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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.14 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.133 by root, Sun Jan 29 02:47:05 2017 UTC

1
2/* 1/*
3 * static char *rcsid_c_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: c_object.C,v 1.14 2006/09/10 15:59:57 root Exp $"; 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>
5 */ 23 */
6 24
7/* 25/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28
29 Object (handling) commands 26 * Object (handling) commands
30*/ 27 */
31 28
32#include <global.h> 29#include <global.h>
33#include <loader.h>
34#include <skills.h> 30#include <skills.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 31#include <sproto.h>
37#endif
38#include <living.h> 32#include <living.h>
39#include <math.h>
40 33
41/* 34/*
42 * Object id parsing functions 35 * Object id parsing functions
43 */ 36 */
44 37
45#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
46 fatal(OUT_OF_MEMORY);
47
48#define ADD_ITEM(NEW,COUNT)\ 38#define ADD_ITEM(NEW,COUNT)\
49 if(!first) {\ 39 if(!first) {\
50 OBLINKMALLOC(first);\ 40 first = new objectlink;\
51 last=first;\ 41 last=first;\
52 } else {\ 42 } else {\
53 OBLINKMALLOC(last->next);\ 43 last->next = new objectlink;\
54 last=last->next;\ 44 last=last->next;\
55 }\ 45 }\
56 last->next=NULL;\ 46 last->next=0;\
57 last->ob=(NEW);\ 47 last->ob=(NEW);\
58 last->id=(COUNT); 48 last->id=(COUNT);
59 49
60/** 50/**
61 * Search the inventory of 'pl' for what matches best with params. 51 * Search the inventory of 'pl' for what matches best with params.
65 * only unapply applied, or apply unapplied objects 55 * only unapply applied, or apply unapplied objects
66 **/ 56 **/
67static object * 57static object *
68find_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)
69{ 59{
70 object *tmp, *best = NULL; 60 object *best = 0;
71 int match_val = 0, tmpmatch; 61 int match_val = 0;
72 62
73 for (tmp = pl->inv; tmp; tmp = tmp->below) 63 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
74 { 64 {
75 if (tmp->invisible) 65 if (tmp->invisible)
76 continue; 66 continue;
67
77 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val) 68 int tmpmatch = item_matched_string (pl, tmp, params);
69
70 if (tmpmatch > match_val)
78 { 71 {
79 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) 72 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
80 continue; 73 continue;
74
81 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) 75 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
82 continue; 76 continue;
77
83 match_val = tmpmatch; 78 match_val = tmpmatch;
84 best = tmp; 79 best = tmp;
85 } 80 }
86 } 81 }
82
87 return best; 83 return best;
88} 84}
89 85
90/** 86/**
91 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 87 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
92 **/ 88 **/
93object * 89object *
94find_best_object_match (object *pl, const char *params) 90find_best_object_match (object *pl, const char *params)
95{ 91{
96 return find_best_apply_object_match (pl, params, AP_NULL); 92 return find_best_apply_object_match (pl, params, AP_TOGGLE);
93}
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 }
97} 112}
98 113
99int 114int
100command_uskill (object *pl, char *params) 115command_uskill (object *pl, char *params)
101{ 116{
102 if (!params) 117 if (!params)
103 { 118 {
104 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>");
105 return 0; 120 return 0;
106 } 121 }
122
107 return use_skill (pl, params); 123 return use_skill (pl, params);
108} 124}
109 125
110int 126int
111command_rskill (object *pl, char *params) 127command_rskill (object *pl, char *params)
115 if (!params) 131 if (!params)
116 { 132 {
117 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>");
118 return 0; 134 return 0;
119 } 135 }
136
120 skill = find_skill_by_name (pl, params); 137 skill = find_skill_by_name_fuzzy (pl, params);
121 138
122 if (!skill) 139 if (!skill)
123 { 140 {
124 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 141 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
142 return 0;
143 }
144
145 pl->apply (skill);
125 return 0; 146 return 1;
126 }
127 return change_skill (pl, skill, 0);
128} 147}
129
130
131/* These functions (command_search, command_disarm) are really just wrappers for
132 * things like 'use_skill ...'). In fact, they should really be obsoleted
133 * and replaced with those.
134 */
135int
136command_search (object *op, char *params)
137{
138 return use_skill (op, skill_names[SK_FIND_TRAPS]);
139}
140
141int
142command_disarm (object *op, char *params)
143{
144 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
145}
146
147 148
148/* 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
149 * as it includes the object to throw. 150 * as it includes the object to throw.
150 */ 151 */
151int 152int
152command_throw (object *op, char *params) 153command_throw (object *op, char *params)
153{ 154{
154 object *skop; 155 if (object *skop = find_skill_by_name (op, shstr_throwing))
155
156 skop = find_skill_by_name (op, skill_names[SK_THROWING]);
157 if (skop)
158 return do_skill (op, op, skop, op->facing, params); 156 return do_skill (op, op, skop, op->facing, params);
159 else 157 else
160 {
161 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.");
162 } 159
163 return 0; 160 return 0;
164} 161}
165 162
166
167int 163int
168command_apply (object *op, char *params) 164command_apply (object *op, char *params)
169{ 165{
170 if (!params) 166 if (!params)
171 { 167 {
172 player_apply_below (op); 168 player_apply_below (op);
173 return 0; 169 return 0;
174 } 170 }
175 else 171 else
176 { 172 {
177 apply_flag aflag = (apply_flag) 0; 173 apply_flag aflag = (apply_flag)0;
178 object *inv;
179 174
180 while (*params == ' ') 175 while (*params == ' ')
181 params++; 176 params++;
177
182 if (!strncmp (params, "-a ", 3)) 178 if (!strncmp (params, "-a ", 3))
183 { 179 {
184 aflag = AP_APPLY; 180 aflag = AP_APPLY;
185 params += 3; 181 params += 3;
186 } 182 }
183
187 if (!strncmp (params, "-u ", 3)) 184 if (!strncmp (params, "-u ", 3))
188 { 185 {
189 aflag = AP_UNAPPLY; 186 aflag = AP_UNAPPLY;
190 params += 3; 187 params += 3;
191 } 188 }
189
192 while (*params == ' ') 190 while (*params == ' ')
193 params++; 191 params++;
194 192
195 inv = find_best_apply_object_match (op, params, aflag); 193 if (object *inv = find_best_apply_object_match (op, params, aflag))
196 if (inv)
197 {
198 player_apply (op, inv, aflag, 0); 194 op->apply (inv, aflag);
199 }
200 else 195 else
201 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); 196 op->failmsgf ("Could not find any match to the %s.", params);
202 } 197 }
198
203 return 0; 199 return 0;
204} 200}
205 201
206/* 202/*
207 * 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
213 * not need to use split_ob and stuff. 209 * not need to use split_ob and stuff.
214 */ 210 */
215int 211int
216sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) 212sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
217{ 213{
218 214 if (!sack->flag [FLAG_APPLIED])
219 if (!QUERY_FLAG (sack, FLAG_APPLIED))
220 { 215 {
221 new_draw_info_format (NDI_UNIQUE, 0, pl, "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));
222 return 0; 217 return 0;
223 } 218 }
219
224 if (sack == op) 220 if (sack == op)
225 { 221 {
226 new_draw_info_format (NDI_UNIQUE, 0, pl, "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));
227 return 0; 223 return 0;
228 } 224 }
225
229 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) 226 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
230 { 227 {
231 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack)); 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));
232 return 0; 229 return 0;
233 } 230 }
231
234 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) 232 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
235 { 233 {
236 new_draw_info_format (NDI_UNIQUE, 0, pl, "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));
237 return 0; 235 return 0;
238 } 236 }
239 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 ()
240 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) 241 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
241 * (100 - sack->stats.Str) / 100) > sack->weight_limit) 242 * (100 - sack->stats.Str) / 100)
243 > sack->weight_limit)
242 { 244 {
243 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); 245 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
244 return 0; 246 return 0;
245 } 247 }
248
246 /* All other checks pass, must be OK */ 249 /* All other checks pass, must be OK */
247 return 1; 250 return 1;
248} 251}
249 252
250/* Pick up commands follow */ 253/* Pick up commands follow */
251 254
252/* pl = player (not always - monsters can use this now) 255/* pl = player (not always - monsters can use this now)
253 * op is the object to put tmp into, 256 * op is the object to put tmp into,
254 * 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
255 * pick up (0 means all of them) 258 * pick up (0 means all of them)
256 */ 259 */
257static void 260static void
258pick_up_object (object *pl, object *op, object *tmp, int nrof) 261pick_up_object (object *pl, object *op, object *tmp, int nrof)
259{ 262{
260 /* buf needs to be big (more than 256 chars) because you can get
261 * very long item names.
