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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.7 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.133 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 1.7 2006/08/27 15:24:22 root Exp $";
4 */ 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
5/* 25/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The author can be reached via e-mail to crossfire-devel@real-time.com
26
27 Object (handling) commands 26 * Object (handling) commands
28*/ 27 */
29 28
30#include <global.h> 29#include <global.h>
31#include <loader.h>
32#include <skills.h> 30#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <living.h> 32#include <living.h>
37#include <math.h> 33
38/* 34/*
39 * Object id parsing functions 35 * Object id parsing functions
40 */ 36 */
41 37
42#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45#define ADD_ITEM(NEW,COUNT)\ 38#define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\ 39 if(!first) {\
47 OBLINKMALLOC(first);\ 40 first = new objectlink;\
48 last=first;\ 41 last=first;\
49 } else {\ 42 } else {\
50 OBLINKMALLOC(last->next);\ 43 last->next = new objectlink;\
51 last=last->next;\ 44 last=last->next;\
52 }\ 45 }\
53 last->next=NULL;\ 46 last->next=0;\
54 last->ob=(NEW);\ 47 last->ob=(NEW);\
55 last->id=(COUNT); 48 last->id=(COUNT);
56 49
57/** 50/**
58 * Search the inventory of 'pl' for what matches best with params. 51 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour 52 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match. 53 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to 54 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects 55 * only unapply applied, or apply unapplied objects
63 **/ 56 **/
57static object *
64static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag) 58find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
65{ 59{
66 object *tmp, *best=NULL; 60 object *best = 0;
67 int match_val=0,tmpmatch; 61 int match_val = 0;
68 62
69 for (tmp=pl->inv; tmp; tmp=tmp->below) { 63 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
64 {
70 if (tmp->invisible) continue; 65 if (tmp->invisible)
66 continue;
67
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) { 68 int tmpmatch = item_matched_string (pl, tmp, params);
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 69
70 if (tmpmatch > match_val)
71 {
72 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
73 continue;
74
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 75 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
76 continue;
77
74 match_val=tmpmatch; 78 match_val = tmpmatch;
75 best=tmp; 79 best = tmp;
76 } 80 }
77 } 81 }
82
78 return best; 83 return best;
79} 84}
80 85
81/** 86/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 87 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 88 **/
89object *
84object *find_best_object_match(object *pl, const char *params) 90find_best_object_match (object *pl, const char *params)
85{ 91{
86 return find_best_apply_object_match(pl, params, AP_NULL); 92 return find_best_apply_object_match (pl, params, AP_TOGGLE);
87} 93}
88 94
95static bool
96can_split (object *pl, object *&op, sint32 nrof)
97{
98 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
99 {
100 op = tmp;
101 return true;
102 }
103 else
104 {
105 if (op->nrof > 1)
106 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
107 else
108 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
109
110 return false;
111 }
112}
113
114int
89int command_uskill ( object *pl, char *params) { 115command_uskill (object *pl, char *params)
116{
90 if (!params) { 117 if (!params)
118 {
91 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 119 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
92 return 0; 120 return 0;
93 } 121 }
122
94 return use_skill(pl,params); 123 return use_skill (pl, params);
95} 124}
96 125
126int
97int command_rskill ( object *pl, char *params) { 127command_rskill (object *pl, char *params)
128{
98 object *skill; 129 object *skill;
99 130
100 if (!params) { 131 if (!params)
132 {
101 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 133 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102 return 0; 134 return 0;
103 } 135 }
136
104 skill = find_skill_by_name(pl, params); 137 skill = find_skill_by_name_fuzzy (pl, params);
105 138
106 if (!skill) { 139 if (!skill)
140 {
107 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 141 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
142 return 0;
143 }
144
145 pl->apply (skill);
108 return 0; 146 return 1;
109 }
110 return change_skill(pl,skill, 0);
111} 147}
112
113
114/* These functions (command_search, command_disarm) are really just wrappers for
115 * things like 'use_skill ...'). In fact, they should really be obsoleted
116 * and replaced with those.
117 */
118int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120}
121
122int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124}
125
126 148
127/* A little special because we do want to pass the full params along 149/* A little special because we do want to pass the full params along
128 * as it includes the object to throw. 150 * as it includes the object to throw.
129 */ 151 */
152int
130int command_throw (object *op, char *params) 153command_throw (object *op, char *params)
131{ 154{
132 object *skop; 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))
155 aflag=AP_APPLY; 179 {
156 params+=3; 180 aflag = AP_APPLY;
157 } 181 params += 3;
182 }
183
158 if (!strncmp(params,"-u ",3)) { 184 if (!strncmp (params, "-u ", 3))
159 aflag=AP_UNAPPLY; 185 {
160 params+=3; 186 aflag = AP_UNAPPLY;
161 } 187 params += 3;
188 }
189
162 while (*params==' ') params++; 190 while (*params == ' ')
191 params++;
163 192
164 inv=find_best_apply_object_match(op, params, aflag); 193 if (object *inv = find_best_apply_object_match (op, params, aflag))
165 if (inv) { 194 op->apply (inv, aflag);
166 player_apply(op,inv,aflag,0);
167 } else 195 else
168 new_draw_info_format(NDI_UNIQUE, 0, op,
169 "Could not find any match to the %s.",params); 196 op->failmsgf ("Could not find any match to the %s.", params);
170 } 197 }
198
171 return 0; 199 return 0;
172} 200}
173 201
174/* 202/*
175 * Check if an item op can be put into a sack. If pl exists then tell 203 * Check if an item op can be put into a sack. If pl exists then tell
178 * objects (op) we want to put in. We specify it separately instead of 206 * objects (op) we want to put in. We specify it separately instead of
179 * using op->nrof because often times, a player may have specified a 207 * using op->nrof because often times, a player may have specified a
180 * certain number of objects to drop, so we can pass that number, and 208 * certain number of objects to drop, so we can pass that number, and
181 * not need to use split_ob and stuff. 209 * not need to use split_ob and stuff.
