ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
(Generate patch)

Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.8 by root, Mon Aug 28 07:07:42 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 1.8 2006/08/28 07:07:42 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 floor = get_map_ob (op->map, op->x, op->y); 695 if (tmp->flag [FLAG_NO_DROP])
695
696 if (floor
697 && floor->type == SHOP_FLOOR
698 && !QUERY_FLAG (tmp, FLAG_UNPAID)
699 && tmp->type != MONEY)
700 sell_item (tmp, op);
701
702 tmp->x = op->x;
703 tmp->y = op->y;
704
705 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
706}
707
708void drop(object *op, object *tmp)
709{
710 /* Hopeful fix for disappearing objects when dropping from a container -
711 * somehow, players get an invisible object in the container, and the
712 * old logic would skip over invisible objects - works fine for the
713 * playes inventory, but drop inventory wants to use the next value.
714 */
715 if (tmp->invisible) {
716 /* if the following is the case, it must be in an container. */
717 if (tmp->env && tmp->env->type != PLAYER) {
718 /* Just toss the object - probably shouldn't be hanging
719 * around anyways
720 */
721 remove_ob(tmp);
722 free_object(tmp);
723 return;
724 } else {
725 while(tmp!=NULL && tmp->invisible)
726 tmp=tmp->below;
727 }
728 } 696 {
729
730 if (tmp==NULL) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
732 return;
733 }
734 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
735 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
736 return;
737 }
738 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
739#if 0 697#if 0
740 /* 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. */
741 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.");
742#endif 700#endif
743 return; 701 return;
744 } 702 }
745 703
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 {
746 if (op->type == PLAYER) 711 if (op->type == PLAYER)
747 { 712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
748 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
749 object *n=NULL;
750 if(tmp->below != NULL)
751 n = tmp->below;
752 else if(tmp->above != NULL)
753 n = tmp->above;
754 op->contr->last_used = n;
755 if (n != NULL)
756 op->contr->last_used_id = n->count;
757 else 713 else
758 op->contr->last_used_id = 0; 714 put_object_in_sack (op, op->container_ (), tmp, 0);
759 }
760 }; 715 }
761 716 else
762 if (op->container) { 717 {
763 if (op->type == PLAYER) 718 if (op->type == PLAYER)
764 {
765 put_object_in_sack (op, op->container, tmp, op->contr->count);
766 } else {
767 put_object_in_sack(op, op->container, tmp, 0);
768 };
769 } else {
770 if (op->type == PLAYER)
771 {
772 drop_object (op, tmp, op->contr->count); 719 drop_object (op, tmp, op->contr->count);
773 } else { 720 else
774 drop_object(op,tmp,0); 721 drop_object (op, tmp, 0);
775 };
776 } 722 }
723
777 if (op->type == PLAYER) 724 if (op->type == PLAYER)
778 op->contr->count = 0; 725 op->contr->count = 0;
779} 726}
780
781
782 727
783/* Command will drop all items that have not been locked */ 728/* Command will drop all items that have not been locked */
729int
784int command_dropall (object *op, char *params) { 730command_dropall (object *op, char *params)
731{
785 732
786 object * curinv, *nextinv;
787
788 if(op->inv == NULL) { 733 if (op->inv == NULL)
734 {
789 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
790 return 0; 736 return 0;
791 } 737 }
792 738
793 curinv = op->inv; 739 object *curinv = op->inv;
740 object *nextinv;
794 741
795 /*
796 This is the default. Drops everything not locked or considered
797 not something that should be dropped.