262 */
263 char buf[HUGE_BUF];
264 object *env = tmp->env;
265 uint32 weight, effective_weight_limit; 263 weight_t weight, effective_weight_limit;
266 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 264 int tmp_nrof = tmp->number_of ();
267 265
268 /* 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
269 * 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
270 * (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
271 * containers not allowed as of now) 269 * containers not allowed as of now)
272 */ 270 */
273 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && is_player_inv (tmp) != pl) 271 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
274 { 272 {
275 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.>");
276 return; 276 return;
277 } 277 }
278 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 278
279 if (tmp->flag [FLAG_NO_DROP])
279 return; 280 return;
280 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
281 {
282 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
283 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
284 if (pl->type == PLAYER)
285 esrv_del_item (pl->contr, tmp->count);
286 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
287 remove_ob (tmp);
288 free_object (tmp);
289 return;
290 }
291 281
292 if (nrof > tmp_nrof || nrof == 0) 282 if (nrof > tmp_nrof || nrof <= 0)
293 nrof = tmp_nrof; 283 nrof = tmp_nrof;
284
294 /* 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 */
295 weight = tmp->weight * nrof; 286 weight = tmp->weight * nrof;
296 if (tmp->inv) 287 if (tmp->inv)
297 weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
298 if (pl->stats.Str <= MAX_STAT) 289
299 effective_weight_limit = weight_limit[pl->stats.Str]; 290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
300 else 291
301 effective_weight_limit = weight_limit[MAX_STAT];
302 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) 292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
303 { 293 {
304 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.");
305 return; 295 return;
306 } 296 }
307 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
308 SET_FLAG (tmp, FLAG_WAS_WIZ);
309 if (nrof != tmp_nrof)
310 {
311 object *tmp2 = tmp;
312 tag_t tmp2_tag = tmp2->count;
313 297
314 tmp = get_split_ob (tmp, nrof); 298 if (!can_split (pl, tmp, nrof))
315 if (!tmp)
316 {
317 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
318 return; 299 return;
319 } 300
320 /* Tell a client what happened rest of objects */ 301 if (tmp->flag [FLAG_UNPAID])
321 if (pl->type == PLAYER) 302 {
322 { 303 tmp->flag.reset (FLAG_UNPAID);
323 if (was_destroyed (tmp2, tmp2_tag)) 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));
324 esrv_del_item (pl->contr, tmp2_tag); 305 tmp->flag.set (FLAG_UNPAID);
325 else
326 esrv_send_item (pl, tmp2);
327 }
328 } 306 }
329 else 307 else
330 { 308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
331 /* If the object is in a container, send a delete to the client.
332 * - we are moving all the items from the container to elsewhere,
333 * so it needs to be deleted.
334 */
335 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
336 {
337 if (tmp->env && pl->type == PLAYER)
338 esrv_del_item (pl->contr, tmp->count);
339 remove_ob (tmp); /* Unlink it */
340 }
341 }
342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
343 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
344 else
345 (void) sprintf (buf, "You pick up the %s.", query_name (tmp));
346 new_draw_info (NDI_UNIQUE, 0, pl, buf);
347 309
348 tmp = insert_ob_in_ob (tmp, op); 310 op->insert (tmp);
349
350 /* All the stuff below deals with client/server code, and is only
351 * usable by players
352 */
353 if (pl->type != PLAYER)
354 return;
355
356 esrv_send_item (pl, tmp);
357 /* These are needed to update the weight for the container we
358 * are putting the object in.
359 */
360 if (op != pl)
361 {
362 esrv_update_item (UPD_WEIGHT, pl, op);
363 esrv_send_item (pl, pl);
364 }
365
366 /* Update the container the object was in */
367 if (env && env != pl && env != op)
368 esrv_update_item (UPD_WEIGHT, pl, env);
369} 311}
370 312
371 313/* modified slightly to allow monsters use this -b.t. 5-31-95 */
372void 314void
373pick_up (object *op, object *alt) 315pick_up (object *op, object *alt)
374
375/* modified slightly to allow monsters use this -b.t. 5-31-95 */
376{ 316{
377 int need_fix_tmp = 0; 317 int need_fix_tmp = 0;
378 object *tmp = NULL; 318 object *tmp = NULL;
379 mapstruct *tmp_map = NULL; 319 maptile *tmp_map = NULL;
380 int count; 320 int count;
381 tag_t tag;
382 321
383 /* Decide which object to pick. */ 322 /* Decide which object to pick. */
384 if (alt) 323 if (alt)
385 { 324 {
386 if (!can_pick (op, alt)) 325 if (!can_pick (op, alt))
387 { 326 {
388 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);
389 goto leave; 328 goto leave;
390 } 329 }
330
391 tmp = alt; 331 tmp = alt;
392 } 332 }
393 else 333 else
394 { 334 {
395 if (op->below == NULL || !can_pick (op, op->below)) 335 if (op->below == NULL || !can_pick (op, op->below))
396 { 336 {
397 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); 337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
398 goto leave; 338 goto leave;
399 } 339 }
340
400 tmp = op->below; 341 tmp = op->below;
401 } 342 }
402 343
403 /* Try to catch it. */ 344 /* Try to catch it. */
404 tmp_map = tmp->map; 345 tmp_map = tmp->map;
405 tmp = stop_item (tmp); 346 tmp = stop_item (tmp);
406 if (tmp == NULL) 347 if (tmp == NULL)
407 goto leave; 348 goto leave;
349
408 need_fix_tmp = 1; 350 need_fix_tmp = 1;
409 if (!can_pick (op, tmp)) 351 if (!can_pick (op, tmp))
410 goto leave; 352 goto leave;
411 353
412 if (op->type == PLAYER) 354 if (op->type == PLAYER)
417 } 359 }
418 else 360 else
419 count = tmp->nrof; 361 count = tmp->nrof;
420 362
421 /* container is open, so use it */ 363 /* container is open, so use it */
422 if (op->container) 364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if ((alt = op->container_ ()))
423 { 367 {
424 alt = op->container;
425 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) 368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
426 goto leave; 369 goto leave;
427 } 370 }
428 else 371 else
429 { /* non container pickup */ 372 { /* non container pickup */
430 for (alt = op->inv; alt; alt = alt->below) 373 for (alt = op->inv; alt; alt = alt->below)
431 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && 374 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
432 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) 375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
433 break; /* perfect match */ 376 break; /* perfect match */
434 377
435 if (!alt) 378 if (!alt)
436 for (alt = op->inv; alt; alt = alt->below) 379 for (alt = op->inv; alt; alt = alt->below)
437 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) 380 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
438 break; /* General container comes next */ 381 break; /* General container comes next */
382
439 if (!alt) 383 if (!alt)
440 alt = op; /* No free containers */ 384 alt = op; /* No free containers */
441 } 385 }
386
442 if (tmp->env == alt) 387 if (tmp->env == alt)
443 { 388 {
444 /* here it could be possible to check rent, 389 /* here it could be possible to check rent,
445 * if someone wants to implement it 390 * if someone wants to implement it
446 */ 391 */
447 alt = op; 392 alt = op;
448 } 393 }
394
449#ifdef PICKUP_DEBUG 395#ifdef PICKUP_DEBUG
450 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);
451#endif 397#endif
452 398
453 /* startequip items are not allowed to be put into containers: */ 399 /* startequip items are not allowed to be put into containers: */
454 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 400 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
455 { 401 {
456 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); 402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
457 goto leave; 403 goto leave;
458 } 404 }
459 405
460 tag = tmp->count;
461 pick_up_object (op, alt, tmp, count); 406 pick_up_object (op, alt, tmp, count);
407
462 if (was_destroyed (tmp, tag) || tmp->env) 408 if (tmp->destroyed () || tmp->env)
463 need_fix_tmp = 0; 409 need_fix_tmp = 0;
410
464 if (op->type == PLAYER) 411 if (op->type == PLAYER)
465 op->contr->count = 0; 412 op->contr->count = 0;
413
466 goto leave; 414 goto leave;
467 415
468leave: 416leave:
469 if (need_fix_tmp) 417 if (need_fix_tmp)
470 fix_stopped_item (tmp, tmp_map, op); 418 fix_stopped_item (tmp, tmp_map, op);
471} 419}
472
473 420
474/* This takes (picks up) and item. op is the player 421/* This takes (picks up) and item. op is the player
475 * who issued the command. params is a string to 422 * who issued the command. params is a string to
476 * match against the item name. Basically, always 423 * match against the item name. Basically, always
477 * returns zero, but that should be improved. 424 * returns zero, but that should be improved.