182 */ 210 */
211int
183int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 212sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
184 213{
185 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 214 if (!sack->flag [FLAG_APPLIED])
186 new_draw_info_format(NDI_UNIQUE, 0, pl,
187 "The %s is not active.", query_name(sack));
188 return 0;
189 } 215 {
216 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
217 return 0;
218 }
219
190 if (sack == op) { 220 if (sack == op)
191 new_draw_info_format(NDI_UNIQUE, 0, pl,
192 "You can't put the %s into itself.", query_name(sack));
193 return 0;
194 } 221 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER 222 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
196 || (sack->stats.food && sack->stats.food != op->type))) { 223 return 0;
197 new_draw_info_format(NDI_UNIQUE, 0, pl, 224 }
198 "You can put only %s into the %s.", sack->race, query_name(sack)); 225
199 return 0; 226 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
200 } 227 {
228 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
229 return 0;
230 }
231
201 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 232 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
202 new_draw_info_format(NDI_UNIQUE, 0, pl,
203 "You can't put the key into %s.", query_name(sack));
204 return 0;
205 } 233 {
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 234 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
209 new_draw_info_format(NDI_UNIQUE, 0, pl,
210 "That won't fit in the %s!", query_name(sack));
211 return 0; 235 return 0;
236 }
237
238 if (sack->weight_limit
239 && weight_t (sack->carrying
240 + sack->number_of ()
241 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100)
243 > sack->weight_limit)
212 } 244 {
245 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
246 return 0;
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) {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241 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 }
254 272 {
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;
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;
267 } 296 }
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 297
269 SET_FLAG(tmp, FLAG_WAS_WIZ); 298 if (!can_split (pl, tmp, nrof))
270 if (nrof != tmp_nrof) {
271 object *tmp2 = tmp;
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return; 299 return;
277 } 300
278 /* Tell a client what happened rest of objects */ 301 if (tmp->flag [FLAG_UNPAID])
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 } 302 {
296 if(QUERY_FLAG(tmp, FLAG_UNPAID)) 303 tmp->flag.reset (FLAG_UNPAID);
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 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));
298 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 305 tmp->flag.set (FLAG_UNPAID);
306 }
299 else 307 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
301 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302 309
303 tmp = insert_ob_in_ob(tmp, op); 310 op->insert (tmp);
304
305 /* All the stuff below deals with client/server code, and is only
306 * usable by players
307 */
308 if(pl->type!=PLAYER) return;
309
310 esrv_send_item (pl, tmp);
311 /* These are needed to update the weight for the container we
312 * are putting the object in.
313 */
314 if (op!=pl) {
315 esrv_update_item (UPD_WEIGHT, pl, op);
316 esrv_send_item (pl, pl);
317 }
318
319 /* Update the container the object was in */
320 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
321} 311}
322 312
323
324void pick_up(object *op,object *alt)
325/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 313/* modified slightly to allow monsters use this -b.t. 5-31-95 */
314void
315pick_up (object *op, object *alt)
326{ 316{
327 int need_fix_tmp = 0; 317 int need_fix_tmp = 0;
328 object *tmp=NULL; 318 object *tmp = NULL;
329 mapstruct *tmp_map=NULL; 319 maptile *tmp_map = NULL;
330 int count; 320 int count;
331 tag_t tag;
332 321
333 /* Decide which object to pick. */ 322 /* Decide which object to pick. */
334 if (alt) 323 if (alt)
335 { 324 {
336 if ( ! can_pick (op, alt)) { 325 if (!can_pick (op, alt))
326 {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 alt->name); 328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
339 goto leave; 348 goto leave;
340 } 349
341 tmp = alt; 350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
342 } 355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
343 else 360 else
344 { 361 count = tmp->nrof;
345 if (op->below == NULL || ! can_pick (op, op->below)) { 362
346 new_draw_info (NDI_UNIQUE, 0, op, 363 /* container is open, so use it */
347 "There is nothing to pick up here."); 364 if (tmp->flag [FLAG_STARTEQUIP])
348 goto leave; 365 alt = op;
349 } 366 else if ((alt = op->container_ ()))
350 tmp = op->below;
351 } 367 {
352 368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
353 /* Try to catch it. */
354 tmp_map = tmp->map;
355 tmp = stop_item (tmp);
356 if (tmp == NULL)
357 goto leave; 369 goto leave;
358 need_fix_tmp = 1;
359 if ( ! can_pick (op, tmp))
360 goto leave;
361
362 if (op->type==PLAYER) {
363 count=op->contr->count;
364 if (count==0) count = tmp->nrof;
365 } 370 }
366 else 371 else
367 count=tmp->nrof; 372 { /* non container pickup */
368
369 /* container is open, so use it */
370 if (op->container) {
371 alt = op->container;
372 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373 goto leave;
374 } else { /* non container pickup */
375 for (alt=op->inv; alt; alt=alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
377 alt->race && alt->race==tmp->race &&
378 sack_can_hold (NULL, alt, tmp,count))
379 break; /* perfect match */
380
381 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below) 373 for (alt = op->inv; alt; alt = alt->below)
383 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 374 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
384 sack_can_hold (NULL, alt, tmp,count)) 375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376 break; /* perfect match */
377
378 if (!alt)
379 for (alt = op->inv; alt; alt = alt->below)
380 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
385 break; /* General container comes next */ 381 break; /* General container comes next */
386 if (!alt) 382
383 if (!alt)
387 alt = op; /* No free containers */ 384 alt = op; /* No free containers */
388 } 385 }
386
389 if(tmp->env == alt) { 387 if (tmp->env == alt)
388 {
390 /* here it could be possible to check rent, 389 /* here it could be possible to check rent,
391 * if someone wants to implement it 390 * if someone wants to implement it
392 */ 391 */
393 alt = op; 392 alt = op;
394 } 393 }
394
395#ifdef PICKUP_DEBUG 395#ifdef PICKUP_DEBUG
396 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397#endif 397#endif
398 398
399 /* startequip items are not allowed to be put into containers: */ 399 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER 400 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
401 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 { 401 {
403 new_draw_info (NDI_UNIQUE, 0, op, 402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
404 "This object cannot be put into containers!");
405 goto leave; 403 goto leave;
406 } 404 }
407 405
408 tag = tmp->count;
409 pick_up_object (op, alt, tmp, count); 406 pick_up_object (op, alt, tmp, count);
407
410 if (was_destroyed (tmp, tag) || tmp->env) 408 if (tmp->destroyed () || tmp->env)
411 need_fix_tmp = 0; 409 need_fix_tmp = 0;
410
412 if (op->type == PLAYER) 411 if (op->type == PLAYER)
413 op->contr->count=0; 412 op->contr->count = 0;
413
414 goto leave; 414 goto leave;
415 415
416 leave: 416leave:
417 if (need_fix_tmp) 417 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op); 418 fix_stopped_item (tmp, tmp_map, op);
419} 419}
420
421 420
422/* This takes (picks up) and item. op is the player 421/* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to 422 * who issued the command. params is a string to
424 * match against the item name. Basically, always 423 * match against the item name. Basically, always
425 * returns zero, but that should be improved. 424 * returns zero, but that should be improved.