798 */
799 /* 742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
800 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
801 the drop() routine will do unknown things to it when dropping 748 the drop() routine will do unknown things to it when dropping
802 in a shop. --Tero.Pelander@utu.fi 749 in a shop. --Tero.Pelander@utu.fi
803 */ 750 */
751 int cnt = MAX_ITEM_PER_ACTION;
804 752
805 if(params==NULL) { 753 if (!params)
806 while(curinv != NULL) { 754 {
755 while (curinv)
756 {
807 nextinv = curinv->below; 757 nextinv = curinv->below;
758
808 while (nextinv && nextinv->type==MONEY) 759 while (nextinv && nextinv->type == MONEY)
809 nextinv = nextinv->below; 760 nextinv = nextinv->below;
810 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 761
811 curinv->type != FOOD && curinv->type != KEY && 762 if (!curinv->flag [FLAG_INV_LOCKED]
812 curinv->type != SPECIAL_KEY && curinv->type != GEM && 763 && !curinv->invisible
813 !curinv->invisible && 764 && curinv->type != MONEY
814 (curinv->type!=CONTAINER || op->container!=curinv)) 765 && curinv->type != FOOD
815 { 766 && curinv->type != KEY
816 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;
817 } 776 }
818 curinv = nextinv;
819 }
820 } 777 }
821
822 else if(strcmp(params, "weapons") == 0) { 778 else if (strcmp (params, "weapons") == 0)
823 while(curinv != NULL) { 779 {
780 while (curinv)
781 {
824 nextinv = curinv->below; 782 nextinv = curinv->below;
783
825 while (nextinv && nextinv->type==MONEY) 784 while (nextinv && nextinv->type == MONEY)
826 nextinv = nextinv->below; 785 nextinv = nextinv->below;
827 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 786
828 (curinv->type == BOW) || (curinv->type == ARROW))) 787 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
829 { 788 {
830 drop(op,curinv); 789 drop (op, curinv);
831 } 790 if (--cnt <= 0) break;
791 }
792
832 curinv = nextinv; 793 curinv = nextinv;
833 } 794 }
834 } 795 }
835
836 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 796 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
837 while(curinv != NULL) { 797 {
798 while (curinv)
799 {
838 nextinv = curinv->below; 800 nextinv = curinv->below;
801
839 while (nextinv && nextinv->type==MONEY) 802 while (nextinv && nextinv->type == MONEY)
840 nextinv = nextinv->below; 803 nextinv = nextinv->below;
841 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 804
842 curinv->type == SHIELD || curinv->type==HELMET)) 805 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
843 { 806 {
844 drop(op,curinv); 807 drop (op, curinv);
845 } 808 if (--cnt <= 0) break;
809 }
810
846 curinv = nextinv; 811 curinv = nextinv;
847 } 812 }
848 } 813 }
849
850 else if(strcmp(params, "misc") == 0) { 814 else if (strcmp (params, "misc") == 0)
851 while(curinv != NULL) { 815 {
816 while (curinv)
817 {
852 nextinv = curinv->below; 818 nextinv = curinv->below;
819
853 while (nextinv && nextinv->type==MONEY) 820 while (nextinv && nextinv->type == MONEY)
854 nextinv = nextinv->below; 821 nextinv = nextinv->below;
855 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 822
856 switch(curinv->type) { 823 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
857 case HORN: 824 {
858 case BOOK: 825 switch (curinv->type)
859 case SPELLBOOK: 826 {
860 case GIRDLE: 827 case HORN:
861 case AMULET: 828 case BOOK:
862 case RING: 829 case SPELLBOOK:
863 case CLOAK: 830 case GIRDLE:
864 case BOOTS: 831 case AMULET:
865 case GLOVES: 832 case RING:
866 case BRACERS: 833 case CLOAK:
867 case SCROLL: 834 case BOOTS:
868 case ARMOUR_IMPROVER: 835 case GLOVES:
869 case WEAPON_IMPROVER: 836 case BRACERS:
870 case WAND: 837 case SCROLL:
871 case ROD: 838 case ARMOUR_IMPROVER:
872 case POTION: 839 case WEAPON_IMPROVER:
873 drop(op,curinv); 840 case WAND:
874 curinv = nextinv; 841 case ROD:
875 break; 842 case POTION:
876 default: 843 drop (op, curinv);
877 curinv = nextinv; 844 curinv = nextinv;
878 break; 845 break;
879 } 846 default:
880 } 847 curinv = nextinv;
848 break;
849 }
850
851 if (--cnt <= 0) break;
852 }
853
881 curinv = nextinv; 854 curinv = nextinv;
882 } 855 }
883 } 856 }
884 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
885/* draw_look(op);*/ 861/* draw_look(op);*/
886 return 0; 862 return 0;
887} 863}
888 864
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
889/* 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
890 * comma seperated list. 891 * comma seperated list.