479int 426int
480command_take (object *op, char *params) 427command_take (object *op, char *params)
481{ 428{
482 object *tmp, *next; 429 object *tmp, *next;
483 430
484 if (op->container) 431 if (op->container_ ())
485 tmp = op->container->inv; 432 tmp = op->container_ ()->inv;
486 else 433 else
487 { 434 {
488 tmp = op->above; 435 tmp = op->above;
489 if (tmp) 436 if (tmp)
490 while (tmp->above) 437 while (tmp->above)
491 {
492 tmp = tmp->above; 438 tmp = tmp->above;
493 } 439
494 if (!tmp) 440 if (!tmp)
495 tmp = op->below; 441 tmp = op->below;
496 } 442 }
497 443
498 if (tmp == NULL) 444 if (!tmp)
499 { 445 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); 446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
501 return 0; 447 return 0;
502 } 448 }
503 449
504 /* Makes processing easier */ 450 /* Makes processing easier */
505 if (params && *params == '\0') 451 if (params && *params == '\0')
506 params = NULL; 452 params = 0;
453
454 int cnt = MAX_ITEM_PER_ACTION;
507 455
508 while (tmp) 456 while (tmp)
509 { 457 {
510 next = tmp->below; 458 next = tmp->below;
511 459
512 if (tmp->invisible) 460 if (tmp->invisible)
513 { 461 {
514 tmp = next; 462 tmp = next;
515 continue; 463 continue;
516 } 464 }
465
517 /* 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
518 * but that probably will make it more difficult to read, and 467 * but that probably will make it more difficult to read, and
519 * not make it any more efficient 468 * not make it any more efficient
520 */ 469 */
521 if (params && item_matched_string (op, tmp, params)) 470 if (params && item_matched_string (op, tmp, params))
522 { 471 {
472 if (--cnt < 0) break;
523 pick_up (op, tmp); 473 pick_up (op, tmp);
524 } 474 }
525 else if (can_pick (op, tmp) && !params) 475 else if (can_pick (op, tmp) && !params)
526 { 476 {
477 if (--cnt < 0) break;
527 pick_up (op, tmp); 478 pick_up (op, tmp);
528 break; 479 break;
529 } 480 }
481
530 tmp = next; 482 tmp = next;
531 /* Might as well just skip over the player immediately - 483 }
532 * we know it can't be picked up 484
533 */ 485 if (cnt < 0)
534 if (tmp == op)
535 tmp = tmp->below;
536 } 486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
488 return 0;
489 }
490
537 if (!params && !tmp) 491 if (!params && !tmp)
538 { 492 {
539 for (tmp = op->below; tmp != NULL; tmp = tmp->next) 493 for (tmp = op->below; tmp; tmp = tmp->below)
540 if (!tmp->invisible) 494 if (!tmp->invisible)
541 { 495 {
542 char buf[MAX_BUF];
543
544 sprintf (buf, "You can't pick up a %s.", &tmp->name); 496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
545 new_draw_info (NDI_UNIQUE, 0, op, buf);
546 break; 497 break;
547 } 498 }
499
548 if (!tmp) 500 if (!tmp)
549 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.");
550 } 502 }
503
551 return 0; 504 return 0;
552} 505}
553 506
554
555/* 507/*
556 * This function was part of drop, now is own function. 508 * This function was part of drop, now is own function.
557 * Player 'op' tries to put object 'tmp' into sack 'sack', 509 * Player 'op' tries to put object 'tmp' into sack 'sack',
558 * 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 *
559 * Note that the 'sack' in question can now be a transport, 512 * Note that the 'sack' in question can now be a transport,
560 * so this function isn't named very good anymore. 513 * so this function isn't named very good anymore.
561 */ 514 */
562void 515void
563put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 516put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
564{ 517{
565 tag_t tmp_tag, tmp2_tag;
566 object *tmp2, *sack2; 518 object *tmp2;
567 char buf[MAX_BUF]; 519 char buf[MAX_BUF];
568 520
569 if (sack == tmp) 521 if (sack == tmp)
570 return; /* Can't put an object in itself */ 522 return; /* Can't put an object in itself */
571 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 523
524 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
572 { 525 {
573 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); 526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
574 return; 527 return;
575 } 528 }
529
576 if (tmp->type == CONTAINER && tmp->inv) 530 if (tmp->type == CONTAINER && tmp->inv)
577 { 531 {
578
579 /* 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
580 * we instead move the contents of that container into the active 533 * we instead move the contents of that container into the active
581 * 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.
582 */ 535 */
583 sack2 = tmp;
584 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); 536 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
537
585 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) 538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
586 { 539 {
587 tmp = tmp2->below; 540 tmp = tmp2->below;
541
588 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)))
589 {
590 put_object_in_sack (op, sack, tmp2, 0); 543 put_object_in_sack (op, sack, tmp2, 0);
591 }
592 else 544 else
593 { 545 {
594 sprintf (buf, "Your %s fills up.", query_name (sack)); 546 sprintf (buf, "Your %s fills up.", query_name (sack));
595 new_draw_info (NDI_UNIQUE, 0, op, buf); 547 new_draw_info (NDI_UNIQUE, 0, op, buf);
596 break; 548 break;
597 } 549 }
598 } 550 }
599 esrv_update_item (UPD_WEIGHT, op, sack2); 551
600 return; 552 return;
601 } 553 }
602 554
603 /* Don't worry about this for containers - our caller should have 555 /* Don't worry about this for containers - our caller should have
604 * already checked this. 556 * already checked this.
605 */ 557 */
606 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)))
607 return; 559 return;
608 560
609 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 561 if (tmp->flag [FLAG_APPLIED])
610 {
611 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 562 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
612 return; 563 return;
613 }
614 564
615 /* 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 */
616 if (nrof && tmp->nrof != nrof) 566 if (!can_split (op, tmp, nrof))
617 {
618 object *tmp2 = tmp;
619
620 tmp2_tag = tmp2->count;
621 tmp = get_split_ob (tmp, nrof);
622
623 if (!tmp)
624 {
625 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
626 return; 567 return;
627 }
628 /* Tell a client what happened other objects */
629 if (was_destroyed (tmp2, tmp2_tag))
630 esrv_del_item (op->contr, tmp2_tag);
631 else /* this can proably be replaced with an update */
632 esrv_send_item (op, tmp2);
633 }
634 else
635 remove_ob (tmp);
636 568
637 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); 569 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
638 tmp_tag = tmp->count; 570 sack->insert (tmp);
639 tmp2 = insert_ob_in_ob (tmp, sack); 571}
640 fix_player (op); /* This is overkill, fix_player() is called somewhere */
641 /* in object.c */
642 572
643 /* If an object merged (and thus, different object), we need to 573/* In contrast to drop_object (op, tmp, nrof) above this function takes the
644 * delete the original. 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 ();
599 return;
600 }
601
602 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
603 floor;
604 floor = floor->above)
605 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
606 return;
607
608 if (obj->destroyed () || obj->is_inserted ())
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:
645 */ 620 */
646 if (tmp2 != tmp)
647 esrv_del_item (op->contr, tmp_tag);
648 621
649 esrv_send_item (op, tmp2); 622 obj->x = dropper->x;
623 obj->y = dropper->y;
650 624
651 /* update the sacks weight */ 625 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
652 esrv_update_item (UPD_WEIGHT, op, sack);
653} 626}
654 627
655/* 628/*
656 * This function was part of drop, now is own function. 629 * This function was part of drop, now is own function.