426 */ 425 */
426int
427int command_take (object *op, char *params) 427command_take (object *op, char *params)
428{ 428{
429 object *tmp, *next; 429 object *tmp, *next;
430 430
431 if (op->container) 431 if (op->container_ ())
432 tmp=op->container->inv; 432 tmp = op->container_ ()->inv;
433 else { 433 else
434 tmp=op->above; 434 {
435 if (tmp) while (tmp->above) {
436 tmp=tmp->above; 435 tmp = op->above;
437 } 436 if (tmp)
437 while (tmp->above)
438 tmp = tmp->above;
439
440 if (!tmp)
441 tmp = op->below;
442 }
443
438 if (!tmp) 444 if (!tmp)
439 tmp=op->below;
440 } 445 {
441
442 if (tmp==NULL) {
443 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
444 return 0; 447 return 0;
445 } 448 }
446 449
447 /* Makes processing easier */ 450 /* Makes processing easier */
448 if (params && *params=='\0') params=NULL; 451 if (params && *params == '\0')
452 params = 0;
449 453
454 int cnt = MAX_ITEM_PER_ACTION;
455
450 while (tmp) { 456 while (tmp)
457 {
451 next=tmp->below; 458 next = tmp->below;
452 459
453 if (tmp->invisible) { 460 if (tmp->invisible)
454 tmp=next; 461 {
462 tmp = next;
455 continue; 463 continue;
456 } 464 }
465
457 /* This following two if and else if could be merged into line 466 /* This following two if and else if could be merged into line
458 * but that probably will make it more difficult to read, and 467 * but that probably will make it more difficult to read, and
459 * not make it any more efficient 468 * not make it any more efficient
460 */ 469 */
461 if (params && item_matched_string(op, tmp, params)) { 470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
462 pick_up(op, tmp); 473 pick_up (op, tmp);
463 } 474 }
464 else if (can_pick(op, tmp) && !params) { 475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
465 pick_up(op,tmp); 478 pick_up (op, tmp);
466 break; 479 break;
467 } 480 }
468 tmp=next; 481
469 /* Might as well just skip over the player immediately - 482 tmp = next;
470 * we know it can't be picked up
471 */
472 if (tmp == op) tmp=tmp->below;
473 }
474 if (!params && !tmp) {
475 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
476 if (!tmp->invisible) {
477 char buf[MAX_BUF];
478 sprintf(buf,"You can't pick up a %s.",
479 tmp->name? tmp->name:"null");
480 new_draw_info(NDI_UNIQUE, 0,op, buf);
481 break;
482 } 483 }
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 484
485 if (cnt < 0)
484 } 486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
485 return 0; 488 return 0;
486} 489 }
487 490
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);
497 break;
498 }
499
500 if (!tmp)
501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 }
503
504 return 0;
505}
488 506
489/* 507/*
490 * This function was part of drop, now is own function. 508 * This function was part of drop, now is own function.
491 * Player 'op' tries to put object 'tmp' into sack 'sack', 509 * Player 'op' tries to put object 'tmp' into sack 'sack',
492 * if nrof is non zero, then nrof objects is tried to put into sack. 510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
493 * Note that the 'sack' in question can now be a transport, 512 * Note that the 'sack' in question can now be a transport,
494 * so this function isn't named very good anymore. 513 * so this function isn't named very good anymore.
495 */ 514 */
515void
496void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 516put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497{ 517{
498 tag_t tmp_tag, tmp2_tag;
499 object *tmp2, *sack2; 518 object *tmp2;
500 char buf[MAX_BUF]; 519 char buf[MAX_BUF];
501 520
502 if (sack==tmp) return; /* Can't put an object in itself */ 521 if (sack == tmp)
503 if (sack->type != CONTAINER && sack->type != TRANSPORT) { 522 return; /* Can't put an object in itself */
504 new_draw_info_format(NDI_UNIQUE, 0,op, 523
505 "The %s is not a container.", query_name(sack)); 524 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
506 return;
507 } 525 {
508 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
509 new_draw_info_format(NDI_UNIQUE, 0,op, 527 return;
510 "You cannot put the %s in the %s.", query_name(tmp),
511 query_name(sack));
512 return;
513 } 528 }
529
514 if (tmp->type == CONTAINER && tmp->inv) { 530 if (tmp->type == CONTAINER && tmp->inv)
515 531 {
516 /* 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
517 * we instead move the contents of that container into the active 533 * we instead move the contents of that container into the active
518 * 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.
519 */ 535 */
520 sack2 = tmp;
521 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));
522 query_name(tmp), query_name(sack)); 537
523 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 538 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539 {
524 tmp = tmp2->below; 540 tmp = tmp2->below;
541
525 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)))
526 (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
527 put_object_in_sack (op, sack, tmp2, 0); 543 put_object_in_sack (op, sack, tmp2, 0);
528 } else { 544 else
545 {
529 sprintf(buf,"Your %s fills up.", query_name(sack)); 546 sprintf (buf, "Your %s fills up.", query_name (sack));
530 new_draw_info(NDI_UNIQUE, 0,op, buf); 547 new_draw_info (NDI_UNIQUE, 0, op, buf);
531 break; 548 break;
549 }
550 }
551
552 return;
532 } 553 }
533 }
534 esrv_update_item (UPD_WEIGHT, op, sack2);
535 return;
536 }
537 554
538 /* Don't worry about this for containers - our caller should have 555 /* Don't worry about this for containers - our caller should have
539 * already checked this. 556 * already checked this.
540 */ 557 */
541 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)))
542 return;
543
544 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
545 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
546 return; 559 return;
547 }
548 560
561 if (tmp->flag [FLAG_APPLIED])
562 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
563 return;
564
549 /* 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 */
550 if (nrof && tmp->nrof != nrof) { 566 if (!can_split (op, tmp, nrof))
551 object *tmp2 = tmp;
552 tmp2_tag = tmp2->count;
553 tmp = get_split_ob (tmp, nrof);
554
555 if(!tmp) {
556 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
557 return; 567 return;
558 }
559 /* Tell a client what happened other objects */
560 if (was_destroyed (tmp2, tmp2_tag))
561 esrv_del_item (op->contr, tmp2_tag);
562 else /* this can proably be replaced with an update */
563 esrv_send_item (op, tmp2);
564 } else
565 remove_ob(tmp);
566 568
567 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 569 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
568 query_name(tmp), query_name(sack)); 570 sack->insert (tmp);
569 tmp_tag = tmp->count; 571}
570 tmp2 = insert_ob_in_ob(tmp, sack);
571 fix_player(op); /* This is overkill, fix_player() is called somewhere */
572 /* in object.c */
573 572
574 /* 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
575 * 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:
576 */ 620 */
577 if (tmp2 != tmp)
578 esrv_del_item (op->contr, tmp_tag);
579 621
580 esrv_send_item (op, tmp2); 622 obj->x = dropper->x;
623 obj->y = dropper->y;
581 624
582 /* If a transport, need to update all the players in the transport 625 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
583 * the view of what is in it.
