UNDEAD))
991 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
992 if(mon->level>op->level)
993 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
994 else if(mon->level<op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
996 else
997 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
998 if(mon->attacktype&AT_ACID)
999 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1000
1001 /* Anyone know why this used to use the clone value instead of the
1002 * maxhp field? This seems that it should give more accurate results.
1003 */
1004 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1005 case 1:
1006 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1007 break;
1008 case 2:
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1010 break;
1011 case 3:
1012 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1013 break;
1014 case 4:
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1016 break;
1017 }
1018 if(present_in_ob(POISONING,mon)!=NULL)
1019 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1020}
1021
1022
1023/* tmp is the object being described, pl is who is examing it. */
1024char *long_desc(object *tmp, object *pl) {
1025 static char buf[VERY_BIG_BUF];
1026 char *cp;
1027
1028 if(tmp==NULL)
1029 return "";
1030
1031 buf[0]='\0';
1032 switch(tmp->type) {
1033 case RING:
1034 case SKILL:
1035 case WEAPON:
1036 case ARMOUR:
1037 case BRACERS:
1038 case HELMET:
1039 case SHIELD:
1040 case BOOTS:
1041 case GLOVES:
1042 case AMULET:
1043 case GIRDLE:
1044 case BOW:
1045 case ARROW:
1046 case CLOAK:
1047 case FOOD:
1048 case DRINK:
1049 case FLESH:
1050 case SKILL_TOOL:
1051 case POWER_CRYSTAL:
1052 if(*(cp=describe_item(tmp, pl))!='\0') {
1053 int len;
1054
1055 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1056 buf[VERY_BIG_BUF-1]=0;
1057 len=strlen(buf);
1058 if (len<VERY_BIG_BUF-5) {
1059 /* Since we know the length, we save a few cpu cycles by using
1060 * it instead of calling strcat */
1061 strcpy(buf+len," ");
1062 len++;
1063 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1064 buf[VERY_BIG_BUF-1]=0;
1065 }
1066 }
1067 }
1068 if(buf[0]=='\0') {
1069 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1070 buf[VERY_BIG_BUF-1]=0;
1071 }
1072
1073 return buf;
1074}
1075
1076void examine(object *op, object *tmp) {
1077 char buf[VERY_BIG_BUF];
1078 int i;
1079
1080 if (tmp == NULL || tmp->type == CLOSE_CON)
1081 return;
1082
1083 strcpy(buf,"That is ");
1084 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1085 buf[VERY_BIG_BUF-1]=0;
1086
1087 new_draw_info(NDI_UNIQUE, 0,op,buf);
1088 buf[0]='\0';
1089
1090 if(tmp->custom_name) {
1091 strcpy(buf,"You call it ");
1092 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1093 buf[VERY_BIG_BUF-1]=0;
1094 new_draw_info(NDI_UNIQUE, 0,op,buf);
1095 buf[0]='\0';
1096 }
1097
1098 switch(tmp->type) {
1099 case SPELLBOOK:
1100 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1101 sprintf(buf,"%s is a %s level %s spell",
1102 &tmp->inv->name, get_levelnumber(tmp->inv->level),
1103 &tmp->inv->skill);
1104 }
1105 break;
1106
1107 case BOOK:
1108 if(tmp->msg!=NULL)
1109 strcpy(buf,"Something is written in it.");
1110 break;
1111
1112 case CONTAINER:
1113 if(tmp->race!=NULL) {
1114 if(tmp->weight_limit && tmp->stats.Str<100)
1115 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1116 &tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1117 else
1118 sprintf (buf,"It can hold only %s.", &tmp->race);
1119 } else
1120 if(tmp->weight_limit && tmp->stats.Str<100)
1121 sprintf (buf,"Its weight limit is %.1f kg.",
1122 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1123 break;
1124
1125 case WAND:
1126 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1127 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1128 break;
1129 }
1130
1131 if(buf[0]!='\0')
1132 new_draw_info(NDI_UNIQUE, 0,op,buf);
1133
1134 if(tmp->materialname != NULL && !tmp->msg) {
1135 sprintf(buf, "It is made of: %s.", &tmp->materialname);
1136 new_draw_info(NDI_UNIQUE, 0, op, buf);
1137 }
1138 /* Where to wear this item */
1139 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1140 if (tmp->body_info[i]<-1) {
1141 if (op->body_info[i])
1142 new_draw_info_format(NDI_UNIQUE, 0,op,
1143 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1144 else
1145 new_draw_info_format(NDI_UNIQUE, 0,op,
1146 "It goes %s", body_locations[i].nonuse_name);
1147 } else if (tmp->body_info[i]) {
1148 if (op->body_info[i])
1149 new_draw_info_format(NDI_UNIQUE, 0,op,
1150 "It goes %s", body_locations[i].use_name);
1151 else
1152 new_draw_info_format(NDI_UNIQUE, 0,op,
1153 "It goes %s", body_locations[i].nonuse_name);
1154 }
1155 }
1156
1157 if(tmp->weight) {
1158 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1159 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1160 new_draw_info(NDI_UNIQUE, 0,op,buf);
1161 }
1162
1163 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1164 sprintf(buf,"You reckon %s worth %s.",
1165 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1166 new_draw_info(NDI_UNIQUE, 0,op,buf);
1167 if (is_in_shop (op)) {
1168 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1169 sprintf(buf,"%s would cost you %s.",
1170 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1171 else
1172 sprintf(buf,"You are offered %s for %s.",
1173 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1174 new_draw_info(NDI_UNIQUE, 0,op,buf);
1175 }
1176 }
1177
1178 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1179 examine_monster(op,tmp);
1180
1181 /* Is this item buildable? */
1182 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1183 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1184
1185 /* Does the object have a message? Don't show message for all object
1186 * types - especially if the first entry is a match
1187 */
1188 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1189 tmp->type != CORPSE && !tmp->move_on &&
1190 strncasecmp(tmp->msg, "@match",7)) {
1191
1192 /* This is just a hack so when identifying the items, we print
1193 * out the extra message
1194 */
1195 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1196 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1197
1198 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1199 }
1200 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1201}
1202
1203/*
1204 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory.