657 * 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
658 * nrof objects is tried to dropped. 631 * nrof objects are tried to drop.
659 * This is used when dropping objects onto the floor. 632 * This is used when dropping objects onto the floor.
660 */ 633 */
661void 634void
662drop_object (object *op, object *tmp, uint32 nrof) 635drop_object (object *op, object *tmp, uint32 nrof)
663{ 636{
664 char buf[MAX_BUF]; 637 if (tmp->flag [FLAG_NO_DROP])
665 object *floor;
666
667 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
668 return; 638 return;
669 639
670 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 640 if (tmp->flag [FLAG_APPLIED])
671 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 641 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
672 return; /* can't unapply it */ 642 return; /* can't unapply it */
673 643
674 /* 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
675 * off 645 * off
676 */ 646 */
677 if (nrof && tmp->nrof != nrof) 647 if (!can_split (op, tmp, nrof))
678 {
679 object *tmp2 = tmp;
680 tag_t tmp2_tag = tmp2->count;
681
682 tmp = get_split_ob (tmp, nrof);
683 if (!tmp)
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
686 return;
687 }
688 /* Tell a client what happened rest of objects. tmp2 is now the
689 * original object
690 */
691 if (op->type == PLAYER)
692 {
693 if (was_destroyed (tmp2, tmp2_tag))
694 esrv_del_item (op->contr, tmp2_tag);
695 else
696 esrv_send_item (op, tmp2);
697 }
698 }
699 else
700 remove_ob (tmp);
701
702 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
703 return; 648 return;
704 649
705 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 650 drop_object (op, tmp);
706 { 651
707 sprintf (buf, "You drop the %s.", query_name (tmp)); 652 if (!tmp->destroyed () && !tmp->is_inserted ())
708 new_draw_info (NDI_UNIQUE, 0, op, buf);
709 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
710 if (op->type == PLAYER)
711 esrv_del_item (op->contr, tmp->count);
712 free_object (tmp);
713 fix_player (op);
714 return;
715 } 653 {
716 654 // if nothing happened with the object we give it back
717/* If SAVE_INTERVAL is commented out, we never want to save 655 op->insert (tmp);
718 * the player here.
719 */
720#ifdef SAVE_INTERVAL
721 /* I'm not sure why there is a value check - since the save
722 * is done every SAVE_INTERVAL seconds, why care the value
723 * of what he is dropping?
724 */
725 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
726 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
727 { 656 }
728 save_player (op, 1);
729 op->contr->last_save_time = time (NULL);
730 }
731#endif /* SAVE_INTERVAL */
732
733 if (op->type == PLAYER)
734 esrv_del_item (op->contr, tmp->count);
735
736 /* Call this before we update the various windows/players. At least
737 * that we, we know the weight is correct.
738 */
739 fix_player (op); /* This is overkill, fix_player() is called somewhere */
740 /* in object.c */
741
742 if (op->type == PLAYER)
743 {
744 op->contr->socket.update_look = 1;
745 /* Need to update the weight for the player */
746 esrv_send_item (op, op);
747 }
748
749 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
750 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
751 return;
752
753 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
754 sell_item (tmp, op);
755
756 tmp->x = op->x;
757 tmp->y = op->y;
758
759 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
760} 657}
761 658
762void 659void
763drop (object *op, object *tmp) 660drop (object *op, object *tmp)
764{ 661{
773 if (tmp->env && tmp->env->type != PLAYER) 670 if (tmp->env && tmp->env->type != PLAYER)
774 { 671 {
775 /* Just toss the object - probably shouldn't be hanging 672 /* Just toss the object - probably shouldn't be hanging
776 * around anyways 673 * around anyways
777 */ 674 */
778 remove_ob (tmp); 675 tmp->destroy ();
779 free_object (tmp);
780 return; 676 return;
781 } 677 }
782 else 678 else
783 {
784 while (tmp != NULL && tmp->invisible) 679 while (tmp && tmp->invisible)
785 tmp = tmp->below; 680 tmp = tmp->below;
786 }
787 } 681 }
788 682
789 if (tmp == NULL) 683 if (!tmp)
790 { 684 {
791 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); 685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
792 return; 686 return;
793 } 687 }
794 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 688
689 if (tmp->flag [FLAG_INV_LOCKED])
795 { 690 {
796 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); 691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
797 return; 692 return;
798 } 693 }
799 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 694
695 if (tmp->flag [FLAG_NO_DROP])
800 { 696 {
801#if 0 697#if 0
802 /* 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. */
803 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.");
804#endif 700#endif
805 return; 701 return;
806 } 702 }
807 703
808 if (op->type == PLAYER) 704 if (op->type == PLAYER && op->contr->last_used == tmp)
809 { 705 op->contr->last_used = tmp->below ? tmp->below
810 if (op->contr->last_used == tmp && op->contr->last_used_id == tmp->count) 706 : tmp->above ? tmp->above
811 { 707 : (object *)0;
812 object *n = NULL;
813 708
814 if (tmp->below != NULL)
815 n = tmp->below;
816 else if (tmp->above != NULL)
817 n = tmp->above;
818 op->contr->last_used = n;
819 if (n != NULL)
820 op->contr->last_used_id = n->count;
821 else
822 op->contr->last_used_id = 0;
823 }
824 };
825
826 if (op->container) 709 if (op->container_ ())
827 { 710 {
828 if (op->type == PLAYER) 711 if (op->type == PLAYER)
829 {
830 put_object_in_sack (op, op->container, tmp, op->contr->count); 712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
831 }
832 else 713 else
833 {
834 put_object_in_sack (op, op->container, tmp, 0); 714 put_object_in_sack (op, op->container_ (), tmp, 0);
835 };
836 } 715 }
837 else 716 else
838 { 717 {
839 if (op->type == PLAYER) 718 if (op->type == PLAYER)
840 {
841 drop_object (op, tmp, op->contr->count); 719 drop_object (op, tmp, op->contr->count);
842 }
843 else 720 else
844 {
845 drop_object (op, tmp, 0); 721 drop_object (op, tmp, 0);
846 };
847 } 722 }
723
848 if (op->type == PLAYER) 724 if (op->type == PLAYER)
849 op->contr->count = 0; 725 op->contr->count = 0;
850} 726}
851 727
852
853
854/* Command will drop all items that have not been locked */ 728/* Command will drop all items that have not been locked */
855int 729int
856command_dropall (object *op, char *params) 730command_dropall (object *op, char *params)
857{ 731{
858 732
859 object *curinv, *nextinv;
860
861 if (op->inv == NULL) 733 if (op->inv == NULL)
862 { 734 {
863 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); 735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
864 return 0; 736 return 0;
865 } 737 }
866 738
867 curinv = op->inv; 739 object *curinv = op->inv;
740 object *nextinv;
868 741
869 /* 742 /*
870 This is the default. Drops everything not locked or considered 743 This is the default. Drops everything not locked or considered
871 not something that should be dropped. 744 not something that should be dropped.
