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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.11 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.134 by root, Sat Nov 17 23:40:03 2018 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 1.11 2006/08/29 10:51:43 elmex Exp $";
4 */ 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
5/* 26/*
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 27 * Object (handling) commands
28*/ 28 */
29 29
30#include <global.h> 30#include <global.h>
31#include <loader.h>
32#include <skills.h> 31#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 32#include <sproto.h>
35#endif
36#include <living.h> 33#include <living.h>
37#include <math.h> 34
38/* 35/*
39 * Object id parsing functions 36 * Object id parsing functions
40 */ 37 */
41 38
42#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45#define ADD_ITEM(NEW,COUNT)\ 39#define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\ 40 if(!first) {\
47 OBLINKMALLOC(first);\ 41 first = new objectlink;\
48 last=first;\ 42 last=first;\
49 } else {\ 43 } else {\
50 OBLINKMALLOC(last->next);\ 44 last->next = new objectlink;\
51 last=last->next;\ 45 last=last->next;\
52 }\ 46 }\
53 last->next=NULL;\ 47 last->next=0;\
54 last->ob=(NEW);\ 48 last->ob=(NEW);\
55 last->id=(COUNT); 49 last->id=(COUNT);
56 50
57/** 51/**
58 * Search the inventory of 'pl' for what matches best with params. 52 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour 53 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match. 54 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to 55 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects 56 * only unapply applied, or apply unapplied objects
63 **/ 57 **/
58static object *
64static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag) 59find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
65{ 60{
66 object *tmp, *best=NULL; 61 object *best = 0;
67 int match_val=0,tmpmatch; 62 int match_val = 0;
68 63
69 for (tmp=pl->inv; tmp; tmp=tmp->below) { 64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 {
70 if (tmp->invisible) continue; 66 if (tmp->invisible)
67 continue;
68
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) { 69 int tmpmatch = item_matched_string (pl, tmp, params);
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 70
71 if (tmpmatch > match_val)
72 {
73 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
74 continue;
75
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 76 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
77 continue;
78
74 match_val=tmpmatch; 79 match_val = tmpmatch;
75 best=tmp; 80 best = tmp;
76 } 81 }
77 } 82 }
83
78 return best; 84 return best;
79} 85}
80 86
81/** 87/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 89 **/
90object *
84object *find_best_object_match(object *pl, const char *params) 91find_best_object_match (object *pl, const char *params)
85{ 92{
86 return find_best_apply_object_match(pl, params, AP_NULL); 93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
87} 94}
88 95
96static bool
97can_split (object *pl, object *&op, sint32 nrof)
98{
99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
113}
114
115int
89int command_uskill ( object *pl, char *params) { 116command_uskill (object *pl, char *params)
117{
90 if (!params) { 118 if (!params)
119 {
91 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
92 return 0; 121 return 0;
93 } 122 }
123
94 return use_skill(pl,params); 124 return use_skill (pl, params);
95} 125}
96 126
127int
97int command_rskill ( object *pl, char *params) { 128command_rskill (object *pl, char *params)
129{
98 object *skill; 130 object *skill;
99 131
100 if (!params) { 132 if (!params)
133 {
101 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102 return 0; 135 return 0;
103 } 136 }
137
104 skill = find_skill_by_name(pl, params); 138 skill = find_skill_by_name_fuzzy (pl, params);
105 139
106 if (!skill) { 140 if (!skill)
141 {
107 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
108 return 0; 143 return 0;
109 } 144 }
110 return change_skill(pl,skill, 0);
111}
112 145
113 146 pl->apply (skill);
114/* These functions (command_search, command_disarm) are really just wrappers for 147 return 1;
115 * things like 'use_skill ...'). In fact, they should really be obsoleted
116 * and replaced with those.
117 */
118int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120} 148}
121
122int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124}
125
126 149
127/* A little special because we do want to pass the full params along 150/* A little special because we do want to pass the full params along
128 * as it includes the object to throw. 151 * as it includes the object to throw.
129 */ 152 */
153int
130int command_throw (object *op, char *params) 154command_throw (object *op, char *params)
131{ 155{
132 object *skop; 156 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); 157 return do_skill (op, op, skop, op->facing, params);
136 else { 158 else
137 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 159 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill.");
138 } 160
139 return 0; 161 return 0;
140} 162}
141 163
142 164int
143int command_apply (object *op, char *params) 165command_apply (object *op, char *params)
144{ 166{
145 if (!params) { 167 if (!params)
168 {
146 player_apply_below(op); 169 player_apply_below (op);
147 return 0; 170 return 0;
148 } 171 }
149 else { 172 else
173 {
150 apply_flag aflag = (apply_flag) 0; 174 apply_flag aflag = (apply_flag)0;
151 object *inv;
152 175
153 while (*params==' ') params++; 176 while (*params == ' ')
177 params++;
178
154 if (!strncmp(params,"-a ",3)) { 179 if (!strncmp (params, "-a ", 3))
180 {
155 aflag=AP_APPLY; 181 aflag = AP_APPLY;
156 params+=3; 182 params += 3;
157 } 183 }
184
158 if (!strncmp(params,"-u ",3)) { 185 if (!strncmp (params, "-u ", 3))
186 {
159 aflag=AP_UNAPPLY; 187 aflag = AP_UNAPPLY;
188 params += 3;
189 }
190
191 while (*params == ' ')
160 params+=3; 192 params++;
161 }
162 while (*params==' ') params++;
163 193
164 inv=find_best_apply_object_match(op, params, aflag); 194 if (object *inv = find_best_apply_object_match (op, params, aflag))
165 if (inv) {
166 player_apply(op,inv,aflag,0); 195 op->apply (inv, aflag);
167 } else 196 else
168 new_draw_info_format(NDI_UNIQUE, 0, op,
169 "Could not find any match to the %s.",params); 197 op->failmsgf ("Could not find any match to the %s.", params);
170 } 198 }
199
171 return 0; 200 return 0;
172} 201}
173 202
174/* 203/*
175 * Check if an item op can be put into a sack. If pl exists then tell 204 * 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 207 * 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 208 * 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 209 * certain number of objects to drop, so we can pass that number, and
181 * not need to use split_ob and stuff. 210 * not need to use split_ob and stuff.