584 */
585 if (sack->type == TRANSPORT) {
586 for (tmp=sack->inv; tmp; tmp=tmp->below) {
587 if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
588 }
589 } else {
590 /* update the sacks weight */
591 esrv_update_item (UPD_WEIGHT, op, sack);
592 }
593} 626}
594 627
595/* 628/*
596 * This function was part of drop, now is own function. 629 * This function was part of drop, now is own function.
597 * 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
598 * nrof objects is tried to dropped. 631 * nrof objects are tried to drop.
599 * This is used when dropping objects onto the floor. 632 * This is used when dropping objects onto the floor.
600 */ 633 */
601void 634void
602drop_object (object * op, object * tmp, uint32 nrof) 635drop_object (object *op, object *tmp, uint32 nrof)
603{ 636{
604 char buf[MAX_BUF]; 637 if (tmp->flag [FLAG_NO_DROP])
605 object *floor;
606
607 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
608 return; 638 return;
609 639
610 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 640 if (tmp->flag [FLAG_APPLIED])
611 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 641 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
612 return; /* can't unapply it */ 642 return; /* can't unapply it */
613 643
614 /* 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
615 * off 645 * off
616 */ 646 */
617 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);
618 { 656 }
619 object *tmp2 = tmp; 657}
620 tag_t tmp2_tag = tmp2->count; 658
621 tmp = get_split_ob (tmp, nrof); 659void
622 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)
623 { 671 {
624 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 ();
625 return; 676 return;
626 } 677 }
627 /* Tell a client what happened rest of objects. tmp2 is now the
628 * original object
629 */
630 if (op->type == PLAYER)
631 {
632 if (was_destroyed (tmp2, tmp2_tag))
633 esrv_del_item (op->contr, tmp2_tag);
634 else 678 else
635 esrv_send_item (op, tmp2); 679 while (tmp && tmp->invisible)
636 } 680 tmp = tmp->below;
637 }
638 else
639 remove_ob (tmp);
640
641 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
642 return;
643
644 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
645 { 681 }
646 sprintf (buf, "You drop the %s.", query_name (tmp)); 682
647 new_draw_info (NDI_UNIQUE, 0, op, buf); 683 if (!tmp)
648 new_draw_info (NDI_UNIQUE, 0, op, 684 {
649 "The gods who lent it to you retrieves it."); 685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
650 if (op->type == PLAYER)
651 esrv_del_item (op->contr, tmp->count);
652 free_object (tmp);
653 fix_player (op);
654 return; 686 return;
655 } 687 }
656 688
657/* If SAVE_INTERVAL is commented out, we never want to save 689 if (tmp->flag [FLAG_INV_LOCKED])
658 * the player here.
659 */
660#ifdef SAVE_INTERVAL
661 /* I'm not sure why there is a value check - since the save
662 * is done every SAVE_INTERVAL seconds, why care the value
663 * of what he is dropping?
664 */
665 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
666 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
667 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
668 {
669 save_player (op, 1);
670 op->contr->last_save_time = time (NULL);
671 } 690 {
672#endif /* SAVE_INTERVAL */ 691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
673
674 if (op->type == PLAYER)
675 esrv_del_item (op->contr, tmp->count);
676
677 /* Call this before we update the various windows/players. At least
678 * that we, we know the weight is correct.
679 */
680 fix_player (op); /* This is overkill, fix_player() is called somewhere */
681 /* in object.c */
682
683 if (op->type == PLAYER)
684 {
685 op->contr->socket.update_look = 1;
686 /* Need to update the weight for the player */
687 esrv_send_item (op, op);
688 }
689
690 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
691 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
692 return; 692 return;
693 }
693 694
694 if (floor 695 if (tmp->flag [FLAG_NO_DROP])
695 && floor->type == SHOP_FLOOR
696 && !QUERY_FLAG (tmp, FLAG_UNPAID)
697 && tmp->type != MONEY)
698 sell_item (tmp, op);
699
700 tmp->x = op->x;
701 tmp->y = op->y;
702
703 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
704}
705
706void drop(object *op, object *tmp)
707{
708 /* Hopeful fix for disappearing objects when dropping from a container -
709 * somehow, players get an invisible object in the container, and the
710 * old logic would skip over invisible objects - works fine for the
711 * playes inventory, but drop inventory wants to use the next value.
712 */
713 if (tmp->invisible) {
714 /* if the following is the case, it must be in an container. */
715 if (tmp->env && tmp->env->type != PLAYER) {
716 /* Just toss the object - probably shouldn't be hanging
717 * around anyways
718 */
719 remove_ob(tmp);
720 free_object(tmp);
721 return;
722 } else {
723 while(tmp!=NULL && tmp->invisible)
724 tmp=tmp->below;
725 }
726 } 696 {
727
728 if (tmp==NULL) {
729 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
730 return;
731 }
732 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
733 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
734 return;
735 }
736 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
737#if 0 697#if 0
738 /* 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. */
739 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.");
740#endif 700#endif
741 return; 701 return;
742 } 702 }
743 703
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 {
744 if (op->type == PLAYER) 711 if (op->type == PLAYER)
745 { 712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
746 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
747 object *n=NULL;
748 if(tmp->below != NULL)
749 n = tmp->below;
750 else if(tmp->above != NULL)
751 n = tmp->above;
752 op->contr->last_used = n;
753 if (n != NULL)
754 op->contr->last_used_id = n->count;
755 else 713 else
756 op->contr->last_used_id = 0; 714 put_object_in_sack (op, op->container_ (), tmp, 0);
757 }
758 }; 715 }
759 716 else
760 if (op->container) { 717 {
761 if (op->type == PLAYER) 718 if (op->type == PLAYER)
762 {
763 put_object_in_sack (op, op->container, tmp, op->contr->count);
764 } else {
765 put_object_in_sack(op, op->container, tmp, 0);
766 };
767 } else {
768 if (op->type == PLAYER)
769 {
770 drop_object (op, tmp, op->contr->count); 719 drop_object (op, tmp, op->contr->count);
771 } else { 720 else
772 drop_object(op,tmp,0); 721 drop_object (op, tmp, 0);
773 };
774 } 722 }
723
775 if (op->type == PLAYER) 724 if (op->type == PLAYER)
776 op->contr->count = 0; 725 op->contr->count = 0;
777} 726}
778
779
780 727
781/* Command will drop all items that have not been locked */ 728/* Command will drop all items that have not been locked */
729int
782int command_dropall (object *op, char *params) { 730command_dropall (object *op, char *params)
731{
783 732
784 object * curinv, *nextinv;
785
786 if(op->inv == NULL) { 733 if (op->inv == NULL)
734 {
787 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
788 return 0; 736 return 0;
789 } 737 }
790 738
791 curinv = op->inv; 739 object *curinv = op->inv;
740 object *nextinv;
792 741
793 /*
794 This is the default. Drops everything not locked or considered
795 not something that should be dropped.