872 */ 745 */
873 /* 746 /*
874 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
875 the drop() routine will do unknown things to it when dropping 748 the drop() routine will do unknown things to it when dropping
876 in a shop. --Tero.Pelander@utu.fi 749 in a shop. --Tero.Pelander@utu.fi
877 */ 750 */
751 int cnt = MAX_ITEM_PER_ACTION;
878 752
879 if (params == NULL) 753 if (!params)
880 { 754 {
881 while (curinv != NULL) 755 while (curinv)
882 { 756 {
883 nextinv = curinv->below; 757 nextinv = curinv->below;
758
884 while (nextinv && nextinv->type == MONEY) 759 while (nextinv && nextinv->type == MONEY)
885 nextinv = nextinv->below; 760 nextinv = nextinv->below;
886 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY && 761
887 curinv->type != FOOD && curinv->type != KEY && 762 if (!curinv->flag [FLAG_INV_LOCKED]
888 curinv->type != SPECIAL_KEY && curinv->type != GEM && 763 && !curinv->invisible
889 !curinv->invisible && (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)
890 { 770 {
891 drop (op, curinv); 771 drop (op, curinv);
772 if (--cnt <= 0) break;
892 } 773 }
774
893 curinv = nextinv; 775 curinv = nextinv;
894 } 776 }
895 } 777 }
896
897 else if (strcmp (params, "weapons") == 0) 778 else if (strcmp (params, "weapons") == 0)
898 { 779 {
899 while (curinv != NULL) 780 while (curinv)
900 { 781 {
901 nextinv = curinv->below; 782 nextinv = curinv->below;
783
902 while (nextinv && nextinv->type == MONEY) 784 while (nextinv && nextinv->type == MONEY)
903 nextinv = nextinv->below; 785 nextinv = nextinv->below;
786
904 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) 787 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
905 { 788 {
906 drop (op, curinv); 789 drop (op, curinv);
790 if (--cnt <= 0) break;
907 } 791 }
792
908 curinv = nextinv; 793 curinv = nextinv;
909 } 794 }
910 } 795 }
911
912 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) 796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
913 { 797 {
914 while (curinv != NULL) 798 while (curinv)
915 { 799 {
916 nextinv = curinv->below; 800 nextinv = curinv->below;
801
917 while (nextinv && nextinv->type == MONEY) 802 while (nextinv && nextinv->type == MONEY)
918 nextinv = nextinv->below; 803 nextinv = nextinv->below;
804
919 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) 805 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
920 { 806 {
921 drop (op, curinv); 807 drop (op, curinv);
808 if (--cnt <= 0) break;
922 } 809 }
810
923 curinv = nextinv; 811 curinv = nextinv;
924 } 812 }
925 } 813 }
926
927 else if (strcmp (params, "misc") == 0) 814 else if (strcmp (params, "misc") == 0)
928 { 815 {
929 while (curinv != NULL) 816 while (curinv)
930 { 817 {
931 nextinv = curinv->below; 818 nextinv = curinv->below;
819
932 while (nextinv && nextinv->type == MONEY) 820 while (nextinv && nextinv->type == MONEY)
933 nextinv = nextinv->below; 821 nextinv = nextinv->below;
934 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED)) 822
823 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
935 { 824 {
936 switch (curinv->type) 825 switch (curinv->type)
937 { 826 {
938 case HORN: 827 case HORN:
939 case BOOK: 828 case BOOK:
940 case SPELLBOOK: 829 case SPELLBOOK:
941 case GIRDLE: 830 case GIRDLE:
942 case AMULET: 831 case AMULET:
943 case RING: 832 case RING:
944 case CLOAK: 833 case CLOAK:
945 case BOOTS: 834 case BOOTS:
946 case GLOVES: 835 case GLOVES:
947 case BRACERS: 836 case BRACERS:
948 case SCROLL: 837 case SCROLL:
949 case ARMOUR_IMPROVER: 838 case ARMOUR_IMPROVER:
950 case WEAPON_IMPROVER: 839 case WEAPON_IMPROVER:
951 case WAND: 840 case WAND:
952 case ROD: 841 case ROD:
953 case POTION: 842 case POTION:
954 drop (op, curinv); 843 drop (op, curinv);
955 curinv = nextinv; 844 curinv = nextinv;
956 break; 845 break;
957 default: 846 default:
958 curinv = nextinv; 847 curinv = nextinv;
959 break; 848 break;
960 } 849 }
850
851 if (--cnt <= 0) break;
961 } 852 }
853
962 curinv = nextinv; 854 curinv = nextinv;
963 } 855 }
964 } 856 }
965 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.");
966 860
967/* draw_look(op);*/ 861/* draw_look(op);*/
968 return 0; 862 return 0;
969} 863}
970 864
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
971/* 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
972 * comma seperated list. 891 * comma seperated list.
973 */ 892 */
974
975int 893int
976command_drop (object *op, char *params) 894command_drop (object *op, char *params)
977{ 895{
978 object *tmp, *next; 896 object *tmp, *next;
979 int did_one = 0;
980 897
981 if (!params) 898 if (!params)
982 { 899 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
984 return 0; 901 return 0;
985 } 902 }
986 else 903 else
987 { 904 {
905 vector<object *> matched_objs;
906
988 for (tmp = op->inv; tmp; tmp = next) 907 for (tmp = op->inv; tmp; tmp = next)
989 { 908 {
990 next = tmp->below; 909 next = tmp->below;
991 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) 910 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
992 continue; 911 continue;
912
993 if (item_matched_string (op, tmp, params)) 913 if (item_matched_string (op, tmp, params))
994 { 914 matched_objs.push_back (tmp);
995 drop (op, tmp);
996 did_one = 1;
997 } 915 }
998 } 916
999 if (!did_one) 917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
1000 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); 920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
1001 } 921
1002 if (op->type == PLAYER) 922 if (cnt <= 0)
1003 { 923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
1004 op->contr->count = 0;
1005 op->contr->socket.update_look = 1;
1006 }; 924 }
1007 925
1008/* draw_look(op);*/
1009 return 0; 926 return 0;
1010} 927}
1011 928
1012int 929int
1013command_examine (object *op, char *params) 930command_examine (object *op, char *params)
1014{ 931{
1015 if (!params) 932 if (!params)
1016 { 933 {
1017 object *tmp = op->below; 934 object *tmp = op->below;
1018 935
1019 while (tmp && !LOOK_OBJ (tmp)) 936 while (tmp && !tmp->client_visible ())
1020 tmp = tmp->below; 937 tmp = tmp->below;
938
1021 if (tmp) 939 if (tmp)
1022 examine (op, tmp); 940 examine (op, tmp);
1023 } 941 }
1024 else 942 else
1025 { 943 {
1026 object *tmp = find_best_object_match (op, params); 944 object *tmp = find_best_object_match (op, params);
1027 945
1028 if (tmp) 946 if (tmp)
1029 examine (op, tmp); 947 examine (op, tmp);
1030 else 948 else
1031 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params); 949 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
1032 } 950 }
951
1033 return 0; 952 return 0;
1034} 953}
1035 954
1036/* op should be a player. 955std::string
1037 * we return the object the player has marked with the 'mark' command 956object::describe_monster (object *who)
1038 * below. If no match is found (or object has changed), we return
1039 * NULL. We leave it up to the calling function to print messages if
1040 * nothing is found.
1041 */
1042object *
1043find_marked_object (object *op)
1044{ 957{
1045 object *tmp; 958 dynbuf_text buf (512, 512);
1046 959
1047 if (!op || !op->contr) 960 object *mon = head ? head : this;
1048 return NULL;
1049 if (!op->contr->mark)
1050 {
1051 961
1052/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 962 if (mon->flag [FLAG_UNDEAD])
1053 return NULL; 963 buf << "It is an undead force.\r";
1054 }
1055 /* This may seem like overkill, but we need to make sure that they
1056 * player hasn't dropped the item. We use count on the off chance that
1057 * an item got reincarnated at some point.