1206 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207 */
1208void inventory(object *op,object *inv) {
1209 object *tmp;
1210 char *in;
1211 int items = 0, length;
1212
1213 if (inv==NULL && op==NULL) {
1214 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1215 return;
1216 }
1217 tmp = inv ? inv->inv : op->inv;
1218
1219 while (tmp) {
1220 if ((!tmp->invisible &&
1221 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1222 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1223 items++;
1224 tmp=tmp->below;
1225 }
1226 if (inv==NULL) { /* player's inventory */
1227 if (items==0) {
1228 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1229 return;
1230 } else {
1231 length = 28;
1232 in = "";
1233 if (op)
1234 clear_win_info(op);
1235 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1236 }
1237 } else {
1238 if (items==0)
1239 return;
1240 else {
1241 length = 28;
1242 in = " ";
1243 }
1244 }
1245 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1246 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1247 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1248 continue;
1249 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1250 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1251 query_name(tmp), tmp->count,query_weight(tmp));
1252 else
1253 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1254 length+8, query_name(tmp),
1255 query_weight(tmp));
1256 }
1257 if(!inv && op) {
1258 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1259 41,"Total weight :",query_weight(op));
1260 }
1261}
1262
1263static void display_new_pickup( object* op )
1264 {
1265 int i = op->contr->mode;
1266
1267 if(!(i & PU_NEWMODE)) return;
1268
1269 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1270 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1273
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1279
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1291
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1296
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1301
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1307 }
1308
1309int command_pickup (object *op, char *params)
1310{
1311 uint32 i;
1312 static const char* names[ ] = {
1313 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1314 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1315 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1316 static uint32 modes[ ] = {
1317 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1318 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1319 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1320
1321 if(!params) {
1322 /* if the new mode is used, just print the settings */
1323 if(op->contr->mode & PU_NEWMODE)
1324 {
1325 display_new_pickup( op );
1326 return 1;
1327 }
1328 if(1) LOG(llevDebug, "command_pickup: !params\n");
1329 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1330 return 0;
1331 }
1332
1333 while ( *params == ' ' && *params )
1334 params++;
1335
1336 if ( *params == '+' || *params == '-' )
1337 {
1338 int mode;
1339 for ( mode = 0; names[ mode ]; mode++ )
1340 {
1341 if ( !strcmp( names[ mode ], params + 1 ) )
1342 {
1343 i = op->contr->mode;
1344 if ( !( i & PU_NEWMODE ) )
1345 i = PU_NEWMODE;
1346 if ( *params == '+' )
1347 i = i | modes[ mode ];
1348 else
1349 i = i & ~modes[ mode ];
1350 op->contr->mode = i;
1351 display_new_pickup( op );
1352 return 1;
1353 }
1354 } 1285 }
1355 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1286 else
1356 return 1; 1287 op->failmsgf ("Could not find an object that matches %s", params);
1357 } 1288 }
1358 1289
1359 if(sscanf(params, "%u", &i) != 1) { 1290 return 0; /*shouldnt get here */
1360 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1361 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1362 return 1;
1363 }
1364 set_pickup_mode(op,i);
1365
1366 return 1;
1367} 1291}
1368 1292
1369void set_pickup_mode(object *op,int i) {
1370 switch(op->contr->mode=i) {
1371 case 0:
1372 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1373 break;
1374 case 1:
1375 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1376 break;
1377 case 2:
1378 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1379 break;
1380 case 3:
1381 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1382 break;
1383 case 4:
1384 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1385 break;
1386 case 5:
1387 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1388 break;
1389 case 6:
1390 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1391 break;
1392 case 7:
1393 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1394 break;
1395 }
1396}
1397
1398int command_search_items (object *op, char *params)
1399{
1400 char buf[MAX_BUF];
1401
1402 if (settings.search_items == FALSE)
1403 return 1;
1404
1405 if(params == NULL) {
1406 if(op->contr->search_str[0]=='\0') {