796 */
797 /* 742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
798 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
799 the drop() routine will do unknown things to it when dropping 748 the drop() routine will do unknown things to it when dropping
800 in a shop. --Tero.Pelander@utu.fi 749 in a shop. --Tero.Pelander@utu.fi
801 */ 750 */
751 int cnt = MAX_ITEM_PER_ACTION;
802 752
803 if(params==NULL) { 753 if (!params)
804 while(curinv != NULL) { 754 {
755 while (curinv)
756 {
805 nextinv = curinv->below; 757 nextinv = curinv->below;
758
806 while (nextinv && nextinv->type==MONEY) 759 while (nextinv && nextinv->type == MONEY)
807 nextinv = nextinv->below; 760 nextinv = nextinv->below;
808 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 761
809 curinv->type != FOOD && curinv->type != KEY && 762 if (!curinv->flag [FLAG_INV_LOCKED]
810 curinv->type != SPECIAL_KEY && curinv->type != GEM && 763 && !curinv->invisible
811 !curinv->invisible && 764 && curinv->type != MONEY
812 (curinv->type!=CONTAINER || op->container!=curinv)) 765 && curinv->type != FOOD
813 { 766 && curinv->type != KEY
814 drop(op,curinv); 767 && curinv->type != SPECIAL_KEY
768 && curinv->type != GEM
769 && curinv->type != CONTAINER)
770 {
771 drop (op, curinv);
772 if (--cnt <= 0) break;
773 }
774
775 curinv = nextinv;
815 } 776 }
816 curinv = nextinv;
817 }
818 } 777 }
819
820 else if(strcmp(params, "weapons") == 0) { 778 else if (strcmp (params, "weapons") == 0)
821 while(curinv != NULL) { 779 {
780 while (curinv)
781 {
822 nextinv = curinv->below; 782 nextinv = curinv->below;
783
823 while (nextinv && nextinv->type==MONEY) 784 while (nextinv && nextinv->type == MONEY)
824 nextinv = nextinv->below; 785 nextinv = nextinv->below;
825 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 786
826 (curinv->type == BOW) || (curinv->type == ARROW))) 787 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
827 { 788 {
828 drop(op,curinv); 789 drop (op, curinv);
829 } 790 if (--cnt <= 0) break;
791 }
792
830 curinv = nextinv; 793 curinv = nextinv;
831 } 794 }
832 } 795 }
833
834 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
835 while(curinv != NULL) { 797 {
798 while (curinv)
799 {
836 nextinv = curinv->below; 800 nextinv = curinv->below;
801
837 while (nextinv && nextinv->type==MONEY) 802 while (nextinv && nextinv->type == MONEY)
838 nextinv = nextinv->below; 803 nextinv = nextinv->below;
839 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 804
840 curinv->type == SHIELD || curinv->type==HELMET)) 805 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
841 { 806 {
842 drop(op,curinv); 807 drop (op, curinv);
843 } 808 if (--cnt <= 0) break;
809 }
810
844 curinv = nextinv; 811 curinv = nextinv;
845 } 812 }
846 } 813 }
847
848 else if(strcmp(params, "misc") == 0) { 814 else if (strcmp (params, "misc") == 0)
849 while(curinv != NULL) { 815 {
816 while (curinv)
817 {
850 nextinv = curinv->below; 818 nextinv = curinv->below;
819
851 while (nextinv && nextinv->type==MONEY) 820 while (nextinv && nextinv->type == MONEY)
852 nextinv = nextinv->below; 821 nextinv = nextinv->below;
853 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 822
854 switch(curinv->type) { 823 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
855 case HORN: 824 {
856 case BOOK: 825 switch (curinv->type)
857 case SPELLBOOK: 826 {
858 case GIRDLE: 827 case HORN:
859 case AMULET: 828 case BOOK:
860 case RING: 829 case SPELLBOOK:
861 case CLOAK: 830 case GIRDLE:
862 case BOOTS: 831 case AMULET:
863 case GLOVES: 832 case RING:
864 case BRACERS: 833 case CLOAK:
865 case SCROLL: 834 case BOOTS:
866 case ARMOUR_IMPROVER: 835 case GLOVES:
867 case WEAPON_IMPROVER: 836 case BRACERS:
868 case WAND: 837 case SCROLL:
869 case ROD: 838 case ARMOUR_IMPROVER:
870 case POTION: 839 case WEAPON_IMPROVER:
871 drop(op,curinv); 840 case WAND:
872 curinv = nextinv; 841 case ROD:
873 break; 842 case POTION:
874 default: 843 drop (op, curinv);
875 curinv = nextinv; 844 curinv = nextinv;
876 break; 845 break;
877 } 846 default:
878 } 847 curinv = nextinv;
848 break;
849 }
850
851 if (--cnt <= 0) break;
852 }
853
879 curinv = nextinv; 854 curinv = nextinv;
880 } 855 }
881 } 856 }
882 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
883/* draw_look(op);*/ 861/* draw_look(op);*/
884 return 0; 862 return 0;
885} 863}
886 864
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
887/* 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
888 * comma seperated list. 891 * comma seperated list.