1058 */
1059 for (tmp = op->inv; tmp; tmp = tmp->below)
1060 {
1061 if (tmp->invisible)
1062 continue;
1063 if (tmp == op->contr->mark)
1064 {
1065 if (tmp->count == op->contr->mark_count)
1066 return tmp;
1067 else
1068 {
1069 op->contr->mark = NULL;
1070 op->contr->mark_count = 0;
1071 964
1072/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 965 if (mon->level > who->level)
1073 return NULL; 966 buf << "It is likely more powerful than you.\r";
1074 } 967 else if (mon->level < who->level)
1075 } 968 buf << "It is likely less powerful than you.\r";
1076 }
1077 return NULL;
1078}
1079
1080
1081/* op should be a player, params is any params.
1082 * If no params given, we print out the currently marked object.
1083 * otherwise, try to find a matching object - try best match first.
1084 */
1085int
1086command_mark (object *op, char *params)
1087{
1088 if (!op->contr)
1089 return 1;
1090 if (!params)
1091 {
1092 object *mark = find_marked_object (op);
1093
1094 if (!mark)
1095 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object.");
1096 else
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark));
1098 }
1099 else 969 else
1100 { 970 buf << "It is probably as powerful as you.\r";
1101 object *mark1 = find_best_object_match (op, params);
1102 971
1103 if (!mark1)
1104 {
1105 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1106 return 1;
1107 }
1108 else
1109 {
1110 op->contr->mark = mark1;
1111 op->contr->mark_count = mark1->count;
1112 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1113 return 0;
1114 }
1115 }
1116 return 0; /*shouldnt get here */
1117}
1118
1119
1120/* op is the player
1121 * tmp is the monster being examined.
1122 */
1123void
1124examine_monster (object *op, object *tmp)
1125{
1126 object *mon = tmp->head ? tmp->head : tmp;
1127
1128 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1129 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1130 if (mon->level > op->level)
1131 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1132 else if (mon->level < op->level)
1133 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1134 else
1135 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1136 if (mon->attacktype & AT_ACID) 972 if (mon->attacktype & AT_ACID)
1137 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor."); 973 buf << "You seem to smell an acrid odor.\r";
1138 974
1139 /* Anyone know why this used to use the clone value instead of the 975 /* Anyone know why this used to use the clone value instead of the
1140 * maxhp field? This seems that it should give more accurate results. 976 * maxhp field? This seems that it should give more accurate results.
1141 */ 977 */
1142 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) 978 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1143 { /* From 1-4 */ 979 { /* From 1-4 */
1144 case 1: 980 case 1:
1145 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape."); 981 buf << "It is in a bad shape.\r";
1146 break; 982 break;
1147 case 2: 983 case 2:
1148 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt."); 984 buf << "It is hurt.\r";
1149 break; 985 break;
1150 case 3: 986 case 3:
1151 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt."); 987 buf << "It is somewhat hurt.\r";
1152 break; 988 break;
1153 case 4: 989 case 4:
1154 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape."); 990 buf << "It is in excellent shape.\r";
1155 break; 991 break;
1156 } 992 }
993
1157 if (present_in_ob (POISONING, mon) != NULL) 994 if (present_in_ob (POISONING, mon))
1158 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill."); 995 buf << "It looks very ill.\r";
1159}
1160 996
997 buf << '\n';
998
999 return buf;
1000}
1161 1001
1162/* tmp is the object being described, pl is who is examing it. */ 1002/* tmp is the object being described, pl is who is examing it. */
1163char * 1003const char *
1164long_desc (object *tmp, object *pl) 1004long_desc (object *tmp, object *pl)
1165{ 1005{
1166 static char buf[VERY_BIG_BUF]; 1006 static std::string s;
1167 char *cp;
1168 1007
1169 if (tmp == NULL) 1008 return (s = tmp->long_desc (pl)).c_str ();
1170 return ""; 1009}
1171 1010
1172 buf[0] = '\0'; 1011std::string
1012object::long_desc (object *who)
1013{
1014 std::string buf (query_name ());
1015
1173 switch (tmp->type) 1016 switch (type)
1174 { 1017 {
1175 case RING: 1018 case RING:
1176 case SKILL: 1019 case SKILL:
1177 case WEAPON: 1020 case WEAPON:
1178 case ARMOUR: 1021 case ARMOUR:
1179 case BRACERS: 1022 case BRACERS:
1180 case HELMET: 1023 case HELMET:
1181 case SHIELD: 1024 case SHIELD:
1182 case BOOTS: 1025 case BOOTS:
1183 case GLOVES: 1026 case GLOVES:
1184 case AMULET: 1027 case AMULET:
1185 case GIRDLE: 1028 case GIRDLE:
1029 case RANGED:
1186 case BOW: 1030 case BOW:
1187 case ARROW: 1031 case ARROW:
1188 case CLOAK: 1032 case CLOAK:
1189 case FOOD: 1033 case FOOD:
1190 case DRINK: 1034 case DRINK:
1191 case FLESH: 1035 case FLESH:
1192 case SKILL_TOOL: 1036 case SKILL_TOOL:
1037 case LAMP:
1193 case POWER_CRYSTAL: 1038 case POWER_CRYSTAL:
1194 if (*(cp = describe_item (tmp, pl)) != '\0') 1039 {
1040 const char *cp = ::describe_item (this, who);
1041
1042 if (*cp)
1195 { 1043 {
1196 int len; 1044 buf.append (" ");
1197 1045 buf.append (cp);
1198 strncpy (buf, query_name (tmp), VERY_BIG_BUF - 1);
1199 buf[VERY_BIG_BUF - 1] = 0;
1200 len = strlen (buf);
1201 if (len < VERY_BIG_BUF - 5)
1202 {
1203 /* Since we know the length, we save a few cpu cycles by using
1204 * it instead of calling strcat */
1205 strcpy (buf + len, " ");
1206 len++;
1207 strncpy (buf + len, cp, VERY_BIG_BUF - len - 1);
1208 buf[VERY_BIG_BUF - 1] = 0;
1209 }
1210 } 1046 }
1211 } 1047 }
1212 if (buf[0] == '\0')
1213 {
1214 strncpy (buf, query_name (tmp), VERY_BIG_BUF - 1);
1215 buf[VERY_BIG_BUF - 1] = 0;
1216 } 1048 }
1217 1049
1218 return buf; 1050 return buf;
1219} 1051}
1220 1052
1053/* op is the player
1054 * tmp is the monster being examined.