891 */ 892 */
892 893int
893int command_drop (object *op, char *params) 894command_drop (object *op, char *params)
894{ 895{
895 object *tmp, *next; 896 object *tmp, *next;
896 int did_one=0;
897 897
898 if (!params) {
899 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
900 return 0;
901 } else {
902 for (tmp=op->inv; tmp; tmp=next) {
903 next=tmp->below;
904 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
905 tmp->invisible) continue;
906 if (item_matched_string(op,tmp,params)) {
907 drop(op, tmp);
908 did_one=1;
909 }
910 }
911 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
912 }
913 if (op->type==PLAYER)
914 {
915 op->contr->count=0;
916 op->contr->socket.update_look=1;
917 };
918/* draw_look(op);*/
919 return 0;
920}
921
922int command_examine (object *op, char *params)
923{
924 if (!params) { 898 if (!params)
925 object *tmp=op->below; 899 {
926 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 900 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
927 if (tmp) examine(op,tmp); 901 return 0;
928 } 902 }
929 else { 903 else
930 object *tmp=find_best_object_match(op,params); 904 {
931 if (tmp) 905 vector<object *> matched_objs;
932 examine(op,tmp); 906
933 else 907 for (tmp = op->inv; tmp; tmp = next)
934 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.");
935 } 924 }
925
936 return 0; 926 return 0;
937} 927}
938 928
939/* op should be a player. 929int
940 * we return the object the player has marked with the 'mark' command 930command_examine (object *op, char *params)
941 * below. If no match is found (or object has changed), we return
942 * NULL. We leave it up to the calling function to print messages if
943 * nothing is found.
944 */
945object *find_marked_object(object *op)
946{ 931{
947 object *tmp; 932 if (!params)
948
949 if (!op || !op->contr) return NULL;
950 if (!op->contr->mark) {
951/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
952 return NULL;
953 } 933 {
954 /* This may seem like overkill, but we need to make sure that they 934 object *tmp = op->below;
955 * player hasn't dropped the item. We use count on the off chance that 935
956 * an item got reincarnated at some point. 936 while (tmp && !tmp->client_visible ())
957 */ 937 tmp = tmp->below;
958 for (tmp=op->inv; tmp; tmp=tmp->below) { 938
959 if (tmp->invisible) continue; 939 if (tmp)
960 if (tmp == op->contr->mark) { 940 examine (op, tmp);
961 if (tmp->count == op->contr->mark_count)
962 return tmp;
963 else {
964 op->contr->mark=NULL;
965 op->contr->mark_count=0;
966/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
967 return NULL;
968 } 941 }
969 } 942 else
970 }
971 return NULL;
972}
973 943 {
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}
974 1264
975/* op should be a player, params is any params. 1265/* op should be a player, params is any params.
976 * If no params given, we print out the currently marked object. 1266 * If no params given, we print out the currently marked object.
977 * otherwise, try to find a matching object - try best match first. 1267 * otherwise, try to find a matching object - try best match first.
978 */ 1268 */
1269int
979int command_mark(object *op, char *params) 1270command_mark (object *op, char *params)
980{ 1271{
981 if (!op->contr) return 1;
982 if (!params) { 1272 if (!params)
983 object *mark=find_marked_object(op);
984 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
985 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
986 } 1273 {
987 else { 1274 if (object *mark = op->mark ())
988 object *mark1=find_best_object_match(op, params); 1275 op->statusmsg (format ("%s is marked.", query_name (mark)));
989 if (!mark1) {
990 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
991 return 1;
992 }
993 else {
994 op->contr->mark=mark1;
995 op->contr->mark_count=mark1->count;
996 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
997 return 0;
998 }
999 }
1000 return 0; /*shouldnt get here */
1001}
1002
1003
1004/* op is the player
1005 * tmp is the monster being examined.