1407 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1408 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1409 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1410 return 1;
1411 }
1412 op->contr->search_str[0]='\0';
1413 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1414 fix_player(op);
1415 return 1;
1416 }
1417 if((int)strlen(params) >= MAX_BUF) {
1418 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1419 return 1;
1420 }
1421 strcpy(op->contr->search_str, params);
1422 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1423 new_draw_info(NDI_UNIQUE, 0,op,buf);
1424 fix_player(op);
1425 return 1;
1426}
1427
1428/*
1429 * Changing the custom name of an item
1430 *
1431 * Syntax is: rename <what object> to <new name>
1432 * if '<what object>' is omitted, marked object is used
1433 * if 'to <new name>' is omitted, custom name is cleared
1434 *
1435 * Names are considered for all purpose having a length <=127 (max length sent to client
1436 * by server) */
1437
1438int command_rename_item(object *op, char *params)
1439{
1440 char buf[VERY_BIG_BUF];
1441 int itemnumber;
1442 object *item = NULL;
1443 char *closebrace;
1444 size_t counter;
1445
1446 if (params) {
1447 /* Let's skip white spaces */
1448 while(' '==*params) params++;
1449
1450 /* Checking the first part */
1451 if ((itemnumber = atoi(params))!=0) {
1452 for (item = op->inv; item && ((item->count != (tag_t) itemnumber) || item->invisible); item = item->below);
1453 if (!item) {
1454 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1455 return 1;
1456 }
1457 while(isdigit(*params) || ' '==*params) params++;
1458 }
1459 else if ('<'==*params) {
1460 /* Got old name, let's get it & find appropriate matching item */
1461 closebrace=strchr(params,'>');
1462 if(!closebrace) {
1463 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1464 return 1;
1465 }
1466 /* Sanity check for buffer overruns */
1467 if((closebrace-params)>127) {
1468 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1469 return 1;
1470 }
1471 /* Copy the old name */
1472 strncpy(buf,params+1,closebrace-params-1);
1473 buf[closebrace-params-1]='\0';
1474
1475 /* Find best matching item */
1476 item=find_best_object_match(op,buf);
1477 if(!item) {
1478 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1479 return 1;
1480 }
1481
1482 /* Now need to move pointer to just after > */
1483 params=closebrace+1;
1484 while(' '==*params) params++;
1485
1486 } else {
1487 /* Use marked item */
1488 item=find_marked_object(op);
1489 if(!item) {
1490 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1491 return 1;
1492 }
1493 }
1494
1495 /* Now let's find the new name */
1496 if(!strncmp(params,"to ",3)) {
1497 params+=3;
1498 while(' '==*params) params++;
1499 if('<'!=*params) {
1500 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1501 return 1;
1502 }
1503 closebrace=strchr(params+1,'>');
1504 if(!closebrace) {
1505 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1506 return 1;
1507 }
1508
1509 /* Sanity check for buffer overruns */
1510 if((closebrace-params)>127) {
1511 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1512 return 1;
1513 }
1514
1515 /* Copy the new name */
1516 strncpy(buf,params+1,closebrace-params-1);
1517 buf[closebrace-params-1]='\0';
1518
1519 /* Let's check it for weird characters */
1520 for(counter=0;counter<strlen(buf);counter++) {
1521 if(isalnum(buf[counter])) continue;
1522 if(' '==buf[counter]) continue;
1523 if('\''==buf[counter]) continue;
1524 if('+'==buf[counter]) continue;
1525 if('_'==buf[counter]) continue;
1526 if('-'==buf[counter]) continue;
1527
1528 /* If we come here, then the name contains an invalid character...
1529 tell the player & exit */
1530 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1531 return 1;
1532 }
1533
1534 } else {
1535 /* If param contains something, then syntax error... */
1536 if(strlen(params)) {
1537 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1538 return 1;
1539 }
1540 /* New name is empty */
1541 buf[0]='\0';
1542 }
1543 } else {
1544 /* Last case: params==NULL */
1545 item=find_marked_object(op);
1546 if(!item) {
1547 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1548 return 1;
1549 }
1550 buf[0]='\0';
1551 }
1552
1553 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1554 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1555 return 1;
1556 }
1557
1558 /* Coming here, everything is fine... */
1559 if(!strlen(buf)) {
1560 /* Clear custom name */
1561 if(item->custom_name) {
1562 item->custom_name = 0;
1563
1564 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1565 esrv_update_item(UPD_NAME,op,item);
1566 } else {
1567 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1568 }
1569 } else {
1570 /* Set custom name */
1571 item->custom_name = buf;
1572
1573 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1574 esrv_update_item(UPD_NAME,op,item);
1575 }
1576
1577 return 1;
1578}

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