1055 */
1221void 1056void
1222examine (object *op, object *tmp) 1057examine_monster (object *op, object *tmp)
1223{ 1058{
1224 char buf[VERY_BIG_BUF]; 1059 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1225 int i;
1226
1227 if (tmp == NULL || tmp->type == CLOSE_CON)
1228 return;
1229
1230 strcpy (buf, "That is ");
1231 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1232 buf[VERY_BIG_BUF - 1] = 0;
1233
1234 new_draw_info (NDI_UNIQUE, 0, op, buf);
1235 buf[0] = '\0';
1236
1237 if (tmp->custom_name)
1238 {
1239 strcpy (buf, "You call it ");
1240 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1241 buf[VERY_BIG_BUF - 1] = 0;
1242 new_draw_info (NDI_UNIQUE, 0, op, buf);
1243 buf[0] = '\0';
1244 }
1245
1246 switch (tmp->type)
1247 {
1248 case SPELLBOOK:
1249 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1250 {
1251 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1252 }
1253 break;
1254
1255 case BOOK:
1256 if (tmp->msg != NULL)
1257 strcpy (buf, "Something is written in it.");
1258 break;
1259
1260 case CONTAINER:
1261 if (tmp->race != NULL)
1262 {
1263 if (tmp->weight_limit && tmp->stats.Str < 100)
1264 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1265 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1266 else
1267 sprintf (buf, "It can hold only %s.", &tmp->race);
1268 }
1269 else if (tmp->weight_limit && tmp->stats.Str < 100)
1270 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1271 break;
1272
1273 case WAND:
1274 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1275 sprintf (buf, "It has %d charges left.", tmp->stats.food);
1276 break;
1277 }
1278
1279 if (buf[0] != '\0')
1280 new_draw_info (NDI_UNIQUE, 0, op, buf);
1281
1282 if (tmp->materialname != NULL && !tmp->msg)
1283 {
1284 sprintf (buf, "It is made of: %s.", &tmp->materialname);
1285 new_draw_info (NDI_UNIQUE, 0, op, buf);
1286 }
1287 /* Where to wear this item */
1288 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1289 {
1290 if (tmp->body_info[i] < -1)
1291 {
1292 if (op->body_info[i])
1293 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1294 else
1295 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1296 }
1297 else if (tmp->body_info[i])
1298 {
1299 if (op->body_info[i])
1300 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1301 else
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1303 }
1304 }
1305
1306 if (tmp->weight)
1307 {
1308 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1309 new_draw_info (NDI_UNIQUE, 0, op, buf);
1310 }
1311
1312 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1313 {
1314 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1315 new_draw_info (NDI_UNIQUE, 0, op, buf);
1316 if (is_in_shop (op))
1317 {
1318 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1319 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1320 else
1321 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it");
1322 new_draw_info (NDI_UNIQUE, 0, op, buf);
1323 }
1324 }
1325
1326 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1327 examine_monster (op, tmp);
1328
1329 /* Is this item buildable? */
1330 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE))
1331 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item.");
1332
1333 /* Does the object have a message? Don't show message for all object
1334 * types - especially if the first entry is a match
1335 */
1336 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7))
1337 {
1338
1339 /* This is just a hack so when identifying the items, we print
1340 * out the extra message
1341 */
1342 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1343 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:");
1344
1345 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1346 }
1347 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1348}
1349
1350/*
1351 * inventory prints object's inventory. If inv==NULL then print player's
1352 * inventory.
1353 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1354 */
1355void
1356inventory (object *op, object *inv)
1357{
1358 object *tmp;
1359 char *in;
1360 int items = 0, length;
1361
1362 if (inv == NULL && op == NULL)
1363 {
1364 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1365 return;
1366 }
1367 tmp = inv ? inv->inv : op->inv;
1368
1369 while (tmp)
1370 {
1371 if ((!tmp->invisible &&
1372 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1373 items++;
1374 tmp = tmp->below;
1375 }
1376 if (inv == NULL)
1377 { /* player's inventory */
1378 if (items == 0)
1379 {
1380 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1381 return;
1382 }
1383 else
1384 {
1385 length = 28;
1386 in = "";
1387 if (op)
1388 clear_win_info (op);
1389 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1390 }
1391 }
1392 else
1393 {
1394 if (items == 0)
1395 return;
1396 else
1397 {
1398 length = 28;
1399 in = " ";
1400 }
1401 }
1402 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1403 {
1404 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1405 continue;
1406 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1408 query_name (tmp), tmp->count, query_weight (tmp));
1409 else
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1411 }
1412 if (!inv && op)
1413 {
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1415 }
1416} 1060}
1417 1061
1418static void 1062static void
1419display_new_pickup (object *op) 1063display_new_pickup (object *op)
1420{ 1064{
1421 int i = op->contr->mode; 1065 int i = op->contr->mode;
1422 1066
1423 if (!(i & PU_NEWMODE))
1424 return;
1425
1426 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NEWMODE", i & PU_NEWMODE ? 1 : 0);
1427 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1428 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1429 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); 1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1430 1070
1431 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); 1071 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1457 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); 1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1458 1098
1459 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); 1099 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1460 1100
1461 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); 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);
1462 1103
1463 new_draw_info_format (NDI_UNIQUE, 0, op, ""); 1104 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1464} 1105}
1465 1106
1466int 1107int
1468{ 1109{
1469 uint32 i; 1110 uint32 i;
1470 static const char *names[] = { 1111 static const char *names[] = {
1471 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", 1112 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1472 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", 1113 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1473 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL 1114 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1115 "jewels", "flesh", NULL
1474 }; 1116 };
1475 static uint32 modes[] = { 1117 static uint32 modes[] = {
1476 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, 1118 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1477 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, 1119 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1478 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 1120 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1121 PU_JEWELS, PU_FLESH, 0
1479 }; 1122 };
1480 1123
1481 if (!params) 1124 if (!params)
1482 { 1125 {
1483 /* if the new mode is used, just print the settings */ 1126 /* if the new mode is used, just print the settings */
1484 if (op->contr->mode & PU_NEWMODE)
1485 {
1486 display_new_pickup (op); 1127 display_new_pickup (op);
1487 return 1;
1488 }
1489 if (1)
1490 LOG (llevDebug, "command_pickup: !params\n");
1491 set_pickup_mode (op, (op->contr->mode > 6) ? 0 : op->contr->mode + 1);
1492 return 0; 1128 return 0;
1493 } 1129 }
1494 1130
1495 while (*params == ' ' && *params) 1131 while (*params == ' ' && *params)
1496 params++; 1132 params++;
1502 for (mode = 0; names[mode]; mode++) 1138 for (mode = 0; names[mode]; mode++)
1503 { 1139 {
1504 if (!strcmp (names[mode], params + 1)) 1140 if (!strcmp (names[mode], params + 1))
1505 { 1141 {
1506 i = op->contr->mode; 1142 i = op->contr->mode;
1507 if (!(i & PU_NEWMODE)) 1143
1508 i = PU_NEWMODE;
1509 if (*params == '+') 1144 if (*params == '+')
1510 i = i | modes[mode]; 1145 i = i | modes[mode];
1511 else 1146 else
1512 i = i & ~modes[mode]; 1147 i = i & ~modes[mode];
1148
1513 op->contr->mode = i; 1149 op->contr->mode = i;
1514 display_new_pickup (op); 1150 display_new_pickup (op);
1515 return 1; 1151 return 1;
1516 } 1152 }
1517 } 1153 }
1519 return 1; 1155 return 1;
1520 } 1156 }
1521 1157
1522 if (sscanf (params, "%u", &i) != 1) 1158 if (sscanf (params, "%u", &i) != 1)
1523 { 1159 {
1524 if (1)
1525 LOG (llevDebug, "command_pickup: params==NULL\n");
1526 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <0-7> or <value_density> ."); 1160 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1527 return 1; 1161 return 1;
1528 } 1162 }
1529 set_pickup_mode (op, i); 1163
1164 if (i <= PU_RATIO)
1165 i |= op->contr->mode & ~PU_RATIO;
1166
1167 op->contr->mode = i;
1530 1168
1531 return 1; 1169 return 1;
1532} 1170}
1533 1171
1534void
1535set_pickup_mode (object *op, int i)
1536{
1537 switch (op->contr->mode = i)
1538 {
1539 case 0:
1540 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Don't pick up.");
1541 break;
1542 case 1:
1543 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item.");
1544 break;
1545 case 2:
1546 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up one item and stop.");
1547 break;
1548 case 3:
1549 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Stop before picking up.");
1550 break;
1551 case 4:
1552 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items.");
1553 break;
1554 case 5:
1555 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all items and stop.");
1556 break;
1557 case 6:
1558 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all magic items.");
1559 break;
1560 case 7:
1561 new_draw_info (NDI_UNIQUE, 0, op, "Mode: Pick up all coins and gems");
1562 break;
1563 }
1564}
1565
1566int 1172int
1567command_search_items (object *op, char *params) 1173command_search_items (object *op, char *params)
1568{ 1174{
1569 char buf[MAX_BUF];
1570
1571 if (settings.search_items == FALSE)
1572 return 1;
1573
1574 if (params == NULL) 1175 if (params == NULL)
1575 { 1176 {
1576 if (op->contr->search_str[0] == '\0') 1177 if (op->contr->search_str[0] == '\0')
1577 { 1178 {
1578 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); 1179 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1579 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); 1180 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1580 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); 1181 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1581 return 1; 1182 return 1;
1582 } 1183 }
1184
1583 op->contr->search_str[0] = '\0'; 1185 op->contr->search_str[0] = '\0';
1584 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); 1186 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1585 fix_player (op); 1187 op->contr->queue_stats_update ();
1586 return 1; 1188 return 1;
1587 } 1189 }
1588 if ((int) strlen (params) >= MAX_BUF) 1190
1191 if (strlen (params) >= sizeof (op->contr->search_str))
1589 { 1192 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); 1193 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1591 return 1; 1194 return 1;
1592 } 1195 }
1196
1593 strcpy (op->contr->search_str, params); 1197 strcpy (op->contr->search_str, params);
1594 sprintf (buf, "Searching for '%s'.", op->contr->search_str); 1198 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1595 new_draw_info (NDI_UNIQUE, 0, op, buf); 1199 op->contr->queue_stats_update ();
1596 fix_player (op); 1200
1597 return 1; 1201 return 1;
1598} 1202}
1599 1203
1600/* 1204int
1601 * Changing the custom name of an item 1205command_unlock (object *op, char *params)
1602 * 1206{
1603 * Syntax is: rename <what object> to <new name> 1207 /* if the unlock command typed with nothing, unlock everything,
1604 * if '<what object>' is omitted, marked object is used 1208 * this might be bad
1605 * if 'to <new name>' is omitted, custom name is cleared 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
1232 return 0;
1233}
1234
1235int
1236command_lock (object *op, char *params)
1237{
1238 /* if the lock command is typed by itself, lock everything
1239 */
1240 if (params == NULL)
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}
1264
1265/* op should be a player, params is any params.