1006 */
1007void examine_monster(object *op,object *tmp) {
1008 object *mon=tmp->head?tmp->head:tmp;
1009
1010 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1012 if(mon->level>op->level)
1013 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1014 else if(mon->level<op->level)
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1016 else 1276 else
1017 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you."); 1277 op->failmsg ("You have no marked object.");
1018 if(mon->attacktype&AT_ACID)
1019 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1020
1021 /* Anyone know why this used to use the clone value instead of the
1022 * maxhp field? This seems that it should give more accurate results.
1023 */
1024 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1025 case 1:
1026 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1027 break;
1028 case 2:
1029 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1030 break;
1031 case 3:
1032 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1033 break;
1034 case 4:
1035 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1036 break;
1037 }
1038 if(present_in_ob(POISONING,mon)!=NULL)
1039 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1040}
1041
1042
1043/* tmp is the object being described, pl is who is examing it. */
1044char *long_desc(object *tmp, object *pl) {
1045 static char buf[VERY_BIG_BUF];
1046 char *cp;
1047
1048 if(tmp==NULL)
1049 return "";
1050
1051 buf[0]='\0';
1052 switch(tmp->type) {
1053 case RING:
1054 case SKILL:
1055 case WEAPON:
1056 case ARMOUR:
1057 case BRACERS:
1058 case HELMET:
1059 case SHIELD:
1060 case BOOTS:
1061 case GLOVES:
1062 case AMULET:
1063 case GIRDLE:
1064 case BOW:
1065 case ARROW:
1066 case CLOAK:
1067 case FOOD:
1068 case DRINK:
1069 case FLESH:
1070 case SKILL_TOOL:
1071 case POWER_CRYSTAL:
1072 if(*(cp=describe_item(tmp, pl))!='\0') {
1073 int len;
1074
1075 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1076 buf[VERY_BIG_BUF-1]=0;
1077 len=strlen(buf);
1078 if (len<VERY_BIG_BUF-5) {
1079 /* Since we know the length, we save a few cpu cycles by using
1080 * it instead of calling strcat */
1081 strcpy(buf+len," ");
1082 len++;
1083 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1084 buf[VERY_BIG_BUF-1]=0;
1085 }
1086 } 1278 }
1279 else
1087 } 1280 {
1088 if(buf[0]=='\0') { 1281 if (object *mark = find_best_object_match (op, params))
1089 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1282 {
1090 buf[VERY_BIG_BUF-1]=0; 1283 op->contr->mark = mark;
1091 } 1284 op->statusmsg (format ("Marked item %s", query_name (mark)));
1092 1285 }
1093 return buf; 1286 else
1094} 1287 op->failmsgf ("Could not find an object that matches %s", params);
1095
1096void examine(object *op, object *tmp) {
1097 char buf[VERY_BIG_BUF];
1098 int i;
1099
1100 if (tmp == NULL || tmp->type == CLOSE_CON)
1101 return;
1102
1103 strcpy(buf,"That is ");
1104 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1105 buf[VERY_BIG_BUF-1]=0;
1106
1107 new_draw_info(NDI_UNIQUE, 0,op,buf);
1108 buf[0]='\0';
1109
1110 if(tmp->custom_name) {
1111 strcpy(buf,"You call it ");
1112 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1113 buf[VERY_BIG_BUF-1]=0;
1114 new_draw_info(NDI_UNIQUE, 0,op,buf);
1115 buf[0]='\0';
1116 }
1117
1118 switch(tmp->type) {
1119 case SPELLBOOK:
1120 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1121 sprintf(buf,"%s is a %s level %s spell",
1122 tmp->inv->name, get_levelnumber(tmp->inv->level),
1123 tmp->inv->skill);
1124 } 1288 }