182 */ 211 */
212int
183int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 213sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
184 214{
185 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 215 if (!sack->flag [FLAG_APPLIED])
186 new_draw_info_format(NDI_UNIQUE, 0, pl, 216 {
187 "The %s is not active.", query_name(sack)); 217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
188 return 0; 218 return 0;
189 } 219 }
220
190 if (sack == op) { 221 if (sack == op)
191 new_draw_info_format(NDI_UNIQUE, 0, pl, 222 {
192 "You can't put the %s into itself.", query_name(sack)); 223 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
193 return 0; 224 return 0;
225 }
226
227 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
194 } 228 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER 229 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
196 || (sack->stats.food && sack->stats.food != op->type))) {
197 new_draw_info_format(NDI_UNIQUE, 0, pl,
198 "You can put only %s into the %s.", sack->race, query_name(sack));
199 return 0; 230 return 0;
200 } 231 }
232
201 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 233 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
202 new_draw_info_format(NDI_UNIQUE, 0, pl, 234 {
203 "You can't put the key into %s.", query_name(sack)); 235 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
204 return 0; 236 return 0;
205 } 237 }
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 238
239 if (sack->weight_limit
240 && weight_t (sack->carrying
241 + sack->number_of ()
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0)) 242 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) { 243 * (100 - sack->stats.Str) / 100)
209 new_draw_info_format(NDI_UNIQUE, 0, pl, 244 > sack->weight_limit)
210 "That won't fit in the %s!", query_name(sack)); 245 {
246 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
211 return 0; 247 return 0;
212 } 248 }
249
213 /* All other checks pass, must be OK */ 250 /* All other checks pass, must be OK */
214 return 1; 251 return 1;
215} 252}
216 253
217/* Pick up commands follow */ 254/* Pick up commands follow */
255
218/* pl = player (not always - monsters can use this now) 256/* pl = player (not always - monsters can use this now)
219 * op is the object to put tmp into, 257 * op is the object to put tmp into,
220 * tmp is the object to pick up, nrof is the number to 258 * tmp is the object to pick up, nrof is the number to
221 * pick up (0 means all of them) 259 * pick up (0 means all of them)
222 */ 260 */
261static void
223static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 262pick_up_object (object *pl, object *op, object *tmp, int nrof)
224{ 263{
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; 264 weight_t weight, effective_weight_limit;
231 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 265 int tmp_nrof = tmp->number_of ();
232 266
233 /* IF the player is flying & trying to take the item out of a container 267 /* 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 268 * 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 269 * (sack, luggage, etc), tmp->env->env then points to the player (nested
236 * containers not allowed as of now) 270 * containers not allowed as of now)
237 */ 271 */
238 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 272 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
239 is_player_inv(tmp)!=pl) { 273 {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!"); 274 pl->failmsg ("You are levitating, you can't reach the ground! "
275 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
276 "or waiting till the levitation effect wears off.>");
241 return; 277 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 }
254 278 }
279
280 if (tmp->flag [FLAG_NO_DROP])
281 return;
282
255 if (nrof > tmp_nrof || nrof == 0) 283 if (nrof > tmp_nrof || nrof <= 0)
256 nrof = tmp_nrof; 284 nrof = tmp_nrof;
285
257 /* Figure out how much weight this object will add to the player */ 286 /* Figure out how much weight this object will add to the player */
258 weight = tmp->weight * nrof; 287 weight = tmp->weight * nrof;
288 if (tmp->inv)
259 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 289 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260 if (pl->stats.Str <= MAX_STAT) 290
261 effective_weight_limit = weight_limit[pl->stats.Str]; 291 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
262 else 292
263 effective_weight_limit = weight_limit[MAX_STAT];
264 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 293 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
294 {
265 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up."); 295 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
266 return; 296 return;
297 }
298
299 if (!can_split (pl, tmp, nrof))
300 return;
301
302 if (tmp->flag [FLAG_UNPAID])
267 } 303 {
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 304 tmp->flag.reset (FLAG_UNPAID);
269 SET_FLAG(tmp, FLAG_WAS_WIZ); 305 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
270 if (nrof != tmp_nrof) { 306 tmp->flag.set (FLAG_UNPAID);
271 object *tmp2 = tmp;
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return;
277 }
278 /* Tell a client what happened rest of objects */
279 if (pl->type == PLAYER) {
280 if (was_destroyed (tmp2, tmp2_tag))
281 esrv_del_item (pl->contr, tmp2_tag);
282 else
283 esrv_send_item (pl, tmp2);
284 }
285 } else {
286 /* If the object is in a container, send a delete to the client.
287 * - we are moving all the items from the container to elsewhere,
288 * so it needs to be deleted.
289 */
290 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291 if (tmp->env && pl->type==PLAYER)
292 esrv_del_item (pl->contr, tmp->count);
293 remove_ob(tmp); /* Unlink it */
294 }
295 } 307 }
296 if(QUERY_FLAG(tmp, FLAG_UNPAID))
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
298 query_cost_string(tmp,pl,F_BUY | F_SHOP));
299 else 308 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 309 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);
302 310
303 tmp = insert_ob_in_ob(tmp, op); 311 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} 312}
322 313
323
324void pick_up(object *op,object *alt)
325/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 314/* modified slightly to allow monsters use this -b.t. 5-31-95 */
315void
316pick_up (object *op, object *alt)
326{ 317{
327 int need_fix_tmp = 0; 318 int need_fix_tmp = 0;
328 object *tmp=NULL; 319 object *tmp = NULL;
329 mapstruct *tmp_map=NULL; 320 maptile *tmp_map = NULL;
330 int count; 321 int count;
331 tag_t tag;
332 322
333 /* Decide which object to pick. */ 323 /* Decide which object to pick. */
334 if (alt) 324 if (alt)
335 { 325 {
336 if ( ! can_pick (op, alt)) { 326 if (!can_pick (op, alt))
327 {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 328 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 alt->name);
339 goto leave; 329 goto leave;
340 } 330 }
331
341 tmp = alt; 332 tmp = alt;
342 } 333 }
343 else 334 else
344 { 335 {
345 if (op->below == NULL || ! can_pick (op, op->below)) { 336 if (op->below == NULL || !can_pick (op, op->below))
346 new_draw_info (NDI_UNIQUE, 0, op, 337 {
347 "There is nothing to pick up here."); 338 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
348 goto leave; 339 goto leave;
349 } 340 }
341
350 tmp = op->below; 342 tmp = op->below;
351 } 343 }
352 344
353 /* Try to catch it. */ 345 /* Try to catch it. */
354 tmp_map = tmp->map; 346 tmp_map = tmp->map;
355 tmp = stop_item (tmp); 347 tmp = stop_item (tmp);
356 if (tmp == NULL) 348 if (tmp == NULL)
349 goto leave;
350
351 need_fix_tmp = 1;
352 if (!can_pick (op, tmp))
353 goto leave;
354
355 if (op->type == PLAYER)
356 {
357 count = op->contr->count;
358 if (count == 0)
359 count = tmp->nrof;
360 }
361 else
362 count = tmp->nrof;
363
364 /* container is open, so use it */
365 if (tmp->flag [FLAG_STARTEQUIP])
366 alt = op;
367 else if ((alt = op->container_ ()))
368 {
369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
357 goto leave; 370 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 } 371 }
366 else 372 else
367 count=tmp->nrof; 373 { /* non container pickup */
374 for (alt = op->inv; alt; alt = alt->below)
375 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377 break; /* perfect match */
368 378
369 /* container is open, so use it */ 379 if (!alt)
370 if (op->container) {
371 alt = op->container;
372 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373 goto leave;
374 } else { /* non container pickup */
375 for (alt=op->inv; alt; alt=alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 381 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
377 alt->race && alt->race==tmp->race && 382 break; /* General container comes next */
378 sack_can_hold (NULL, alt, tmp,count)) 383
379 break; /* perfect match */
380
381 if (!alt) 384 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below)
383 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
384 sack_can_hold (NULL, alt, tmp,count))
385 break; /* General container comes next */
386 if (!alt)
387 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
388 } 386 }
387
389 if(tmp->env == alt) { 388 if (tmp->env == alt)
389 {
390 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
391 * if someone wants to implement it 391 * if someone wants to implement it
392 */ 392 */
393 alt = op; 393 alt = op;
394 } 394 }
395
395#ifdef PICKUP_DEBUG 396#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); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397#endif 398#endif
398 399
399 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER 401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
401 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 { 402 {
403 new_draw_info (NDI_UNIQUE, 0, op, 403 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; 404 goto leave;
406 } 405 }
407 406
408 tag = tmp->count;
409 pick_up_object (op, alt, tmp, count); 407 pick_up_object (op, alt, tmp, count);
408
410 if (was_destroyed (tmp, tag) || tmp->env) 409 if (tmp->destroyed () || tmp->env)
411 need_fix_tmp = 0; 410 need_fix_tmp = 0;
411
412 if (op->type == PLAYER) 412 if (op->type == PLAYER)
413 op->contr->count=0; 413 op->contr->count = 0;
414
414 goto leave; 415 goto leave;
415 416
416 leave: 417leave:
417 if (need_fix_tmp) 418 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
419} 420}
420
421 421
422/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to 423 * who issued the command. params is a string to
424 * match against the item name. Basically, always 424 * match against the item name. Basically, always
425 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
426 */ 426 */
427int
427int command_take (object *op, char *params) 428command_take (object *op, char *params)
428{ 429{
429 object *tmp, *next; 430 object *tmp, *next;
430 431
431 if (op->container) 432 if (op->container_ ())
432 tmp=op->container->inv; 433 tmp = op->container_ ()->inv;
433 else { 434 else
435 {
434 tmp=op->above; 436 tmp = op->above;
437 if (tmp)
435 if (tmp) while (tmp->above) { 438 while (tmp->above)
436 tmp=tmp->above; 439 tmp = tmp->above;
437 } 440
438 if (!tmp) 441 if (!tmp)
439 tmp=op->below; 442 tmp = op->below;
443 }
444
445 if (!tmp)
440 } 446 {
441
442 if (tmp==NULL) {
443 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
444 return 0; 448 return 0;
445 } 449 }
446 450
447 /* Makes processing easier */ 451 /* Makes processing easier */
448 if (params && *params=='\0') params=NULL; 452 if (params && *params == '\0')
453 params = 0;
449 454
455 int cnt = MAX_ITEM_PER_ACTION;
456
450 while (tmp) { 457 while (tmp)
458 {
451 next=tmp->below; 459 next = tmp->below;
452 460
453 if (tmp->invisible) { 461 if (tmp->invisible)
462 {
454 tmp=next; 463 tmp = next;
455 continue; 464 continue;
456 } 465 }
466
457 /* This following two if and else if could be merged into line 467 /* This following two if and else if could be merged into line
458 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
459 * not make it any more efficient 469 * not make it any more efficient
460 */ 470 */
461 if (params && item_matched_string(op, tmp, params)) { 471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
462 pick_up(op, tmp); 474 pick_up (op, tmp);
463 } 475 }
464 else if (can_pick(op, tmp) && !params) { 476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
465 pick_up(op,tmp); 479 pick_up (op, tmp);
480 break;
481 }
482
483 tmp = next;
484 }
485
486 if (cnt < 0)
487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
489 return 0;
490 }
491
492 if (!params && !tmp)
493 {
494 for (tmp = op->below; tmp; tmp = tmp->below)
495 if (!tmp->invisible)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
466 break; 498 break;
467 }
468 tmp=next;
469 /* Might as well just skip over the player immediately -
470 * we know it can't be picked up
471 */
472 if (tmp == op) tmp=tmp->below;
473 }
474 if (!params && !tmp) {
475 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
476 if (!tmp->invisible) {
477 char buf[MAX_BUF];
478 sprintf(buf,"You can't pick up a %s.",
479 tmp->name? tmp->name:"null");
480 new_draw_info(NDI_UNIQUE, 0,op, buf);
481 break;
482 } 499 }
500
501 if (!tmp)
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
484 } 503 }
504
485 return 0; 505 return 0;
486} 506}
487
488 507
489/* 508/*
490 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
491 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * 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. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
493 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
494 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
495 */ 515 */
516void
496void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497{ 518{
498 tag_t tmp_tag, tmp2_tag;
499 object *tmp2, *sack2; 519 object *tmp2;
500 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
501 521
502 if (sack==tmp) return; /* Can't put an object in itself */ 522 if (sack == tmp)
503 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 523 return; /* Can't put an object in itself */
504 new_draw_info_format(NDI_UNIQUE, 0,op, 524
505 "You cannot put the %s in the %s.", query_name(tmp), 525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
506 query_name(sack)); 526 {
527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
507 return; 528 return;
508 } 529 }
530
509 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
510 532 {
511 /* Eneq(@csd.uu.se): If the object to be dropped is a container 533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
512 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
513 * container, this is only done if the object has something in it. 535 * container, this is only done if the object has something in it.
514 */ 536 */
515 sack2 = tmp;
516 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 537 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
517 query_name(tmp), query_name(sack)); 538
518 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
519 tmp = tmp2->below; 541 tmp = tmp2->below;
542
520 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) { 543 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
521 put_object_in_sack (op, sack, tmp2, 0); 544 put_object_in_sack (op, sack, tmp2, 0);
522 } else { 545 else
546 {
523 sprintf(buf,"Your %s fills up.", query_name(sack)); 547 sprintf (buf, "Your %s fills up.", query_name (sack));
524 new_draw_info(NDI_UNIQUE, 0,op, buf); 548 new_draw_info (NDI_UNIQUE, 0, op, buf);
525 break; 549 break;
526 } 550 }
527 } 551 }
528 esrv_update_item (UPD_WEIGHT, op, sack2); 552
529 return; 553 return;
530 } 554 }
531 555
532 /* Don't worry about this for containers - our caller should have 556 /* Don't worry about this for containers - our caller should have
533 * already checked this. 557 * already checked this.
534 */ 558 */
535 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof))) 559 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
560 return;
561
562 if (tmp->flag [FLAG_APPLIED])
563 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
536 return; 564 return;
537 565
538 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
539 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
540 return;
541 }
542
543 /* we want to put some portion of the item into the container */ 566 /* we want to put some portion of the item into the container */
544 if (nrof && tmp->nrof != nrof) { 567 if (!can_split (op, tmp, nrof))
545 object *tmp2 = tmp; 568 return;
546 tmp2_tag = tmp2->count;
547 tmp = get_split_ob (tmp, nrof);
548 569
549 if(!tmp) { 570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
550 new_draw_info(NDI_UNIQUE, 0,op, errmsg); 571 sack->insert (tmp);
572}
573
574/* In contrast to drop_object (op, tmp, nrof) above this function takes the
575 * already split off object, and feeds it to the event handlers and does
576 * other magic with it.
577 *
578 * <droppper> is the object that dropped this object and <obj> is the
579 * object that was dropped.
580 *
581 * Make sure to check what happened with <obj> after this function returns!
582 * Otherwise you may leak this object.
583 */
584void
585drop_object (object *dropper, object *obj)
586{
587 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
588 return;
589
590 if (obj->destroyed () || obj->is_inserted ())
591 return;
592
593 if (obj->flag [FLAG_STARTEQUIP])
594 {
595 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
596 dropper->statusmsg ("The god who lent it to you retrieves it.");
597
598 obj->destroy ();
599 dropper->update_stats ();
551 return; 600 return;
552 } 601 }
553 /* Tell a client what happened other objects */
554 if (was_destroyed (tmp2, tmp2_tag))
555 esrv_del_item (op->contr, tmp2_tag);
556 else /* this can proably be replaced with an update */
557 esrv_send_item (op, tmp2);
558 } else
559 remove_ob(tmp);
560 602
561 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 603 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
562 query_name(tmp), query_name(sack)); 604 floor;
563 tmp_tag = tmp->count; 605 floor = floor->above)
564 tmp2 = insert_ob_in_ob(tmp, sack); 606 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
565 fix_player(op); /* This is overkill, fix_player() is called somewhere */ 607 return;
566 /* in object.c */
567 608
568 /* If an object merged (and thus, different object), we need to 609 if (obj->destroyed () || obj->is_inserted ())
569 * delete the original. 610 return;
611
612 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
613 if (!sell_item (obj, dropper))
614 return;
615
616 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
617 return;
618
619 /* If nothing special happened with this object, the default action is to
620 * insert it below the dropper:
570 */ 621 */
571 if (tmp2 != tmp)
572 esrv_del_item (op->contr, tmp_tag);
573 622
574 esrv_send_item (op, tmp2); 623 obj->x = dropper->x;
624 obj->y = dropper->y;
575 625
576 /* update the sacks weight */ 626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
577 esrv_update_item (UPD_WEIGHT, op, sack);
578} 627}
579 628
580/* 629/*
581 * This function was part of drop, now is own function. 630 * This function was part of drop, now is own function.
582 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 631 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
583 * nrof objects is tried to dropped. 632 * nrof objects are tried to drop.
584 * This is used when dropping objects onto the floor. 633 * This is used when dropping objects onto the floor.