1266 * If no params given, we print out the currently marked object.
1267 * otherwise, try to find a matching object - try best match first.
1606 * 1268 */
1607 * Names are considered for all purpose having a length <=127 (max length sent to client
1608 * by server) */
1609
1610int 1269int
1611command_rename_item (object *op, char *params) 1270command_mark (object *op, char *params)
1612{ 1271{
1613 char buf[VERY_BIG_BUF];
1614 int itemnumber;
1615 object *item = NULL;
1616 char *closebrace;
1617 size_t counter;
1618
1619 if (params) 1272 if (!params)
1620 { 1273 {
1621 /* Let's skip white spaces */ 1274 if (object *mark = op->mark ())
1622 while (' ' == *params) 1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
1623 params++;
1624
1625 /* Checking the first part */
1626 if ((itemnumber = atoi (params)) != 0)
1627 {
1628 for (item = op->inv; item && ((item->count != (tag_t) itemnumber) || item->invisible); item = item->below);
1629 if (!item)
1630 {
1631 new_draw_info (NDI_UNIQUE, 0, op, "Tried to rename an invalid item.");
1632 return 1;
1633 }
1634 while (isdigit (*params) || ' ' == *params)
1635 params++;
1636 }
1637 else if ('<' == *params)
1638 {
1639 /* Got old name, let's get it & find appropriate matching item */
1640 closebrace = strchr (params, '>');
1641 if (!closebrace)
1642 {
1643 new_draw_info (NDI_UNIQUE, 0, op, "Syntax error!");
1644 return 1;
1645 }
1646 /* Sanity check for buffer overruns */
1647 if ((closebrace - params) > 127)
1648 {
1649 new_draw_info (NDI_UNIQUE, 0, op, "Old name too long (up to 127 characters allowed)!");
1650 return 1;
1651 }
1652 /* Copy the old name */
1653 strncpy (buf, params + 1, closebrace - params - 1);
1654 buf[closebrace - params - 1] = '\0';
1655
1656 /* Find best matching item */
1657 item = find_best_object_match (op, buf);
1658 if (!item)
1659 {
1660 new_draw_info (NDI_UNIQUE, 0, op, "Could not find a matching item to rename.");
1661 return 1;
1662 }
1663
1664 /* Now need to move pointer to just after > */
1665 params = closebrace + 1;
1666 while (' ' == *params)
1667 params++;
1668
1669 }
1670 else 1276 else
1671 { 1277 op->failmsg ("You have no marked object.");
1672 /* Use marked item */ 1278 }
1673 item = find_marked_object (op); 1279 else
1674 if (!item) 1280 {
1675 { 1281 if (object *mark = find_best_object_match (op, params))
1676 new_draw_info (NDI_UNIQUE, 0, op, "No marked item to rename.");
1677 return 1;
1678 }
1679 } 1282 {
1680 1283 op->contr->mark = mark;
1681 /* Now let's find the new name */ 1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
1682 if (!strncmp (params, "to ", 3))
1683 {
1684 params += 3;
1685 while (' ' == *params)
1686 params++;
1687 if ('<' != *params)
1688 {
1689 new_draw_info (NDI_UNIQUE, 0, op, "Syntax error, expecting < at start of new name!");
1690 return 1;
1691 }
1692 closebrace = strchr (params + 1, '>');
1693 if (!closebrace)
1694 {
1695 new_draw_info (NDI_UNIQUE, 0, op, "Syntax error, expecting > at end of new name!");
1696 return 1;
1697 }
1698
1699 /* Sanity check for buffer overruns */
1700 if ((closebrace - params) > 127)
1701 {
1702 new_draw_info (NDI_UNIQUE, 0, op, "New name too long (up to 127 characters allowed)!");
1703 return 1;
1704 }
1705
1706 /* Copy the new name */
1707 strncpy (buf, params + 1, closebrace - params - 1);
1708 buf[closebrace - params - 1] = '\0';
1709
1710 /* Let's check it for weird characters */
1711 for (counter = 0; counter < strlen (buf); counter++)
1712 {
1713 if (isalnum (buf[counter]))
1714 continue;
1715 if (' ' == buf[counter])
1716 continue;
1717 if ('\'' == buf[counter])
1718 continue;
1719 if ('+' == buf[counter])
1720 continue;
1721 if ('_' == buf[counter])
1722 continue;
1723 if ('-' == buf[counter])
1724 continue;
1725
1726 /* If we come here, then the name contains an invalid character...
1727 tell the player & exit */
1728 new_draw_info (NDI_UNIQUE, 0, op, "Invalid new name!");
1729 return 1;
1730 }
1731
1732 } 1285 }
1733 else 1286 else
1734 { 1287 op->failmsgf ("Could not find an object that matches %s", params);
1735 /* If param contains something, then syntax error... */
1736 if (strlen (params))
1737 {
1738 new_draw_info (NDI_UNIQUE, 0, op, "Syntax error, expected 'to <' after old name!");
1739 return 1;
1740 }
1741 /* New name is empty */
1742 buf[0] = '\0';
1743 }
1744 }
1745 else
1746 { 1288 }
1747 /* Last case: params==NULL */
1748 item = find_marked_object (op);
1749 if (!item)
1750 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "No marked item to rename.");
1752 return 1;
1753 }
1754 buf[0] = '\0';
1755 }
1756 1289
1757 if (QUERY_FLAG (item, FLAG_UNPAID)) 1290 return 0; /*shouldnt get here */
1758 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You can't rename an unpaid item! You should pay for it first.");
1760 return 1;
1761 }
1762
1763 /* Coming here, everything is fine... */
1764 if (!strlen (buf))
1765 {
1766 /* Clear custom name */
1767 if (item->custom_name)
1768 {
1769 item->custom_name = 0;
1770
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "You stop calling your %s with weird names.",
1772 query_base_name (item, item->nrof > 1 ? 1 : 0));
1773 esrv_update_item (UPD_NAME, op, item);
1774 }
1775 else
1776 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "This item has no custom name.");
1778 }
1779 }
1780 else
1781 {
1782 /* Set custom name */
1783 item->custom_name = buf;
1784
1785 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);
1786 esrv_update_item (UPD_NAME, op, item);
1787 }
1788
1789 return 1;
1790} 1291}
1292

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