889 */ 892 */
890 893int
891int command_drop (object *op, char *params) 894command_drop (object *op, char *params)
892{ 895{
893 object *tmp, *next; 896 object *tmp, *next;
894 int did_one=0;
895 897
896 if (!params) {
897 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
898 return 0;
899 } else {
900 for (tmp=op->inv; tmp; tmp=next) {
901 next=tmp->below;
902 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
903 tmp->invisible) continue;
904 if (item_matched_string(op,tmp,params)) {
905 drop(op, tmp);
906 did_one=1;
907 }
908 }
909 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
910 }
911 if (op->type==PLAYER)
912 {
913 op->contr->count=0;
914 op->contr->socket.update_look=1;
915 };
916/* draw_look(op);*/
917 return 0;
918}
919
920int command_examine (object *op, char *params)
921{
922 if (!params) { 898 if (!params)
923 object *tmp=op->below; 899 {
924 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
925 if (tmp) examine(op,tmp); 901 return 0;
926 } 902 }
927 else { 903 else
928 object *tmp=find_best_object_match(op,params); 904 {
929 if (tmp) 905 vector<object *> matched_objs;
930 examine(op,tmp); 906
931 else 907 for (tmp = op->inv; tmp; tmp = next)
932 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 908 {
909 next = tmp->below;
910 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
911 continue;
912
913 if (item_matched_string (op, tmp, params))
914 matched_objs.push_back (tmp);
915 }
916
917 int cnt = MAX_ITEM_PER_ACTION;
918
919 if (!drop_vector (op, matched_objs, &cnt))
920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
921
922 if (cnt <= 0)
923 op->failmsg ("Only dropped some items, can't drop that many items at once.");
933 } 924 }
925
934 return 0; 926 return 0;
935} 927}
936 928
937/* op should be a player. 929int
938 * we return the object the player has marked with the 'mark' command 930command_examine (object *op, char *params)
939 * below. If no match is found (or object has changed), we return
940 * NULL. We leave it up to the calling function to print messages if
941 * nothing is found.
942 */
943object *find_marked_object(object *op)
944{ 931{
945 object *tmp; 932 if (!params)
946
947 if (!op || !op->contr) return NULL;
948 if (!op->contr->mark) {
949/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
950 return NULL;
951 } 933 {
952 /* This may seem like overkill, but we need to make sure that they 934 object *tmp = op->below;
953 * player hasn't dropped the item. We use count on the off chance that 935
954 * an item got reincarnated at some point. 936 while (tmp && !tmp->client_visible ())
955 */ 937 tmp = tmp->below;
956 for (tmp=op->inv; tmp; tmp=tmp->below) { 938
957 if (tmp->invisible) continue; 939 if (tmp)
958 if (tmp == op->contr->mark) { 940 examine (op, tmp);
959 if (tmp->count == op->contr->mark_count)
960 return tmp;
961 else {
962 op->contr->mark=NULL;
963 op->contr->mark_count=0;
964/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
965 return NULL;
966 } 941 }
967 } 942 else
968 }
969 return NULL;
970}
971 943 {
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);
1046 }
1047 }
1048 }
1049
1050 return buf;
1051}
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
1108command_pickup (object *op, char *params)
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
1124 if (!params)
1125 {
1126 /* if the new mode is used, just print the settings */
1127 display_new_pickup (op);
1128 return 0;
1129 }
1130
1131 while (*params == ' ' && *params)
1132 params++;
1133
1134 if (*params == '+' || *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;
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
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}
972 1264
973/* op should be a player, params is any params. 1265/* op should be a player, params is any params.
974 * If no params given, we print out the currently marked object. 1266 * If no params given, we print out the currently marked object.
975 * otherwise, try to find a matching object - try best match first. 1267 * otherwise, try to find a matching object - try best match first.
976 */ 1268 */
1269int
977int command_mark(object *op, char *params) 1270command_mark (object *op, char *params)
978{ 1271{
979 if (!op->contr) return 1;
980 if (!params) { 1272 if (!params)
981 object *mark=find_marked_object(op);
982 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
983 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
984 } 1273 {
985 else { 1274 if (object *mark = op->mark ())
986 object *mark1=find_best_object_match(op, params); 1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
987 if (!mark1) {
988 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
989 return 1;
990 }
991 else {
992 op->contr->mark=mark1;
993 op->contr->mark_count=mark1->count;
994 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
995 return 0;
996 }
997 }
998 return 0; /*shouldnt get here */
999}
1000
1001
1002/* op is the player
1003 * tmp is the monster being examined.
1004 */
1005void examine_monster(object *op,object *tmp) {
1006 object *mon=tmp->head?tmp->head:tmp;
1007
1008 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1010 if(mon->level>op->level)
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1012 else if(mon->level<op->level)
1013 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1014 else 1276 else
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you."); 1277 op->failmsg ("You have no marked object.");
1016 if(mon->attacktype&AT_ACID)
1017 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1018
1019 /* Anyone know why this used to use the clone value instead of the
1020 * maxhp field? This seems that it should give more accurate results.
1021 */
1022 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1023 case 1:
1024 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1025 break;
1026 case 2:
1027 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1028 break;
1029 case 3:
1030 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1031 break;
1032 case 4:
1033 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1034 break;
1035 }
1036 if(present_in_ob(POISONING,mon)!=NULL)
1037 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1038}
1039
1040
1041/* tmp is the object being described, pl is who is examing it. */
1042char *long_desc(object *tmp, object *pl) {
1043 static char buf[VERY_BIG_BUF];
1044 char *cp;
1045
1046 if(tmp==NULL)
1047 return "";
1048
1049 buf[0]='\0';
1050 switch(tmp->type) {
1051 case RING:
1052 case SKILL:
1053 case WEAPON:
1054 case ARMOUR:
1055 case BRACERS:
1056 case HELMET:
1057 case SHIELD:
1058 case BOOTS:
1059 case GLOVES:
1060 case AMULET:
1061 case GIRDLE:
1062 case BOW:
1063 case ARROW:
1064 case CLOAK:
1065 case FOOD:
1066 case DRINK:
1067 case FLESH:
1068 case SKILL_TOOL:
1069 case POWER_CRYSTAL:
1070 if(*(cp=describe_item(tmp, pl))!='\0') {
1071 int len;
1072
1073 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1074 buf[VERY_BIG_BUF-1]=0;
1075 len=strlen(buf);
1076 if (len<VERY_BIG_BUF-5) {
1077 /* Since we know the length, we save a few cpu cycles by using
1078 * it instead of calling strcat */
1079 strcpy(buf+len," ");
1080 len++;
1081 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1082 buf[VERY_BIG_BUF-1]=0;
1083 }
1084 } 1278 }
1279 else
1085 } 1280 {
1086 if(buf[0]=='\0') { 1281 if (object *mark = find_best_object_match (op, params))
1087 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1282 {
1088 buf[VERY_BIG_BUF-1]=0; 1283 op->contr->mark = mark;
1089 } 1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
1090 1285 }
1091 return buf; 1286 else
1092} 1287 op->failmsgf ("Could not find an object that matches %s", params);
1093
1094void examine(object *op, object *tmp) {
1095 char buf[VERY_BIG_BUF];
1096 int i;
1097
1098 if (tmp == NULL || tmp->type == CLOSE_CON)
1099 return;
1100
1101 strcpy(buf,"That is ");
1102 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1103 buf[VERY_BIG_BUF-1]=0;
1104
1105 new_draw_info(NDI_UNIQUE, 0,op,buf);
1106 buf[0]='\0';
1107
1108 if(tmp->custom_name) {
1109 strcpy(buf,"You call it ");
1110 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1111 buf[VERY_BIG_BUF-1]=0;
1112 new_draw_info(NDI_UNIQUE, 0,op,buf);
1113 buf[0]='\0';
1114 }
1115
1116 switch(tmp->type) {
1117 case SPELLBOOK:
1118 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1119 sprintf(buf,"%s is a %s level %s spell",
1120 tmp->inv->name, get_levelnumber(tmp->inv->level),
1121 tmp->inv->skill);
1122 } 1288 }
1123 break;
1124 1289
1125 case BOOK: 1290 return 0; /*shouldnt get here */
1126 if(tmp->msg!=NULL)
1127 strcpy(buf,"Something is written in it.");
1128 break;
1129
1130 case CONTAINER:
1131 if(tmp->race!=NULL) {
1132 if(tmp->weight_limit && tmp->stats.Str<100)
1133 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1134 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1135 else
1136 sprintf (buf,"It can hold only %s.", tmp->race);
1137 } else
1138 if(tmp->weight_limit && tmp->stats.Str<100)
1139 sprintf (buf,"Its weight limit is %.1f kg.",
1140 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1141 break;
1142
1143 case WAND:
1144 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1145 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1146 break;
1147 }
1148
1149 if(buf[0]!='\0')
1150 new_draw_info(NDI_UNIQUE, 0,op,buf);
1151
1152 if(tmp->materialname != NULL && !tmp->msg) {
1153 sprintf(buf, "It is made of: %s.", tmp->materialname);
1154 new_draw_info(NDI_UNIQUE, 0, op, buf);
1155 }
1156 /* Where to wear this item */
1157 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1158 if (tmp->body_info[i]<-1) {
1159 if (op->body_info[i])
1160 new_draw_info_format(NDI_UNIQUE, 0,op,
1161 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1162 else
1163 new_draw_info_format(NDI_UNIQUE, 0,op,
1164 "It goes %s", body_locations[i].nonuse_name);
1165 } else if (tmp->body_info[i]) {
1166 if (op->body_info[i])
1167 new_draw_info_format(NDI_UNIQUE, 0,op,
1168 "It goes %s", body_locations[i].use_name);
1169 else
1170 new_draw_info_format(NDI_UNIQUE, 0,op,
1171 "It goes %s", body_locations[i].nonuse_name);
1172 }
1173 }
1174
1175 if(tmp->weight) {
1176 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1177 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1178 new_draw_info(NDI_UNIQUE, 0,op,buf);
1179 }
1180
1181 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1182 object *floor;
1183 sprintf(buf,"You reckon %s worth %s.",
1184 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1185 new_draw_info(NDI_UNIQUE, 0,op,buf);
1186 floor = get_map_ob (op->map, op->x, op->y);
1187 if (floor && floor->type == SHOP_FLOOR) {
1188 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1189 sprintf(buf,"%s would cost you %s.",
1190 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1191 else
1192 sprintf(buf,"You are offered %s for %s.",
1193 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1194 new_draw_info(NDI_UNIQUE, 0,op,buf);
1195 }
1196 }
1197
1198 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1199 examine_monster(op,tmp);
1200
1201 /* Is this item buildable? */
1202 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1203 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1204
1205 /* Does the object have a message? Don't show message for all object
1206 * types - especially if the first entry is a match
1207 */
1208 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1209 tmp->type != CORPSE && !tmp->move_on &&
1210 strncasecmp(tmp->msg, "@match",7)) {
1211
1212 /* This is just a hack so when identifying the items, we print
1213 * out the extra message
1214 */
1215 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1216 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1217
1218 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1219 }
1220 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1221} 1291}
1222 1292
1223/*
1224 * inventory prints object's inventory. If inv==NULL then print player's
1225 * inventory.
1226 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1227 */
1228void inventory(object *op,object *inv) {
1229 object *tmp;
1230 char *in;
1231 int items = 0, length;
1232
1233 if (inv==NULL && op==NULL) {
1234 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1235 return;
1236 }
1237 tmp = inv ? inv->inv : op->inv;
1238
1239 while (tmp) {
1240 if ((!tmp->invisible &&
1241 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1242 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1243 items++;
1244 tmp=tmp->below;
1245 }
1246 if (inv==NULL) { /* player's inventory */
1247 if (items==0) {
1248 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1249 return;
1250 } else {
1251 length = 28;
1252 in = "";
1253 if (op)
1254 clear_win_info(op);
1255 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1256 }
1257 } else {
1258 if (items==0)
1259 return;
1260 else {
1261 length = 28;
1262 in = " ";
1263 }
1264 }
1265 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1266 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1267 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1268 continue;
1269 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1270 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1271 query_name(tmp), tmp->count,query_weight(tmp));
1272 else
1273 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1274 length+8, query_name(tmp),
1275 query_weight(tmp));
1276 }
1277 if(!inv && op) {
1278 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1279 41,"Total weight :",query_weight(op));
1280 }
1281}
1282
1283static void display_new_pickup( object* op )
1284 {
1285 int i = op->contr->mode;
1286
1287 if(!(i & PU_NEWMODE)) return;
1288
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1295
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1299
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1302
1303 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1306