585 */ 634 */
586void 635void
587drop_object (object * op, object * tmp, uint32 nrof) 636drop_object (object *op, object *tmp, uint32 nrof)
588{ 637{
589 char buf[MAX_BUF]; 638 if (tmp->flag [FLAG_NO_DROP])
590 object *floor;
591
592 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593 return; 639 return;
594 640
595 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (tmp->flag [FLAG_APPLIED])
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return; /* can't unapply it */ 643 return; /* can't unapply it */
598 644
599 /* We are only dropping some of the items. We split the current objec 645 /* We are only dropping some of the items. We split the current object
600 * off 646 * off
601 */ 647 */
602 if (nrof && tmp->nrof != nrof) 648 if (!can_split (op, tmp, nrof))
649 return;
650
651 drop_object (op, tmp);
652
653 if (!tmp->destroyed () && !tmp->is_inserted ())
654 {
655 // if nothing happened with the object we give it back
656 op->insert (tmp);
603 { 657 }
604 object *tmp2 = tmp; 658}
605 tag_t tmp2_tag = tmp2->count; 659
606 tmp = get_split_ob (tmp, nrof); 660void
607 if (!tmp) 661drop (object *op, object *tmp)
662{
663 /* Hopeful fix for disappearing objects when dropping from a container -
664 * somehow, players get an invisible object in the container, and the
665 * old logic would skip over invisible objects - works fine for the
666 * playes inventory, but drop inventory wants to use the next value.
667 */
668 if (tmp->invisible)
669 {
670 /* if the following is the case, it must be in an container. */
671 if (tmp->env && tmp->env->type != PLAYER)
608 { 672 {
609 new_draw_info (NDI_UNIQUE, 0, op, errmsg); 673 /* Just toss the object - probably shouldn't be hanging
674 * around anyways
675 */
676 tmp->destroy ();
610 return; 677 return;
611 } 678 }
612 /* Tell a client what happened rest of objects. tmp2 is now the
613 * original object
614 */
615 if (op->type == PLAYER)
616 {
617 if (was_destroyed (tmp2, tmp2_tag))
618 esrv_del_item (op->contr, tmp2_tag);
619 else 679 else
620 esrv_send_item (op, tmp2); 680 while (tmp && tmp->invisible)
621 } 681 tmp = tmp->below;
622 }
623 else
624 remove_ob (tmp);
625
626 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
627 return;
628
629 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
630 { 682 }
631 sprintf (buf, "You drop the %s.", query_name (tmp)); 683
632 new_draw_info (NDI_UNIQUE, 0, op, buf); 684 if (!tmp)
633 new_draw_info (NDI_UNIQUE, 0, op, 685 {
634 "The gods who lent it to you retrieves it."); 686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
635 if (op->type == PLAYER)
636 esrv_del_item (op->contr, tmp->count);
637 free_object (tmp);
638 fix_player (op);
639 return; 687 return;
640 } 688 }
641 689
642/* If SAVE_INTERVAL is commented out, we never want to save 690 if (tmp->flag [FLAG_INV_LOCKED])
643 * the player here.
644 */
645#ifdef SAVE_INTERVAL
646 /* I'm not sure why there is a value check - since the save
647 * is done every SAVE_INTERVAL seconds, why care the value
648 * of what he is dropping?
649 */
650 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
651 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
652 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
653 {
654 save_player (op, 1);
655 op->contr->last_save_time = time (NULL);
656 } 691 {
657#endif /* SAVE_INTERVAL */ 692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
658
659 if (op->type == PLAYER)
660 esrv_del_item (op->contr, tmp->count);
661
662 /* Call this before we update the various windows/players. At least
663 * that we, we know the weight is correct.
664 */
665 fix_player (op); /* This is overkill, fix_player() is called somewhere */
666 /* in object.c */
667
668 if (op->type == PLAYER)
669 {
670 op->contr->socket.update_look = 1;
671 /* Need to update the weight for the player */
672 esrv_send_item (op, op);
673 }
674
675 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
676 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
677 return; 693 return;
694 }
678 695
679 if (is_in_shop (op) 696 if (tmp->flag [FLAG_NO_DROP])
680 && !QUERY_FLAG (tmp, FLAG_UNPAID)
681 && tmp->type != MONEY)
682 sell_item (tmp, op);
683
684 tmp->x = op->x;
685 tmp->y = op->y;
686
687 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
688}
689
690void drop(object *op, object *tmp)
691{
692 /* Hopeful fix for disappearing objects when dropping from a container -
693 * somehow, players get an invisible object in the container, and the
694 * old logic would skip over invisible objects - works fine for the
695 * playes inventory, but drop inventory wants to use the next value.
696 */
697 if (tmp->invisible) {
698 /* if the following is the case, it must be in an container. */
699 if (tmp->env && tmp->env->type != PLAYER) {
700 /* Just toss the object - probably shouldn't be hanging
701 * around anyways
702 */
703 remove_ob(tmp);
704 free_object(tmp);
705 return;
706 } else {
707 while(tmp!=NULL && tmp->invisible)
708 tmp=tmp->below;
709 }
710 } 697 {
711
712 if (tmp==NULL) {
713 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
714 return;
715 }
716 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
717 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
718 return;
719 }
720 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
721#if 0 698#if 0
722 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 699 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
723 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped."); 700 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
724#endif 701#endif
725 return; 702 return;
726 } 703 }
727 704
705 if (op->type == PLAYER && op->contr->last_used == tmp)
706 op->contr->last_used = tmp->below ? tmp->below
707 : tmp->above ? tmp->above
708 : (object *)0;
709
710 if (op->container_ ())
711 {
728 if (op->type == PLAYER) 712 if (op->type == PLAYER)
729 { 713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
730 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
731 object *n=NULL;
732 if(tmp->below != NULL)
733 n = tmp->below;
734 else if(tmp->above != NULL)
735 n = tmp->above;
736 op->contr->last_used = n;
737 if (n != NULL)
738 op->contr->last_used_id = n->count;
739 else 714 else
740 op->contr->last_used_id = 0; 715 put_object_in_sack (op, op->container_ (), tmp, 0);
741 }
742 }; 716 }
743 717 else
744 if (op->container) { 718 {
745 if (op->type == PLAYER) 719 if (op->type == PLAYER)
746 {
747 put_object_in_sack (op, op->container, tmp, op->contr->count);
748 } else {
749 put_object_in_sack(op, op->container, tmp, 0);
750 };
751 } else {
752 if (op->type == PLAYER)
753 {
754 drop_object (op, tmp, op->contr->count); 720 drop_object (op, tmp, op->contr->count);
755 } else { 721 else
756 drop_object(op,tmp,0); 722 drop_object (op, tmp, 0);
757 };
758 } 723 }
724
759 if (op->type == PLAYER) 725 if (op->type == PLAYER)
760 op->contr->count = 0; 726 op->contr->count = 0;
761} 727}
762
763
764 728
765/* Command will drop all items that have not been locked */ 729/* Command will drop all items that have not been locked */
730int
766int command_dropall (object *op, char *params) { 731command_dropall (object *op, char *params)
732{
767 733
768 object * curinv, *nextinv;
769
770 if(op->inv == NULL) { 734 if (op->inv == NULL)
735 {
771 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
772 return 0; 737 return 0;
773 } 738 }
774 739
775 curinv = op->inv; 740 object *curinv = op->inv;
741 object *nextinv;
776 742
777 /*
778 This is the default. Drops everything not locked or considered
779 not something that should be dropped.
780 */
781 /* 743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
782 Care must be taken that the next item pointer is not to money as 748 Care must be taken that the next item pointer is not to money as
783 the drop() routine will do unknown things to it when dropping 749 the drop() routine will do unknown things to it when dropping
784 in a shop. --Tero.Pelander@utu.fi 750 in a shop. --Tero.Pelander@utu.fi
785 */ 751 */
752 int cnt = MAX_ITEM_PER_ACTION;
786 753
787 if(params==NULL) { 754 if (!params)
788 while(curinv != NULL) { 755 {
756 while (curinv)
757 {
789 nextinv = curinv->below; 758 nextinv = curinv->below;
759
790 while (nextinv && nextinv->type==MONEY) 760 while (nextinv && nextinv->type == MONEY)
791 nextinv = nextinv->below; 761 nextinv = nextinv->below;
792 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 762
793 curinv->type != FOOD && curinv->type != KEY && 763 if (!curinv->flag [FLAG_INV_LOCKED]
794 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
795 !curinv->invisible && 764 && !curinv->invisible
796 (curinv->type!=CONTAINER || op->container!=curinv)) 765 && curinv->type != MONEY
766 && curinv->type != FOOD
767 && curinv->type != KEY
768 && curinv->type != SPECIAL_KEY
769 && curinv->type != GEM
770 && curinv->type != CONTAINER)
797 { 771 {
798 drop(op,curinv);
799 }
800 curinv = nextinv;
801 }
802 }
803
804 else if(strcmp(params, "weapons") == 0) {
805 while(curinv != NULL) {
806 nextinv = curinv->below;
807 while (nextinv && nextinv->type==MONEY)
808 nextinv = nextinv->below;
809 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
810 (curinv->type == BOW) || (curinv->type == ARROW)))
811 {
812 drop(op,curinv); 772 drop (op, curinv);
773 if (--cnt <= 0) break;
813 } 774 }
814 curinv = nextinv;
815 }
816 }
817
818 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
819 while(curinv != NULL) {
820 nextinv = curinv->below;
821 while (nextinv && nextinv->type==MONEY)
822 nextinv = nextinv->below;
823 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
824 curinv->type == SHIELD || curinv->type==HELMET))
825 {
826 drop(op,curinv);
827 }
828 curinv = nextinv;
829 }
830 }
831 775
832 else if(strcmp(params, "misc") == 0) {
833 while(curinv != NULL) {
834 nextinv = curinv->below;
835 while (nextinv && nextinv->type==MONEY)
836 nextinv = nextinv->below;
837 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
838 switch(curinv->type) {
839 case HORN:
840 case BOOK:
841 case SPELLBOOK:
842 case GIRDLE:
843 case AMULET:
844 case RING:
845 case CLOAK:
846 case BOOTS:
847 case GLOVES:
848 case BRACERS:
849 case SCROLL:
850 case ARMOUR_IMPROVER:
851 case WEAPON_IMPROVER:
852 case WAND:
853 case ROD:
854 case POTION:
855 drop(op,curinv);
856 curinv = nextinv; 776 curinv = nextinv;
857 break; 777 }
858 default: 778 }
779 else if (strcmp (params, "weapons") == 0)
780 {
781 while (curinv)
782 {
783 nextinv = curinv->below;
784
785 while (nextinv && nextinv->type == MONEY)
786 nextinv = nextinv->below;
787
788 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793
859 curinv = nextinv; 794 curinv = nextinv;
860 break; 795 }
796 }
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv)
861 } 800 {
862 } 801 nextinv = curinv->below;
802
803 while (nextinv && nextinv->type == MONEY)
804 nextinv = nextinv->below;
805
806 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807 {
808 drop (op, curinv);
809 if (--cnt <= 0) break;
810 }
811
863 curinv = nextinv; 812 curinv = nextinv;
813 }
814 }
815 else if (strcmp (params, "misc") == 0)
864 } 816 {
817 while (curinv)
818 {
819 nextinv = curinv->below;
820
821 while (nextinv && nextinv->type == MONEY)
822 nextinv = nextinv->below;
823
824 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
825 {
826 switch (curinv->type)
827 {
828 case HORN:
829 case BOOK:
830 case SPELLBOOK:
831 case GIRDLE:
832 case AMULET:
833 case RING:
834 case CLOAK:
835 case BOOTS:
836 case GLOVES:
837 case BRACERS:
838 case SCROLL:
839 case ARMOUR_IMPROVER:
840 case WEAPON_IMPROVER:
841 case WAND:
842 case ROD:
843 case POTION:
844 drop (op, curinv);
845 curinv = nextinv;
846 break;
847 default:
848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
855 curinv = nextinv;
856 }
865 } 857 }
866 op->contr->socket.update_look=1; 858
859 if (cnt <= 0)
860 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861
867/* draw_look(op);*/ 862/* draw_look(op);*/
868 return 0; 863 return 0;
869} 864}
870 865
866
867/* This function tries to drop all objects in the <objs> vector.
868 * <dropper> is the object that wants to drop them.
869 * <cnt> can be a 0 pointer or a pointer to the maximum number of
870 * drop operations to perform.
871 *
872 * Returns true if at least one item was dropped.
873 */
874static bool
875drop_vector (object *dropper, vector<object *> &objs, int *cnt)
876{
877 vector<object *>::iterator i;
878
879 bool did_one = false;
880
881 for (i = objs.begin (); i != objs.end (); i++)
882 {
883 drop (dropper, *i);
884 if (cnt && --*cnt <= 0) break;
885 did_one = true;
886 }
887
888 return did_one;
889}
890
871/* Object op wants to drop object(s) params. params can be a 891/* Object op wants to drop object(s) params. params can be a
872 * comma seperated list. 892 * comma seperated list.
873 */ 893 */
874 894int
875int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
876{ 896{
877 object *tmp, *next; 897 object *tmp, *next;
878 int did_one=0;
879 898
880 if (!params) { 899 if (!params)
900 {
881 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
882 return 0; 902 return 0;
883 } else { 903 }
904 else
905 {
906 vector<object *> matched_objs;
907
884 for (tmp=op->inv; tmp; tmp=next) { 908 for (tmp = op->inv; tmp; tmp = next)
909 {
885 next=tmp->below; 910 next = tmp->below;
886 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 911 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
887 tmp->invisible) continue; 912 continue;
913
888 if (item_matched_string(op,tmp,params)) { 914 if (item_matched_string (op, tmp, params))
889 drop(op, tmp); 915 matched_objs.push_back (tmp);
890 did_one=1; 916 }
917
918 int cnt = MAX_ITEM_PER_ACTION;
919
920 if (!drop_vector (op, matched_objs, &cnt))
921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
922
923 if (cnt <= 0)
924 op->failmsg ("Only dropped some items, can't drop that many items at once.");
925 }
926
927 return 0;
928}
929
930int
931command_examine (object *op, char *params)
932{
933 if (!params)
934 {
935 object *tmp = op->below;
936
937 while (tmp && !tmp->client_visible ())
938 tmp = tmp->below;
939
940 if (tmp)
941 examine (op, tmp);
942 }
943 else
944 {
945 object *tmp = find_best_object_match (op, params);
946
947 if (tmp)
948 examine (op, tmp);
949 else
950 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
951 }
952
953 return 0;
954}
955
956std::string
957object::describe_monster (object *who)
958{
959 dynbuf_text buf (512, 512);
960
961 object *mon = head ? head : this;
962
963 if (mon->flag [FLAG_UNDEAD])
964 buf << "It is an undead force.\r";
965
966 if (mon->level > who->level)
967 buf << "It is likely more powerful than you.\r";
968 else if (mon->level < who->level)
969 buf << "It is likely less powerful than you.\r";
970 else
971 buf << "It is probably as powerful as you.\r";
972
973 if (mon->attacktype & AT_ACID)
974 buf << "You seem to smell an acrid odor.\r";
975
976 /* Anyone know why this used to use the clone value instead of the
977 * maxhp field? This seems that it should give more accurate results.
978 */
979 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
980 { /* From 1-4 */
981 case 1:
982 buf << "It is in a bad shape.\r";
983 break;
984 case 2:
985 buf << "It is hurt.\r";
986 break;
987 case 3:
988 buf << "It is somewhat hurt.\r";
989 break;
990 case 4:
991 buf << "It is in excellent shape.\r";
992 break;
993 }
994
995 if (present_in_ob (POISONING, mon))
996 buf << "It looks very ill.\r";
997
998 buf << '\n';
999
1000 return buf;
1001}
1002
1003/* tmp is the object being described, pl is who is examing it. */
1004const char *
1005long_desc (object *tmp, object *pl)
1006{
1007 static std::string s;
1008
1009 return (s = tmp->long_desc (pl)).c_str ();
1010}
1011
1012std::string
1013object::long_desc (object *who)
1014{
1015 std::string buf (query_name ());
1016
1017 switch (type)
1018 {
1019 case RING:
1020 case SKILL:
1021 case WEAPON:
1022 case ARMOUR:
1023 case BRACERS:
1024 case HELMET:
1025 case SHIELD:
1026 case BOOTS:
1027 case GLOVES:
1028 case AMULET:
1029 case GIRDLE:
1030 case RANGED:
1031 case BOW:
1032 case ARROW:
1033 case CLOAK:
1034 case FOOD:
1035 case DRINK:
1036 case FLESH:
1037 case SKILL_TOOL:
1038 case LAMP:
1039 case POWER_CRYSTAL:
1040 {
1041 const char *cp = ::describe_item (this, who);
1042
1043 if (*cp)
1044 {
1045 buf.append (" ");
1046 buf.append (cp);
891 } 1047 }
892 } 1048 }
893 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
894 }
895 if (op->type==PLAYER)
896 {
897 op->contr->count=0;
898 op->contr->socket.update_look=1;
899 }; 1049 }
900/* draw_look(op);*/ 1050
901 return 0; 1051 return buf;
902} 1052}
903 1053
1054/* op is the player
1055 * tmp is the monster being examined.
1056 */
1057void
1058examine_monster (object *op, object *tmp)
1059{
1060 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1061}
1062
1063static void
1064display_new_pickup (object *op)
1065{
1066 int i = op->contr->mode;
1067
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1070 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1071
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1077
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1080
1081 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1082 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1083 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1084
1085 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1086 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1088 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1089
1090 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1091 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1092 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1094
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1098 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1099
1100 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1101
1102 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1103 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1104
1105 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1106}
1107
1108int
904int command_examine (object *op, char *params) 1109command_pickup (object *op, char *params)
905{ 1110{
1111 uint32 i;
1112 static const char *names[] = {
1113 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1114 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1115 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1116 "jewels", "flesh", NULL
1117 };
1118 static uint32 modes[] = {
1119 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1120 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1121 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1122 PU_JEWELS, PU_FLESH, 0
1123 };
1124
906 if (!params) { 1125 if (!params)
907 object *tmp=op->below; 1126 {
908 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 1127 /* if the new mode is used, just print the settings */
909 if (tmp) examine(op,tmp); 1128 display_new_pickup (op);
1129 return 0;
910 } 1130 }
911 else { 1131
912 object *tmp=find_best_object_match(op,params); 1132 while (*params == ' ' && *params)
913 if (tmp) 1133 params++;
914 examine(op,tmp); 1134
915 else 1135 if (*params == '+' || *params == '-')
916 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 1136 {
1137 int mode;
1138
1139 for (mode = 0; names[mode]; mode++)
1140 {
1141 if (!strcmp (names[mode], params + 1))
1142 {
1143 i = op->contr->mode;
1144
1145 if (*params == '+')
1146 i = i | modes[mode];
1147 else
1148 i = i & ~modes[mode];
1149
1150 op->contr->mode = i;
1151 display_new_pickup (op);
1152 return 1;
1153 }
1154 }
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1156 return 1;
917 } 1157 }
1158
1159 if (sscanf (params, "%u", &i) != 1)
1160 {
1161 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1162 return 1;
1163 }
1164
1165 if (i <= PU_RATIO)
1166 i |= op->contr->mode & ~PU_RATIO;
1167
1168 op->contr->mode = i;
1169
1170 return 1;
1171}
1172
1173int
1174command_search_items (object *op, char *params)
1175{
1176 if (params == NULL)
1177 {
1178 if (op->contr->search_str[0] == '\0')
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1181 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1182 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1183 return 1;
1184 }
1185
1186 op->contr->search_str[0] = '\0';
1187 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1188 op->contr->queue_stats_update ();
1189 return 1;
1190 }
1191
1192 if (strlen (params) >= sizeof (op->contr->search_str))
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1195 return 1;
1196 }
1197
1198 strcpy (op->contr->search_str, params);
1199 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1200 op->contr->queue_stats_update ();
1201
1202 return 1;
1203}
1204
1205int
1206command_unlock (object *op, char *params)
1207{
1208 /* if the unlock command typed with nothing, unlock everything,
1209 * this might be bad
1210 */
1211 if (params == NULL)
1212 {
1213 for (object *item = op->inv; item; item = item->below)
1214 {
1215 item->clr_flag (FLAG_INV_LOCKED);
1216 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1217 esrv_update_item (UPD_FLAGS, op, item);
1218 }
1219 return 0;
1220 }
1221
1222 /* if the unlock command is used with a param,
1223 * unlock what matches. i.e. unlock material, should unlock all the materials
1224 */
1225 for (object *item = op->inv; item; item = item->below)
1226 if (item->name.contains (params))
1227 {
1228 item->clr_flag (FLAG_INV_LOCKED);
1229 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1230 esrv_update_item (UPD_FLAGS, op, item);
1231 }
1232
918 return 0; 1233 return 0;
919} 1234}
920 1235
921/* op should be a player. 1236int
922 * we return the object the player has marked with the 'mark' command 1237command_lock (object *op, char *params)
923 * below. If no match is found (or object has changed), we return
924 * NULL. We leave it up to the calling function to print messages if
925 * nothing is found.
926 */
927object *find_marked_object(object *op)
928{ 1238{
929 object *tmp; 1239 /* if the lock command is typed by itself, lock everything
930
931 if (!op || !op->contr) return NULL;
932 if (!op->contr->mark) {
933/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
934 return NULL;
935 }
936 /* This may seem like overkill, but we need to make sure that they
937 * player hasn't dropped the item. We use count on the off chance that
938 * an item got reincarnated at some point.
939 */ 1240 */
940 for (tmp=op->inv; tmp; tmp=tmp->below) { 1241 if (params == NULL)
941 if (tmp->invisible) continue;
942 if (tmp == op->contr->mark) {
943 if (tmp->count == op->contr->mark_count)
944 return tmp;
945 else {
946 op->contr->mark=NULL;
947 op->contr->mark_count=0;
948/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
949 return NULL;
950 }
951 }
952 }
953 return NULL;
954}
955 1242 {
1243 for (object *item = op->inv; item; item = item->below)
1244 {
1245 item->set_flag (FLAG_INV_LOCKED);
1246 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1247 esrv_update_item (UPD_FLAGS, op, item);
1248 }
1249 return 0;
1250 }
1251
1252 /* if the lock command is used with a param, lock what matches.
1253 * i.e. lock material, should lock all the materials
1254 */
1255 for (object *item = op->inv; item; item = item->below)
1256 if (item->name.contains (params))
1257 {
1258 item->set_flag (FLAG_INV_LOCKED);
1259 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1260 esrv_update_item (UPD_FLAGS, op, item);
1261 }
1262
1263 return 0;
1264}
956 1265
957/* op should be a player, params is any params. 1266/* op should be a player, params is any params.
958 * If no params given, we print out the currently marked object. 1267 * If no params given, we print out the currently marked object.
959 * otherwise, try to find a matching object - try best match first. 1268 * otherwise, try to find a matching object - try best match first.
960 */ 1269 */
1270int
961int command_mark(object *op, char *params) 1271command_mark (object *op, char *params)
962{ 1272{
963 if (!op->contr) return 1;
964 if (!params) { 1273 if (!params)
965 object *mark=find_marked_object(op);
966 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
967 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
968 } 1274 {
1275 if (object *mark = op->mark ())
1276 op->statusmsg (format ("%s is marked.", query_name (mark)));
969 else { 1277 else
1278 op->failmsg ("You have no marked object.");
1279 }
1280 else
1281 {
970 object *mark1=find_best_object_match(op, params); 1282 if (object *mark = find_best_object_match (op, params))
971 if (!mark1) {
972 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
973 return 1;
974 } 1283 {
975 else {
976 op->contr->mark=mark1; 1284 op->contr->mark = mark;
977 op->contr->mark_count=mark1->count; 1285 op->statusmsg (format ("Marked item %s", query_name (mark)));
978 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
979 return 0;
980 }
981 }
982 return 0; /*shouldnt get here */
983}
984
985
986/* op is the player
987 * tmp is the monster being examined.
988 */
989void examine_monster(object *op,object *tmp) {
990 object *mon=tmp->head?tmp->head:tmp;
991
992 if(QUERY_FLAG(mon,FLAG_UNDEAD))
993 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
994 if(mon->level>op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
996 else if(mon->level<op->level)
997 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
998 else
999 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1000 if(mon->attacktype&AT_ACID)
1001 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1002
1003 /* Anyone know why this used to use the clone value instead of the
1004 * maxhp field? This seems that it should give more accurate results.
1005 */
1006 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1007 case 1:
1008 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1009 break;
1010 case 2:
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1012 break;
1013 case 3:
1014 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1015 break;
1016 case 4:
1017 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1018 break;
1019 }
1020 if(present_in_ob(POISONING,mon)!=NULL)
1021 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1022}
1023
1024
1025/* tmp is the object being described, pl is who is examing it. */
1026char *long_desc(object *tmp, object *pl) {
1027 static char buf[VERY_BIG_BUF];
1028 char *cp;
1029
1030 if(tmp==NULL)
1031 return "";
1032
1033 buf[0]='\0';
1034 switch(tmp->type) {
1035 case RING:
1036 case SKILL:
1037 case WEAPON:
1038 case ARMOUR:
1039 case BRACERS:
1040 case HELMET:
1041 case SHIELD:
1042 case BOOTS:
1043 case GLOVES:
1044 case AMULET:
1045 case GIRDLE:
1046 case BOW:
1047 case ARROW:
1048 case CLOAK:
1049 case FOOD:
1050 case DRINK:
1051 case FLESH:
1052 case SKILL_TOOL:
1053 case POWER_CRYSTAL:
1054 if(*(cp=describe_item(tmp, pl))!='\0') {
1055 int len;
1056
1057 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1058 buf[VERY_BIG_BUF-1]=0;
1059 len=strlen(buf);
1060 if (len<VERY_BIG_BUF-5) {
1061 /* Since we know the length, we save a few cpu cycles by using
1062 * it instead of calling strcat */
1063 strcpy(buf+len," ");
1064 len++;
1065 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1066 buf[VERY_BIG_BUF-1]=0;
1067 }
1068 }
1069 }
1070 if(buf[0]=='\0') {
1071 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1072 buf[VERY_BIG_BUF-1]=0;
1073 }
1074
1075 return buf;
1076}
1077
1078void examine(object *op, object *tmp) {
1079 char buf[VERY_BIG_BUF];
1080 int i;
1081
1082 if (tmp == NULL || tmp->type == CLOSE_CON)
1083 return;
1084
1085 strcpy(buf,"That is ");
1086 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1087 buf[VERY_BIG_BUF-1]=0;
1088
1089 new_draw_info(NDI_UNIQUE, 0,op,buf);
1090 buf[0]='\0';
1091
1092 if(tmp->custom_name) {
1093 strcpy(buf,"You call it ");
1094 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1095 buf[VERY_BIG_BUF-1]=0;
1096 new_draw_info(NDI_UNIQUE, 0,op,buf);
1097 buf[0]='\0';
1098 }
1099
1100 switch(tmp->type) {
1101 case SPELLBOOK:
1102 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1103 sprintf(buf,"%s is a %s level %s spell",
1104 tmp->inv->name, get_levelnumber(tmp->inv->level),
1105 tmp->inv->skill);
1106 }
1107 break;
1108
1109 case BOOK:
1110 if(tmp->msg!=NULL)
1111 strcpy(buf,"Something is written in it.");
1112 break;
1113
1114 case CONTAINER:
1115 if(tmp->race!=NULL) {
1116 if(tmp->weight_limit && tmp->stats.Str<100)
1117 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1118 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1119 else
1120 sprintf (buf,"It can hold only %s.", tmp->race);
1121 } else
1122 if(tmp->weight_limit && tmp->stats.Str<100)
1123 sprintf (buf,"Its weight limit is %.1f kg.",
1124 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1125 break;
1126
1127 case WAND:
1128 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1129 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1130 break;
1131 }
1132
1133 if(buf[0]!='\0')
1134 new_draw_info(NDI_UNIQUE, 0,op,buf);
1135
1136 if(tmp->materialname != NULL && !tmp->msg) {
1137 sprintf(buf, "It is made of: %s.", tmp->materialname);
1138 new_draw_info(NDI_UNIQUE, 0, op, buf);
1139 }
1140 /* Where to wear this item */
1141 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1142 if (tmp->body_info[i]<-1) {
1143 if (op->body_info[i])
1144 new_draw_info_format(NDI_UNIQUE, 0,op,
1145 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1146 else
1147 new_draw_info_format(NDI_UNIQUE, 0,op,
1148 "It goes %s", body_locations[i].nonuse_name);
1149 } else if (tmp->body_info[i]) {
1150 if (op->body_info[i])
1151 new_draw_info_format(NDI_UNIQUE, 0,op,
1152 "It goes %s", body_locations[i].use_name);
1153 else
1154 new_draw_info_format(NDI_UNIQUE, 0,op,
1155 "It goes %s", body_locations[i].nonuse_name);
1156 }
1157 }
1158
1159 if(tmp->weight) {
1160 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1161 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1162 new_draw_info(NDI_UNIQUE, 0,op,buf);
1163 }
1164
1165 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1166 sprintf(buf,"You reckon %s worth %s.",
1167 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1168 new_draw_info(NDI_UNIQUE, 0,op,buf);
1169 if (is_in_shop (op)) {
1170 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1171 sprintf(buf,"%s would cost you %s.",
1172 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1173 else
1174 sprintf(buf,"You are offered %s for %s.",
1175 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1176 new_draw_info(NDI_UNIQUE, 0,op,buf);
1177 }
1178 }
1179
1180 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1181 examine_monster(op,tmp);
1182
1183 /* Is this item buildable? */
1184 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1185 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1186
1187 /* Does the object have a message? Don't show message for all object
1188 * types - especially if the first entry is a match
1189 */
1190 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1191 tmp->type != CORPSE && !tmp->move_on &&
1192 strncasecmp(tmp->msg, "@match",7)) {
1193
1194 /* This is just a hack so when identifying the items, we print
1195 * out the extra message
1196 */
1197 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1198 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1199
1200 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1201 }
1202 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1203}
1204
1205/*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210void inventory(object *op,object *inv) {
1211 object *tmp;
1212 char *in;
1213 int items = 0, length;
1214
1215 if (inv==NULL && op==NULL) {
1216 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1217 return;
1218 }
1219 tmp = inv ? inv->inv : op->inv;
1220
1221 while (tmp) {
1222 if ((!tmp->invisible &&
1223 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1224 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1225 items++;
1226 tmp=tmp->below;
1227 }
1228 if (inv==NULL) { /* player's inventory */
1229 if (items==0) {
1230 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1231 return;
1232 } else {
1233 length = 28;
1234 in = "";
1235 if (op)
1236 clear_win_info(op);
1237 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1238 }
1239 } else {
1240 if (items==0)
1241 return;
1242 else {
1243 length = 28;
1244 in = " ";
1245 }
1246 }
1247 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1248 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1249 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1250 continue;
1251 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1252 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1253 query_name(tmp), tmp->count,query_weight(tmp));
1254 else
1255 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1256 length+8, query_name(tmp),
1257 query_weight(tmp));
1258 }
1259 if(!inv && op) {
1260 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1261 41,"Total weight :",query_weight(op));
1262 }
1263}
1264
1265static void display_new_pickup( object* op )
1266 {
1267 int i = op->contr->mode;
1268
1269 if(!(i & PU_NEWMODE)) return;
1270
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1273 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1277
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1279 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1281
1282 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1284
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1286 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1288
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1298
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1307
1308 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1309 }
1310
1311int command_pickup (object *op, char *params)
1312{
1313 uint32 i;
1314 static const char* names[ ] = {
1315 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1316 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1317 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1318 static uint32 modes[ ] = {
1319 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1320 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1321 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1322
1323 if(!params) {
1324 /* if the new mode is used, just print the settings */
1325 if(op->contr->mode & PU_NEWMODE)
1326 {
1327 display_new_pickup( op );
1328 return 1;
1329 }
1330 if(1) LOG(llevDebug, "command_pickup: !params\n");
1331 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1332 return 0;
1333 }
1334
1335 while ( *params == ' ' && *params )
1336 params++;
1337
1338 if ( *params == '+' || *params == '-' )
1339 {
1340 int mode;
1341 for ( mode = 0; names[ mode ]; mode++ )
1342 {
1343 if ( !strcmp( names[ mode ], params + 1 ) )
1344 {
1345 i = op->contr->mode;
1346 if ( !( i & PU_NEWMODE ) )
1347 i = PU_NEWMODE;
1348 if ( *params == '+' )
1349 i = i | modes[ mode ];
1350 else
1351 i = i & ~modes[ mode ];
1352 op->contr->mode = i;
1353 display_new_pickup( op );
1354 return 1;
1355 }
1356 } 1286 }
1357 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1287 else
1358 return 1; 1288 op->failmsgf ("Could not find an object that matches %s", params);
1359 } 1289 }
1360 1290
1361 if(sscanf(params, "%u", &i) != 1) { 1291 return 0; /*shouldnt get here */
1362 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1363 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1364 return 1;
1365 }
1366 set_pickup_mode(op,i);
1367
1368 return 1;
1369} 1292}
1370 1293
1371void set_pickup_mode(object *op,int i) {
1372 switch(op->contr->mode=i) {
1373 case 0:
1374 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1375 break;
1376 case 1:
1377 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1378 break;
1379 case 2:
1380 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1381 break;
1382 case 3:
1383 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1384 break;
1385 case 4:
1386 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1387 break;
1388 case 5:
1389 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1390 break;
1391 case 6:
1392 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1393 break;
1394 case 7:
1395 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1396 break;
1397 }
1398}
1399
1400int command_search_items (object *op, char *params)
1401{
1402 char buf[MAX_BUF];
1403
1404 if (settings.search_items == FALSE)
1405 return 1;
1406
1407 if(params == NULL) {
1408 if(op->contr->search_str[0]=='\0') {
1409 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1410 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1411 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1412 return 1;
1413 }
1414 op->contr->search_str[0]='\0';
1415 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1416 fix_player(op);
1417 return 1;
1418 }
1419 if((int)strlen(params) >= MAX_BUF) {
1420 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1421 return 1;
1422 }
1423 strcpy(op->contr->search_str, params);
1424 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1425 new_draw_info(NDI_UNIQUE, 0,op,buf);
1426 fix_player(op);
1427 return 1;
1428}
1429
1430/*
1431 * Changing the custom name of an item
1432 *
1433 * Syntax is: rename <what object> to <new name>
1434 * if '<what object>' is omitted, marked object is used
1435 * if 'to <new name>' is omitted, custom name is cleared
1436 *
1437 * Names are considered for all purpose having a length <=127 (max length sent to client
1438 * by server) */
1439
1440int command_rename_item(object *op, char *params)
1441{
1442 char buf[VERY_BIG_BUF];
1443 int itemnumber;
1444 object *item=NULL;
1445 char *closebrace;
1446 size_t counter;
1447
1448 if (params) {
1449 /* Let's skip white spaces */
1450 while(' '==*params) params++;
1451
1452 /* Checking the first part */
1453 if ((itemnumber = atoi(params))!=0) {
1454 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1455 if (!item) {
1456 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1457 return 1;
1458 }
1459 while(isdigit(*params) || ' '==*params) params++;
1460 }
1461 else if ('<'==*params) {
1462 /* Got old name, let's get it & find appropriate matching item */
1463 closebrace=strchr(params,'>');
1464 if(!closebrace) {
1465 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1466 return 1;
1467 }
1468 /* Sanity check for buffer overruns */
1469 if((closebrace-params)>127) {
1470 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1471 return 1;
1472 }
1473 /* Copy the old name */
1474 strncpy(buf,params+1,closebrace-params-1);
1475 buf[closebrace-params-1]='\0';
1476
1477 /* Find best matching item */
1478 item=find_best_object_match(op,buf);
1479 if(!item) {
1480 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1481 return 1;
1482 }
1483
1484 /* Now need to move pointer to just after > */
1485 params=closebrace+1;
1486 while(' '==*params) params++;
1487
1488 } else {
1489 /* Use marked item */
1490 item=find_marked_object(op);
1491 if(!item) {
1492 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1493 return 1;
1494 }
1495 }
1496
1497 /* Now let's find the new name */
1498 if(!strncmp(params,"to ",3)) {
1499 params+=3;
1500 while(' '==*params) params++;
1501 if('<'!=*params) {
1502 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1503 return 1;
1504 }
1505 closebrace=strchr(params+1,'>');
1506 if(!closebrace) {
1507 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1508 return 1;
1509 }
1510
1511 /* Sanity check for buffer overruns */
1512 if((closebrace-params)>127) {
1513 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1514 return 1;
1515 }
1516
1517 /* Copy the new name */
1518 strncpy(buf,params+1,closebrace-params-1);
1519 buf[closebrace-params-1]='\0';
1520
1521 /* Let's check it for weird characters */
1522 for(counter=0;counter<strlen(buf);counter++) {
1523 if(isalnum(buf[counter])) continue;
1524 if(' '==buf[counter]) continue;
1525 if('\''==buf[counter]) continue;
1526 if('+'==buf[counter]) continue;
1527 if('_'==buf[counter]) continue;
1528 if('-'==buf[counter]) continue;
1529
1530 /* If we come here, then the name contains an invalid character...
1531 tell the player & exit */
1532 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1533 return 1;
1534 }
1535
1536 } else {
1537 /* If param contains something, then syntax error... */
1538 if(strlen(params)) {
1539 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1540 return 1;
1541 }
1542 /* New name is empty */
1543 buf[0]='\0';
1544 }
1545 } else {
1546 /* Last case: params==NULL */
1547 item=find_marked_object(op);
1548 if(!item) {
1549 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1550 return 1;
1551 }
1552 buf[0]='\0';
1553 }
1554
1555 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1556 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1557 return 1;
1558 }
1559
1560 /* Coming here, everything is fine... */
1561 if(!strlen(buf)) {
1562 /* Clear custom name */
1563 if(item->custom_name) {
1564 FREE_AND_CLEAR_STR(item->custom_name);
1565
1566 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));
1567 esrv_update_item(UPD_NAME,op,item);
1568 } else {
1569 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1570 }
1571 } else {
1572 /* Set custom name */
1573 FREE_AND_COPY(item->custom_name,buf);
1574
1575 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);
1576 esrv_update_item(UPD_NAME,op,item);
1577 }
1578
1579 return 1;
1580}

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