1125 break;
1126 1289
1127 case BOOK: 1290 return 0; /*shouldnt get here */
1128 if(tmp->msg!=NULL)
1129 strcpy(buf,"Something is written in it.");
1130 break;
1131
1132 case CONTAINER:
1133 if(tmp->race!=NULL) {
1134 if(tmp->weight_limit && tmp->stats.Str<100)
1135 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1136 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1137 else
1138 sprintf (buf,"It can hold only %s.", tmp->race);
1139 } else
1140 if(tmp->weight_limit && tmp->stats.Str<100)
1141 sprintf (buf,"Its weight limit is %.1f kg.",
1142 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1143 break;
1144
1145 case WAND:
1146 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1147 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1148 break;
1149 }
1150
1151 if(buf[0]!='\0')
1152 new_draw_info(NDI_UNIQUE, 0,op,buf);
1153
1154 if(tmp->materialname != NULL && !tmp->msg) {
1155 sprintf(buf, "It is made of: %s.", tmp->materialname);
1156 new_draw_info(NDI_UNIQUE, 0, op, buf);
1157 }
1158 /* Where to wear this item */
1159 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1160 if (tmp->body_info[i]<-1) {
1161 if (op->body_info[i])
1162 new_draw_info_format(NDI_UNIQUE, 0,op,
1163 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1164 else
1165 new_draw_info_format(NDI_UNIQUE, 0,op,
1166 "It goes %s", body_locations[i].nonuse_name);
1167 } else if (tmp->body_info[i]) {
1168 if (op->body_info[i])
1169 new_draw_info_format(NDI_UNIQUE, 0,op,
1170 "It goes %s", body_locations[i].use_name);
1171 else
1172 new_draw_info_format(NDI_UNIQUE, 0,op,
1173 "It goes %s", body_locations[i].nonuse_name);
1174 }
1175 }
1176
1177 if(tmp->weight) {
1178 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1179 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1180 new_draw_info(NDI_UNIQUE, 0,op,buf);
1181 }
1182
1183 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1184 object *floor;
1185 sprintf(buf,"You reckon %s worth %s.",
1186 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1187 new_draw_info(NDI_UNIQUE, 0,op,buf);
1188 floor = get_map_ob (op->map, op->x, op->y);
1189 if (floor && floor->type == SHOP_FLOOR) {
1190 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1191 sprintf(buf,"%s would cost you %s.",
1192 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1193 else
1194 sprintf(buf,"You are offered %s for %s.",
1195 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1196 new_draw_info(NDI_UNIQUE, 0,op,buf);
1197 }
1198 }
1199
1200 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1201 examine_monster(op,tmp);
1202
1203 /* Is this item buildable? */
1204 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1205 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1206
1207 /* Does the object have a message? Don't show message for all object
1208 * types - especially if the first entry is a match
1209 */
1210 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1211 tmp->type != CORPSE && !tmp->move_on &&
1212 strncasecmp(tmp->msg, "@match",7)) {
1213
1214 /* This is just a hack so when identifying the items, we print
1215 * out the extra message
1216 */
1217 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1218 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1219
1220 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1221 }
1222 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1223} 1291}
1224 1292
1225/*
1226 * inventory prints object's inventory. If inv==NULL then print player's
1227 * inventory.