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1308 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1310 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1311
1312 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1314 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1315 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1316
1317 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1318 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1319 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1320 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1321
1322 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1323
1324 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1325
1326 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1327 }
1328
1329int command_pickup (object *op, char *params)
1330{
1331 uint32 i;
1332 static const char* names[ ] = {
1333 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1334 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1335 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1336 static uint32 modes[ ] = {
1337 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1338 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1339 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1340
1341 if(!params) {
1342 /* if the new mode is used, just print the settings */
1343 if(op->contr->mode & PU_NEWMODE)
1344 {
1345 display_new_pickup( op );
1346 return 1;
1347 }
1348 if(1) LOG(llevDebug, "command_pickup: !params\n");
1349 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1350 return 0;
1351 }
1352
1353 while ( *params == ' ' && *params )
1354 params++;
1355
1356 if ( *params == '+' || *params == '-' )
1357 {
1358 int mode;
1359 for ( mode = 0; names[ mode ]; mode++ )
1360 {
1361 if ( !strcmp( names[ mode ], params + 1 ) )
1362 {
1363 i = op->contr->mode;
1364 if ( !( i & PU_NEWMODE ) )
1365 i = PU_NEWMODE;
1366 if ( *params == '+' )
1367 i = i | modes[ mode ];
1368 else
1369 i = i & ~modes[ mode ];
1370 op->contr->mode = i;
1371 display_new_pickup( op );
1372 return 1;
1373 }
1374 }
1375 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1376 return 1;
1377 }
1378
1379 if(sscanf(params, "%u", &i) != 1) {
1380 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1381 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1382 return 1;
1383 }
1384 set_pickup_mode(op,i);
1385
1386 return 1;
1387}
1388
1389void set_pickup_mode(object *op,int i) {
1390 switch(op->contr->mode=i) {
1391 case 0:
1392 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1393 break;
1394 case 1:
1395 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1396 break;
1397 case 2:
1398 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1399 break;
1400 case 3:
1401 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1402 break;
1403 case 4:
1404 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1405 break;
1406 case 5:
1407 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1408 break;
1409 case 6:
1410 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1411 break;
1412 case 7:
1413 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1414 break;
1415 }
1416}
1417
1418int command_search_items (object *op, char *params)
1419{
1420 char buf[MAX_BUF];
1421
1422 if (settings.search_items == FALSE)
1423 return 1;
1424
1425 if(params == NULL) {
1426 if(op->contr->search_str[0]=='\0') {
1427 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1428 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1429 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1430 return 1;
1431 }
1432 op->contr->search_str[0]='\0';
1433 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1434 fix_player(op);
1435 return 1;
1436 }
1437 if((int)strlen(params) >= MAX_BUF) {
1438 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1439 return 1;
1440 }
1441 strcpy(op->contr->search_str, params);
1442 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1443 new_draw_info(NDI_UNIQUE, 0,op,buf);
1444 fix_player(op);
1445 return 1;
1446}
1447
1448/*
1449 * Changing the custom name of an item
1450 *
1451 * Syntax is: rename <what object> to <new name>
1452 * if '<what object>' is omitted, marked object is used
1453 * if 'to <new name>' is omitted, custom name is cleared
1454 *
1455 * Names are considered for all purpose having a length <=127 (max length sent to client
1456 * by server) */
1457
1458int command_rename_item(object *op, char *params)
1459{
1460 char buf[VERY_BIG_BUF];
1461 int itemnumber;
1462 object *item=NULL;
1463 char *closebrace;
1464 size_t counter;
1465
1466 if (params) {
1467 /* Let's skip white spaces */
1468 while(' '==*params) params++;
1469
1470 /* Checking the first part */
1471 if ((itemnumber = atoi(params))!=0) {
1472 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1473 if (!item) {
1474 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1475 return 1;
1476 }
1477 while(isdigit(*params) || ' '==*params) params++;
1478 }
1479 else if ('<'==*params) {
1480 /* Got old name, let's get it & find appropriate matching item */
1481 closebrace=strchr(params,'>');
1482 if(!closebrace) {
1483 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1484 return 1;
1485 }
1486 /* Sanity check for buffer overruns */
1487 if((closebrace-params)>127) {
1488 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1489 return 1;
1490 }
1491 /* Copy the old name */
1492 strncpy(buf,params+1,closebrace-params-1);
1493 buf[closebrace-params-1]='\0';
1494
1495 /* Find best matching item */
1496 item=find_best_object_match(op,buf);
1497 if(!item) {
1498 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1499 return 1;
1500 }
1501
1502 /* Now need to move pointer to just after > */
1503 params=closebrace+1;
1504 while(' '==*params) params++;
1505
1506 } else {
1507 /* Use marked item */
1508 item=find_marked_object(op);
1509 if(!item) {
1510 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1511 return 1;
1512 }
1513 }
1514
1515 /* Now let's find the new name */
1516 if(!strncmp(params,"to ",3)) {
1517 params+=3;
1518 while(' '==*params) params++;
1519 if('<'!=*params) {
1520 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1521 return 1;
1522 }
1523 closebrace=strchr(params+1,'>');
1524 if(!closebrace) {
1525 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1526 return 1;
1527 }
1528
1529 /* Sanity check for buffer overruns */
1530 if((closebrace-params)>127) {
1531 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1532 return 1;
1533 }
1534
1535 /* Copy the new name */
1536 strncpy(buf,params+1,closebrace-params-1);
1537 buf[closebrace-params-1]='\0';
1538
1539 /* Let's check it for weird characters */
1540 for(counter=0;counter<strlen(buf);counter++) {
1541 if(isalnum(buf[counter])) continue;
1542 if(' '==buf[counter]) continue;
1543 if('\''==buf[counter]) continue;
1544 if('+'==buf[counter]) continue;
1545 if('_'==buf[counter]) continue;
1546 if('-'==buf[counter]) continue;
1547
1548 /* If we come here, then the name contains an invalid character...
1549 tell the player & exit */
1550 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1551 return 1;
1552 }
1553
1554 } else {
1555 /* If param contains something, then syntax error... */
1556 if(strlen(params)) {
1557 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1558 return 1;
1559 }
1560 /* New name is empty */
1561 buf[0]='\0';
1562 }
1563 } else {
1564 /* Last case: params==NULL */
1565 item=find_marked_object(op);
1566 if(!item) {
1567 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1568 return 1;
1569 }
1570 buf[0]='\0';
1571 }
1572
1573 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1574 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1575 return 1;
1576 }
1577
1578 /* Coming here, everything is fine... */
1579 if(!strlen(buf)) {
1580 /* Clear custom name */
1581 if(item->custom_name) {
1582 FREE_AND_CLEAR_STR(item->custom_name);
1583
1584 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1585 esrv_update_item(UPD_NAME,op,item);
1586 } else {
1587 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1588 }
1589 } else {
1590 /* Set custom name */
1591 FREE_AND_COPY(item->custom_name,buf);
1592
1593 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1594 esrv_update_item(UPD_NAME,op,item);
1595 }
1596
1597 return 1;
1598}

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