1228 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1229 */
1230void inventory(object *op,object *inv) {
1231 object *tmp;
1232 char *in;
1233 int items = 0, length;
1234
1235 if (inv==NULL && op==NULL) {
1236 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1237 return;
1238 }
1239 tmp = inv ? inv->inv : op->inv;
1240
1241 while (tmp) {
1242 if ((!tmp->invisible &&
1243 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1244 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1245 items++;
1246 tmp=tmp->below;
1247 }
1248 if (inv==NULL) { /* player's inventory */
1249 if (items==0) {
1250 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1251 return;
1252 } else {
1253 length = 28;
1254 in = "";
1255 if (op)
1256 clear_win_info(op);
1257 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1258 }
1259 } else {
1260 if (items==0)
1261 return;
1262 else {
1263 length = 28;
1264 in = " ";
1265 }
1266 }
1267 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1268 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1269 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1270 continue;
1271 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1272 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1273 query_name(tmp), tmp->count,query_weight(tmp));
1274 else
1275 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1276 length+8, query_name(tmp),
1277 query_weight(tmp));
1278 }
1279 if(!inv && op) {
1280 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1281 41,"Total weight :",query_weight(op));
1282 }
1283}
1284
1285static void display_new_pickup( object* op )
1286 {
1287 int i = op->contr->mode;
1288
1289 if(!(i & PU_NEWMODE)) return;
1290
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1295
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1297
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1301
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1303 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1304
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1308
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1310 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1311 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1312 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1313
1314 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1315 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1316 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1317 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1318
1319 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1320 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1321 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1322 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1323
1324 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1325
1326 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1327
1328 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1329 }
1330
1331int command_pickup (object *op, char *params)
1332{
1333 uint32 i;
1334 static const char* names[ ] = {
1335 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1336 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1337 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1338 static uint32 modes[ ] = {
1339 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1340 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1341 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1342
1343 if(!params) {
1344 /* if the new mode is used, just print the settings */
1345 if(op->contr->mode & PU_NEWMODE)
1346 {
1347 display_new_pickup( op );
1348 return 1;
1349 }
1350 if(1) LOG(llevDebug, "command_pickup: !params\n");
1351 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1352 return 0;
1353 }
1354
1355 while ( *params == ' ' && *params )
1356 params++;
1357
1358 if ( *params == '+' || *params == '-' )
1359 {
1360 int mode;
1361 for ( mode = 0; names[ mode ]; mode++ )
1362 {
1363 if ( !strcmp( names[ mode ], params + 1 ) )
1364 {
1365 i = op->contr->mode;
1366 if ( !( i & PU_NEWMODE ) )
1367 i = PU_NEWMODE;
1368 if ( *params == '+' )
1369 i = i | modes[ mode ];
1370 else
1371 i = i & ~modes[ mode ];
1372 op->contr->mode = i;
1373 display_new_pickup( op );
1374 return 1;
1375 }
1376 }
1377 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1378 return 1;
1379 }
1380
1381 if(sscanf(params, "%u", &i) != 1) {
1382 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1383 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1384 return 1;
1385 }
1386 set_pickup_mode(op,i);
1387
1388 return 1;
1389}
1390
1391void set_pickup_mode(object *op,int i) {
1392 switch(op->contr->mode=i) {
1393 case 0:
1394 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1395 break;
1396 case 1:
1397 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1398 break;
1399 case 2:
1400 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1401 break;
1402 case 3:
1403 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1404 break;
1405 case 4:
1406 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1407 break;
1408 case 5:
1409 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1410 break;
1411 case 6:
1412 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1413 break;
1414 case 7:
1415 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1416 break;
1417 }
1418}
1419
1420int command_search_items (object *op, char *params)
1421{
1422 char buf[MAX_BUF];
1423
1424 if (settings.search_items == FALSE)
1425 return 1;
1426
1427 if(params == NULL) {
1428 if(op->contr->search_str[0]=='\0') {
1429 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1430 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1431 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1432 return 1;
1433 }
1434 op->contr->search_str[0]='\0';
1435 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1436 fix_player(op);
1437 return 1;
1438 }
1439 if((int)strlen(params) >= MAX_BUF) {
1440 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1441 return 1;
1442 }
1443 strcpy(op->contr->search_str, params);
1444 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1445 new_draw_info(NDI_UNIQUE, 0,op,buf);
1446 fix_player(op);
1447 return 1;
1448}
1449
1450/*
1451 * Changing the custom name of an item
1452 *
1453 * Syntax is: rename <what object> to <new name>
1454 * if '<what object>' is omitted, marked object is used
1455 * if 'to <new name>' is omitted, custom name is cleared
1456 *
1457 * Names are considered for all purpose having a length <=127 (max length sent to client
1458 * by server) */
1459
1460int command_rename_item(object *op, char *params)
1461{
1462 char buf[VERY_BIG_BUF];
1463 int itemnumber;
1464 object *item=NULL;
1465 char *closebrace;
1466 size_t counter;
1467
1468 if (params) {
1469 /* Let's skip white spaces */
1470 while(' '==*params) params++;
1471
1472 /* Checking the first part */
1473 if ((itemnumber = atoi(params))!=0) {
1474 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1475 if (!item) {
1476 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1477 return 1;
1478 }
1479 while(isdigit(*params) || ' '==*params) params++;
1480 }
1481 else if ('<'==*params) {
1482 /* Got old name, let's get it & find appropriate matching item */
1483 closebrace=strchr(params,'>');
1484 if(!closebrace) {
1485 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1486 return 1;
1487 }
1488 /* Sanity check for buffer overruns */
1489 if((closebrace-params)>127) {
1490 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1491 return 1;
1492 }
1493 /* Copy the old name */
1494 strncpy(buf,params+1,closebrace-params-1);
1495 buf[closebrace-params-1]='\0';
1496
1497 /* Find best matching item */
1498 item=find_best_object_match(op,buf);
1499 if(!item) {
1500 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1501 return 1;
1502 }
1503
1504 /* Now need to move pointer to just after > */
1505 params=closebrace+1;
1506 while(' '==*params) params++;
1507
1508 } else {
1509 /* Use marked item */
1510 item=find_marked_object(op);
1511 if(!item) {
1512 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1513 return 1;
1514 }
1515 }
1516
1517 /* Now let's find the new name */
1518 if(!strncmp(params,"to ",3)) {
1519 params+=3;
1520 while(' '==*params) params++;
1521 if('<'!=*params) {
1522 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1523 return 1;
1524 }
1525 closebrace=strchr(params+1,'>');
1526 if(!closebrace) {
1527 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1528 return 1;
1529 }
1530
1531 /* Sanity check for buffer overruns */
1532 if((closebrace-params)>127) {
1533 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1534 return 1;
1535 }
1536
1537 /* Copy the new name */
1538 strncpy(buf,params+1,closebrace-params-1);
1539 buf[closebrace-params-1]='\0';
1540
1541 /* Let's check it for weird characters */
1542 for(counter=0;counter<strlen(buf);counter++) {
1543 if(isalnum(buf[counter])) continue;
1544 if(' '==buf[counter]) continue;
1545 if('\''==buf[counter]) continue;
1546 if('+'==buf[counter]) continue;
1547 if('_'==buf[counter]) continue;
1548 if('-'==buf[counter]) continue;
1549
1550 /* If we come here, then the name contains an invalid character...
1551 tell the player & exit */
1552 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1553 return 1;
1554 }
1555
1556 } else {
1557 /* If param contains something, then syntax error... */
1558 if(strlen(params)) {
1559 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1560 return 1;
1561 }
1562 /* New name is empty */
1563 buf[0]='\0';
1564 }
1565 } else {
1566 /* Last case: params==NULL */
1567 item=find_marked_object(op);
1568 if(!item) {
1569 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1570 return 1;
1571 }
1572 buf[0]='\0';
1573 }
1574
1575 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1576 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1577 return 1;
1578 }
1579
1580 /* Coming here, everything is fine... */
1581 if(!strlen(buf)) {
1582 /* Clear custom name */
1583 if(item->custom_name) {
1584 FREE_AND_CLEAR_STR(item->custom_name);
1585
1586 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));
1587 esrv_update_item(UPD_NAME,op,item);
1588 } else {
1589 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1590 }
1591 } else {
1592 /* Set custom name */
1593 FREE_AND_COPY(item->custom_name,buf);
1594
1595 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);
1596 esrv_update_item(UPD_NAME,op,item);
1597 }
1598
1599 return 1;
1600}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines