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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.13 by pippijn, Thu Sep 7 10:01:57 2006 UTC vs.
Revision 1.134 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 1.13 2006/09/07 10:01:57 pippijn 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 && (sint32) (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.", &alt->name); 328 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 goto leave; 329 goto leave;
339 } 330 }
331
340 tmp = alt; 332 tmp = alt;
341 } 333 }
342 else 334 else
343 { 335 {
344 if (op->below == NULL || ! can_pick (op, op->below)) { 336 if (op->below == NULL || !can_pick (op, op->below))
345 new_draw_info (NDI_UNIQUE, 0, op, 337 {
346 "There is nothing to pick up here."); 338 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
347 goto leave; 339 goto leave;
348 } 340 }
341
349 tmp = op->below; 342 tmp = op->below;
350 } 343 }
351 344
352 /* Try to catch it. */ 345 /* Try to catch it. */
353 tmp_map = tmp->map; 346 tmp_map = tmp->map;
354 tmp = stop_item (tmp); 347 tmp = stop_item (tmp);
355 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))
356 goto leave; 370 goto leave;
357 need_fix_tmp = 1;
358 if ( ! can_pick (op, tmp))
359 goto leave;
360
361 if (op->type==PLAYER) {
362 count=op->contr->count;
363 if (count==0) count = tmp->nrof;
364 } 371 }
365 else 372 else
366 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 */
367 378
368 /* container is open, so use it */ 379 if (!alt)
369 if (op->container) {
370 alt = op->container;
371 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
372 goto leave;
373 } else { /* non container pickup */
374 for (alt=op->inv; alt; alt=alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
375 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))
376 alt->race && alt->race==tmp->race && 382 break; /* General container comes next */
377 sack_can_hold (NULL, alt, tmp,count)) 383
378 break; /* perfect match */
379
380 if (!alt) 384 if (!alt)
381 for (alt=op->inv; alt; alt=alt->below)
382 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
383 sack_can_hold (NULL, alt, tmp,count))
384 break; /* General container comes next */
385 if (!alt)
386 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
387 } 386 }
387
388 if(tmp->env == alt) { 388 if (tmp->env == alt)
389 {
389 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
390 * if someone wants to implement it 391 * if someone wants to implement it
391 */ 392 */
392 alt = op; 393 alt = op;
393 } 394 }
395
394#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
395 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
396#endif 398#endif
397 399
398 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER 401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
400 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 { 402 {
402 new_draw_info (NDI_UNIQUE, 0, op, 403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 "This object cannot be put into containers!");
404 goto leave; 404 goto leave;
405 } 405 }
406 406
407 tag = tmp->count;
408 pick_up_object (op, alt, tmp, count); 407 pick_up_object (op, alt, tmp, count);
408
409 if (was_destroyed (tmp, tag) || tmp->env) 409 if (tmp->destroyed () || tmp->env)
410 need_fix_tmp = 0; 410 need_fix_tmp = 0;
411
411 if (op->type == PLAYER) 412 if (op->type == PLAYER)
412 op->contr->count=0; 413 op->contr->count = 0;
414
413 goto leave; 415 goto leave;
414 416
415 leave: 417leave:
416 if (need_fix_tmp) 418 if (need_fix_tmp)
417 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
418} 420}
419
420 421
421/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to 423 * who issued the command. params is a string to
423 * match against the item name. Basically, always 424 * match against the item name. Basically, always
424 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
425 */ 426 */
427int
426int command_take (object *op, char *params) 428command_take (object *op, char *params)
427{ 429{
428 object *tmp, *next; 430 object *tmp, *next;
429 431
430 if (op->container) 432 if (op->container_ ())
431 tmp=op->container->inv; 433 tmp = op->container_ ()->inv;
432 else { 434 else
435 {
433 tmp=op->above; 436 tmp = op->above;
437 if (tmp)
434 if (tmp) while (tmp->above) { 438 while (tmp->above)
435 tmp=tmp->above; 439 tmp = tmp->above;
436 } 440
437 if (!tmp) 441 if (!tmp)
438 tmp=op->below; 442 tmp = op->below;
443 }
444
445 if (!tmp)
439 } 446 {
440
441 if (tmp==NULL) {
442 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
443 return 0; 448 return 0;
444 } 449 }
445 450
446 /* Makes processing easier */ 451 /* Makes processing easier */
447 if (params && *params=='\0') params=NULL; 452 if (params && *params == '\0')
453 params = 0;
448 454
455 int cnt = MAX_ITEM_PER_ACTION;
456
449 while (tmp) { 457 while (tmp)
458 {
450 next=tmp->below; 459 next = tmp->below;
451 460
452 if (tmp->invisible) { 461 if (tmp->invisible)
462 {
453 tmp=next; 463 tmp = next;
454 continue; 464 continue;
455 } 465 }
466
456 /* 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
457 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
458 * not make it any more efficient 469 * not make it any more efficient
459 */ 470 */
460 if (params && item_matched_string(op, tmp, params)) { 471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
461 pick_up(op, tmp); 474 pick_up (op, tmp);
462 } 475 }
463 else if (can_pick(op, tmp) && !params) { 476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
464 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);
465 break; 498 break;
466 }
467 tmp=next;
468 /* Might as well just skip over the player immediately -
469 * we know it can't be picked up
470 */
471 if (tmp == op) tmp=tmp->below;
472 }
473 if (!params && !tmp) {
474 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
475 if (!tmp->invisible) {
476 char buf[MAX_BUF];
477 sprintf(buf,"You can't pick up a %s.", &tmp->name);
478 new_draw_info(NDI_UNIQUE, 0, op, buf);
479 break;
480 } 499 }
500
501 if (!tmp)
481 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.");
482 } 503 }
504
483 return 0; 505 return 0;
484} 506}
485
486 507
487/* 508/*
488 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
489 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
490 * if nrof is non zero, then nrof objects is tried to put into sack. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
491 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
492 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
493 */ 515 */
516void
494void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
495{ 518{
496 tag_t tmp_tag, tmp2_tag;
497 object *tmp2, *sack2; 519 object *tmp2;
498 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
499 521
500 if (sack==tmp) return; /* Can't put an object in itself */ 522 if (sack == tmp)
501 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 523 return; /* Can't put an object in itself */
502 new_draw_info_format(NDI_UNIQUE, 0,op, 524
503 "You cannot put the %s in the %s.", query_name(tmp), 525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
504 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));
505 return; 528 return;
506 } 529 }
530
507 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
508 532 {
509 /* 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
510 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
511 * 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.
512 */ 536 */
513 sack2 = tmp;
514 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));
515 query_name(tmp), query_name(sack)); 538
516 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
517 tmp = tmp2->below; 541 tmp = tmp2->below;
542
518 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)))
519 put_object_in_sack (op, sack, tmp2, 0); 544 put_object_in_sack (op, sack, tmp2, 0);
520 } else { 545 else
546 {
521 sprintf(buf,"Your %s fills up.", query_name(sack)); 547 sprintf (buf, "Your %s fills up.", query_name (sack));
522 new_draw_info(NDI_UNIQUE, 0,op, buf); 548 new_draw_info (NDI_UNIQUE, 0, op, buf);
523 break; 549 break;
524 } 550 }
525 } 551 }
526 esrv_update_item (UPD_WEIGHT, op, sack2); 552
527 return; 553 return;
528 } 554 }
529 555
530 /* Don't worry about this for containers - our caller should have 556 /* Don't worry about this for containers - our caller should have
531 * already checked this. 557 * already checked this.
532 */ 558 */
533 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))
534 return; 564 return;
535 565
536 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
537 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
538 return;
539 }
540
541 /* we want to put some portion of the item into the container */ 566 /* we want to put some portion of the item into the container */
542 if (nrof && tmp->nrof != nrof) { 567 if (!can_split (op, tmp, nrof))
543 object *tmp2 = tmp; 568 return;
544 tmp2_tag = tmp2->count;
545 tmp = get_split_ob (tmp, nrof);
546 569
547 if(!tmp) { 570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
548 new_draw_info(NDI_UNIQUE, 0,op, errmsg); 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 ();
549 return; 600 return;
550 } 601 }
551 /* Tell a client what happened other objects */
552 if (was_destroyed (tmp2, tmp2_tag))
553 esrv_del_item (op->contr, tmp2_tag);
554 else /* this can proably be replaced with an update */
555 esrv_send_item (op, tmp2);
556 } else
557 remove_ob(tmp);
558 602
559 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);
560 query_name(tmp), query_name(sack)); 604 floor;
561 tmp_tag = tmp->count; 605 floor = floor->above)
562 tmp2 = insert_ob_in_ob(tmp, sack); 606 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
563 fix_player(op); /* This is overkill, fix_player() is called somewhere */ 607 return;
564 /* in object.c */
565 608
566 /* If an object merged (and thus, different object), we need to 609 if (obj->destroyed () || obj->is_inserted ())
567 * 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:
568 */ 621 */
569 if (tmp2 != tmp)
570 esrv_del_item (op->contr, tmp_tag);
571 622
572 esrv_send_item (op, tmp2); 623 obj->x = dropper->x;
624 obj->y = dropper->y;
573 625
574 /* update the sacks weight */ 626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
575 esrv_update_item (UPD_WEIGHT, op, sack);
576} 627}
577 628
578/* 629/*
579 * This function was part of drop, now is own function. 630 * This function was part of drop, now is own function.
580 * 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
581 * nrof objects is tried to dropped. 632 * nrof objects are tried to drop.
582 * This is used when dropping objects onto the floor. 633 * This is used when dropping objects onto the floor.
583 */ 634 */
584void 635void
585drop_object (object * op, object * tmp, uint32 nrof) 636drop_object (object *op, object *tmp, uint32 nrof)
586{ 637{
587 char buf[MAX_BUF]; 638 if (tmp->flag [FLAG_NO_DROP])
588 object *floor;
589
590 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
591 return; 639 return;
592 640
593 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (tmp->flag [FLAG_APPLIED])
594 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
595 return; /* can't unapply it */ 643 return; /* can't unapply it */
596 644
597 /* 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
598 * off 646 * off
599 */ 647 */
600 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);
601 { 657 }
602 object *tmp2 = tmp; 658}
603 tag_t tmp2_tag = tmp2->count; 659
604 tmp = get_split_ob (tmp, nrof); 660void
605 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)
606 { 672 {
607 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 ();
608 return; 677 return;
609 } 678 }
610 /* Tell a client what happened rest of objects. tmp2 is now the
611 * original object
612 */
613 if (op->type == PLAYER)
614 {
615 if (was_destroyed (tmp2, tmp2_tag))
616 esrv_del_item (op->contr, tmp2_tag);
617 else 679 else
618 esrv_send_item (op, tmp2); 680 while (tmp && tmp->invisible)
619 } 681 tmp = tmp->below;
620 }
621 else
622 remove_ob (tmp);
623
624 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
625 return;
626
627 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
628 { 682 }
629 sprintf (buf, "You drop the %s.", query_name (tmp)); 683
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 684 if (!tmp)
631 new_draw_info (NDI_UNIQUE, 0, op, 685 {
632 "The gods who lent it to you retrieves it."); 686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
633 if (op->type == PLAYER)
634 esrv_del_item (op->contr, tmp->count);
635 free_object (tmp);
636 fix_player (op);
637 return; 687 return;
638 } 688 }
639 689
640/* If SAVE_INTERVAL is commented out, we never want to save 690 if (tmp->flag [FLAG_INV_LOCKED])
641 * the player here.
642 */
643#ifdef SAVE_INTERVAL
644 /* I'm not sure why there is a value check - since the save
645 * is done every SAVE_INTERVAL seconds, why care the value
646 * of what he is dropping?
647 */
648 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
649 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
650 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
651 {
652 save_player (op, 1);
653 op->contr->last_save_time = time (NULL);
654 } 691 {
655#endif /* SAVE_INTERVAL */ 692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
656
657 if (op->type == PLAYER)
658 esrv_del_item (op->contr, tmp->count);
659
660 /* Call this before we update the various windows/players. At least
661 * that we, we know the weight is correct.
662 */
663 fix_player (op); /* This is overkill, fix_player() is called somewhere */
664 /* in object.c */
665
666 if (op->type == PLAYER)
667 {
668 op->contr->socket.update_look = 1;
669 /* Need to update the weight for the player */
670 esrv_send_item (op, op);
671 }
672
673 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
674 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
675 return; 693 return;
694 }
676 695
677 if (is_in_shop (op) 696 if (tmp->flag [FLAG_NO_DROP])
678 && !QUERY_FLAG (tmp, FLAG_UNPAID)
679 && tmp->type != MONEY)
680 sell_item (tmp, op);
681
682 tmp->x = op->x;
683 tmp->y = op->y;
684
685 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
686}
687
688void drop(object *op, object *tmp)
689{
690 /* Hopeful fix for disappearing objects when dropping from a container -
691 * somehow, players get an invisible object in the container, and the
692 * old logic would skip over invisible objects - works fine for the
693 * playes inventory, but drop inventory wants to use the next value.
694 */
695 if (tmp->invisible) {
696 /* if the following is the case, it must be in an container. */
697 if (tmp->env && tmp->env->type != PLAYER) {
698 /* Just toss the object - probably shouldn't be hanging
699 * around anyways
700 */
701 remove_ob(tmp);
702 free_object(tmp);
703 return;
704 } else {
705 while(tmp!=NULL && tmp->invisible)
706 tmp=tmp->below;
707 }
708 } 697 {
709
710 if (tmp==NULL) {
711 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
712 return;
713 }
714 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
715 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
716 return;
717 }
718 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
719#if 0 698#if 0
720 /* 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. */
721 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.");
722#endif 701#endif
723 return; 702 return;
724 } 703 }
725 704
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 {
726 if (op->type == PLAYER) 712 if (op->type == PLAYER)
727 { 713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
728 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
729 object *n=NULL;
730 if(tmp->below != NULL)
731 n = tmp->below;
732 else if(tmp->above != NULL)
733 n = tmp->above;
734 op->contr->last_used = n;
735 if (n != NULL)
736 op->contr->last_used_id = n->count;
737 else 714 else
738 op->contr->last_used_id = 0; 715 put_object_in_sack (op, op->container_ (), tmp, 0);
739 }
740 }; 716 }
741 717 else
742 if (op->container) { 718 {
743 if (op->type == PLAYER) 719 if (op->type == PLAYER)
744 {
745 put_object_in_sack (op, op->container, tmp, op->contr->count);
746 } else {
747 put_object_in_sack(op, op->container, tmp, 0);
748 };
749 } else {
750 if (op->type == PLAYER)
751 {
752 drop_object (op, tmp, op->contr->count); 720 drop_object (op, tmp, op->contr->count);
753 } else { 721 else
754 drop_object(op,tmp,0); 722 drop_object (op, tmp, 0);
755 };
756 } 723 }
724
757 if (op->type == PLAYER) 725 if (op->type == PLAYER)
758 op->contr->count = 0; 726 op->contr->count = 0;
759} 727}
760
761
762 728
763/* Command will drop all items that have not been locked */ 729/* Command will drop all items that have not been locked */
730int
764int command_dropall (object *op, char *params) { 731command_dropall (object *op, char *params)
732{
765 733
766 object * curinv, *nextinv;
767
768 if(op->inv == NULL) { 734 if (op->inv == NULL)
735 {
769 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
770 return 0; 737 return 0;
771 } 738 }
772 739
773 curinv = op->inv; 740 object *curinv = op->inv;
741 object *nextinv;
774 742
775 /*
776 This is the default. Drops everything not locked or considered
777 not something that should be dropped.
778 */
779 /* 743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
780 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
781 the drop() routine will do unknown things to it when dropping 749 the drop() routine will do unknown things to it when dropping
782 in a shop. --Tero.Pelander@utu.fi 750 in a shop. --Tero.Pelander@utu.fi
783 */ 751 */
752 int cnt = MAX_ITEM_PER_ACTION;
784 753
785 if(params==NULL) { 754 if (!params)
786 while(curinv != NULL) { 755 {
756 while (curinv)
757 {
787 nextinv = curinv->below; 758 nextinv = curinv->below;
759
788 while (nextinv && nextinv->type==MONEY) 760 while (nextinv && nextinv->type == MONEY)
789 nextinv = nextinv->below; 761 nextinv = nextinv->below;
790 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 762
791 curinv->type != FOOD && curinv->type != KEY && 763 if (!curinv->flag [FLAG_INV_LOCKED]
792 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
793 !curinv->invisible && 764 && !curinv->invisible
794 (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)
795 { 771 {
796 drop(op,curinv);
797 }
798 curinv = nextinv;
799 }
800 }
801
802 else if(strcmp(params, "weapons") == 0) {
803 while(curinv != NULL) {
804 nextinv = curinv->below;
805 while (nextinv && nextinv->type==MONEY)
806 nextinv = nextinv->below;
807 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
808 (curinv->type == BOW) || (curinv->type == ARROW)))
809 {
810 drop(op,curinv); 772 drop (op, curinv);
773 if (--cnt <= 0) break;
811 } 774 }
812 curinv = nextinv;
813 }
814 }
815
816 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
817 while(curinv != NULL) {
818 nextinv = curinv->below;
819 while (nextinv && nextinv->type==MONEY)
820 nextinv = nextinv->below;
821 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
822 curinv->type == SHIELD || curinv->type==HELMET))
823 {
824 drop(op,curinv);
825 }
826 curinv = nextinv;
827 }
828 }
829 775
830 else if(strcmp(params, "misc") == 0) {
831 while(curinv != NULL) {
832 nextinv = curinv->below;
833 while (nextinv && nextinv->type==MONEY)
834 nextinv = nextinv->below;
835 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
836 switch(curinv->type) {
837 case HORN:
838 case BOOK:
839 case SPELLBOOK:
840 case GIRDLE:
841 case AMULET:
842 case RING:
843 case CLOAK:
844 case BOOTS:
845 case GLOVES:
846 case BRACERS:
847 case SCROLL:
848 case ARMOUR_IMPROVER:
849 case WEAPON_IMPROVER:
850 case WAND:
851 case ROD:
852 case POTION:
853 drop(op,curinv);
854 curinv = nextinv; 776 curinv = nextinv;
855 break; 777 }
856 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
857 curinv = nextinv; 794 curinv = nextinv;
858 break; 795 }
796 }
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv)
859 } 800 {
860 } 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
861 curinv = nextinv; 812 curinv = nextinv;
813 }
814 }
815 else if (strcmp (params, "misc") == 0)
862 } 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 }
863 } 857 }
864 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
865/* draw_look(op);*/ 862/* draw_look(op);*/
866 return 0; 863 return 0;
867} 864}
868 865
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
869/* 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
870 * comma seperated list. 892 * comma seperated list.
871 */ 893 */
872 894int
873int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
874{ 896{
875 object *tmp, *next; 897 object *tmp, *next;
876 int did_one=0;
877 898
878 if (!params) { 899 if (!params)
900 {
879 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
880 return 0; 902 return 0;
881 } else { 903 }
904 else
905 {
906 vector<object *> matched_objs;
907
882 for (tmp=op->inv; tmp; tmp=next) { 908 for (tmp = op->inv; tmp; tmp = next)
909 {
883 next=tmp->below; 910 next = tmp->below;
884 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 911 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
885 tmp->invisible) continue; 912 continue;
913
886 if (item_matched_string(op,tmp,params)) { 914 if (item_matched_string (op, tmp, params))
887 drop(op, tmp); 915 matched_objs.push_back (tmp);
888 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);
889 } 1047 }
890 } 1048 }
891 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
892 }
893 if (op->type==PLAYER)
894 {
895 op->contr->count=0;
896 op->contr->socket.update_look=1;
897 }; 1049 }
898/* draw_look(op);*/ 1050
899 return 0; 1051 return buf;
900} 1052}
901 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
902int command_examine (object *op, char *params) 1109command_pickup (object *op, char *params)
903{ 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
904 if (!params) { 1125 if (!params)
905 object *tmp=op->below; 1126 {
906 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 1127 /* if the new mode is used, just print the settings */
907 if (tmp) examine(op,tmp); 1128 display_new_pickup (op);
1129 return 0;
908 } 1130 }
909 else { 1131
910 object *tmp=find_best_object_match(op,params); 1132 while (*params == ' ' && *params)
911 if (tmp) 1133 params++;
912 examine(op,tmp); 1134
913 else 1135 if (*params == '+' || *params == '-')
914 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;
915 } 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
916 return 0; 1233 return 0;
917} 1234}
918 1235
919/* op should be a player. 1236int
920 * we return the object the player has marked with the 'mark' command 1237command_lock (object *op, char *params)
921 * below. If no match is found (or object has changed), we return
922 * NULL. We leave it up to the calling function to print messages if
923 * nothing is found.
924 */
925object *find_marked_object(object *op)
926{ 1238{
927 object *tmp; 1239 /* if the lock command is typed by itself, lock everything
928
929 if (!op || !op->contr) return NULL;
930 if (!op->contr->mark) {
931/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
932 return NULL;
933 }
934 /* This may seem like overkill, but we need to make sure that they
935 * player hasn't dropped the item. We use count on the off chance that
936 * an item got reincarnated at some point.
937 */ 1240 */
938 for (tmp=op->inv; tmp; tmp=tmp->below) { 1241 if (params == NULL)
939 if (tmp->invisible) continue;
940 if (tmp == op->contr->mark) {
941 if (tmp->count == op->contr->mark_count)
942 return tmp;
943 else {
944 op->contr->mark=NULL;
945 op->contr->mark_count=0;
946/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
947 return NULL;
948 }
949 }
950 }
951 return NULL;
952}
953 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}
954 1265
955/* op should be a player, params is any params. 1266/* op should be a player, params is any params.
956 * If no params given, we print out the currently marked object. 1267 * If no params given, we print out the currently marked object.
957 * otherwise, try to find a matching object - try best match first. 1268 * otherwise, try to find a matching object - try best match first.
958 */ 1269 */
1270int
959int command_mark(object *op, char *params) 1271command_mark (object *op, char *params)
960{ 1272{
961 if (!op->contr) return 1;
962 if (!params) { 1273 if (!params)
963 object *mark=find_marked_object(op);
964 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
965 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
966 } 1274 {
1275 if (object *mark = op->mark ())
1276 op->statusmsg (format ("%s is marked.", query_name (mark)));
967 else { 1277 else
1278 op->failmsg ("You have no marked object.");
1279 }
1280 else
1281 {
968 object *mark1=find_best_object_match(op, params); 1282 if (object *mark = find_best_object_match (op, params))
969 if (!mark1) {
970 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
971 return 1;
972 } 1283 {
973 else {
974 op->contr->mark=mark1; 1284 op->contr->mark = mark;
975 op->contr->mark_count=mark1->count; 1285 op->statusmsg (format ("Marked item %s", query_name (mark)));
976 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
977 return 0;
978 }
979 }
980 return 0; /*shouldnt get here */
981}
982
983
984/* op is the player
985 * tmp is the monster being examined.
986 */
987void examine_monster(object *op,object *tmp) {
988 object *mon=tmp->head?tmp->head:tmp;
989
990 if(QUERY_FLAG(mon,FLAG_UNDEAD))
991 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
992 if(mon->level>op->level)
993 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
994 else if(mon->level<op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
996 else
997 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
998 if(mon->attacktype&AT_ACID)
999 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1000
1001 /* Anyone know why this used to use the clone value instead of the
1002 * maxhp field? This seems that it should give more accurate results.
1003 */
1004 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1005 case 1:
1006 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1007 break;
1008 case 2:
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1010 break;
1011 case 3:
1012 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1013 break;
1014 case 4:
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1016 break;
1017 }
1018 if(present_in_ob(POISONING,mon)!=NULL)
1019 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1020}
1021
1022
1023/* tmp is the object being described, pl is who is examing it. */
1024char *long_desc(object *tmp, object *pl) {
1025 static char buf[VERY_BIG_BUF];
1026 char *cp;
1027
1028 if(tmp==NULL)
1029 return "";
1030
1031 buf[0]='\0';
1032 switch(tmp->type) {
1033 case RING:
1034 case SKILL:
1035 case WEAPON:
1036 case ARMOUR:
1037 case BRACERS:
1038 case HELMET:
1039 case SHIELD:
1040 case BOOTS:
1041 case GLOVES:
1042 case AMULET:
1043 case GIRDLE:
1044 case BOW:
1045 case ARROW:
1046 case CLOAK:
1047 case FOOD:
1048 case DRINK:
1049 case FLESH:
1050 case SKILL_TOOL:
1051 case POWER_CRYSTAL:
1052 if(*(cp=describe_item(tmp, pl))!='\0') {
1053 int len;
1054
1055 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1056 buf[VERY_BIG_BUF-1]=0;
1057 len=strlen(buf);
1058 if (len<VERY_BIG_BUF-5) {
1059 /* Since we know the length, we save a few cpu cycles by using
1060 * it instead of calling strcat */
1061 strcpy(buf+len," ");
1062 len++;
1063 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1064 buf[VERY_BIG_BUF-1]=0;
1065 }
1066 }
1067 }
1068 if(buf[0]=='\0') {
1069 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1070 buf[VERY_BIG_BUF-1]=0;
1071 }
1072
1073 return buf;
1074}
1075
1076void examine(object *op, object *tmp) {
1077 char buf[VERY_BIG_BUF];
1078 int i;
1079
1080 if (tmp == NULL || tmp->type == CLOSE_CON)
1081 return;
1082
1083 strcpy(buf,"That is ");
1084 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1085 buf[VERY_BIG_BUF-1]=0;
1086
1087 new_draw_info(NDI_UNIQUE, 0,op,buf);
1088 buf[0]='\0';
1089
1090 if(tmp->custom_name) {
1091 strcpy(buf,"You call it ");
1092 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1093 buf[VERY_BIG_BUF-1]=0;
1094 new_draw_info(NDI_UNIQUE, 0,op,buf);
1095 buf[0]='\0';
1096 }
1097
1098 switch(tmp->type) {
1099 case SPELLBOOK:
1100 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1101 sprintf(buf,"%s is a %s level %s spell",
1102 &tmp->inv->name, get_levelnumber(tmp->inv->level),
1103 &tmp->inv->skill);
1104 }
1105 break;
1106
1107 case BOOK:
1108 if(tmp->msg!=NULL)
1109 strcpy(buf,"Something is written in it.");
1110 break;
1111
1112 case CONTAINER:
1113 if(tmp->race!=NULL) {
1114 if(tmp->weight_limit && tmp->stats.Str<100)
1115 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1116 &tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1117 else
1118 sprintf (buf,"It can hold only %s.", &tmp->race);
1119 } else
1120 if(tmp->weight_limit && tmp->stats.Str<100)
1121 sprintf (buf,"Its weight limit is %.1f kg.",
1122 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1123 break;
1124
1125 case WAND:
1126 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1127 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1128 break;
1129 }
1130
1131 if(buf[0]!='\0')
1132 new_draw_info(NDI_UNIQUE, 0,op,buf);
1133
1134 if(tmp->materialname != NULL && !tmp->msg) {
1135 sprintf(buf, "It is made of: %s.", &tmp->materialname);
1136 new_draw_info(NDI_UNIQUE, 0, op, buf);
1137 }
1138 /* Where to wear this item */
1139 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1140 if (tmp->body_info[i]<-1) {
1141 if (op->body_info[i])
1142 new_draw_info_format(NDI_UNIQUE, 0,op,
1143 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1144 else
1145 new_draw_info_format(NDI_UNIQUE, 0,op,
1146 "It goes %s", body_locations[i].nonuse_name);
1147 } else if (tmp->body_info[i]) {
1148 if (op->body_info[i])
1149 new_draw_info_format(NDI_UNIQUE, 0,op,
1150 "It goes %s", body_locations[i].use_name);
1151 else
1152 new_draw_info_format(NDI_UNIQUE, 0,op,
1153 "It goes %s", body_locations[i].nonuse_name);
1154 }
1155 }
1156
1157 if(tmp->weight) {
1158 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1159 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1160 new_draw_info(NDI_UNIQUE, 0,op,buf);
1161 }
1162
1163 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1164 sprintf(buf,"You reckon %s worth %s.",
1165 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1166 new_draw_info(NDI_UNIQUE, 0,op,buf);
1167 if (is_in_shop (op)) {
1168 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1169 sprintf(buf,"%s would cost you %s.",
1170 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1171 else
1172 sprintf(buf,"You are offered %s for %s.",
1173 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1174 new_draw_info(NDI_UNIQUE, 0,op,buf);
1175 }
1176 }
1177
1178 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1179 examine_monster(op,tmp);
1180
1181 /* Is this item buildable? */
1182 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1183 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1184
1185 /* Does the object have a message? Don't show message for all object
1186 * types - especially if the first entry is a match
1187 */
1188 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1189 tmp->type != CORPSE && !tmp->move_on &&
1190 strncasecmp(tmp->msg, "@match",7)) {
1191
1192 /* This is just a hack so when identifying the items, we print
1193 * out the extra message
1194 */
1195 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1196 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1197
1198 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1199 }
1200 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1201}
1202
1203/*
1204 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory.
1206 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207 */
1208void inventory(object *op,object *inv) {
1209 object *tmp;
1210 char *in;
1211 int items = 0, length;
1212
1213 if (inv==NULL && op==NULL) {
1214 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1215 return;
1216 }
1217 tmp = inv ? inv->inv : op->inv;
1218
1219 while (tmp) {
1220 if ((!tmp->invisible &&
1221 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1222 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1223 items++;
1224 tmp=tmp->below;
1225 }
1226 if (inv==NULL) { /* player's inventory */
1227 if (items==0) {
1228 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1229 return;
1230 } else {
1231 length = 28;
1232 in = "";
1233 if (op)
1234 clear_win_info(op);
1235 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1236 }
1237 } else {
1238 if (items==0)
1239 return;
1240 else {
1241 length = 28;
1242 in = " ";
1243 }
1244 }
1245 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1246 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1247 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1248 continue;
1249 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1250 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1251 query_name(tmp), tmp->count,query_weight(tmp));
1252 else
1253 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1254 length+8, query_name(tmp),
1255 query_weight(tmp));
1256 }
1257 if(!inv && op) {
1258 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1259 41,"Total weight :",query_weight(op));
1260 }
1261}
1262
1263static void display_new_pickup( object* op )
1264 {
1265 int i = op->contr->mode;
1266
1267 if(!(i & PU_NEWMODE)) return;
1268
1269 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1270 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1273
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1279
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1291
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1296
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1301
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1307 }
1308
1309int command_pickup (object *op, char *params)
1310{
1311 uint32 i;
1312 static const char* names[ ] = {
1313 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1314 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1315 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1316 static uint32 modes[ ] = {
1317 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1318 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1319 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1320
1321 if(!params) {
1322 /* if the new mode is used, just print the settings */
1323 if(op->contr->mode & PU_NEWMODE)
1324 {
1325 display_new_pickup( op );
1326 return 1;
1327 }
1328 if(1) LOG(llevDebug, "command_pickup: !params\n");
1329 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1330 return 0;
1331 }
1332
1333 while ( *params == ' ' && *params )
1334 params++;
1335
1336 if ( *params == '+' || *params == '-' )
1337 {
1338 int mode;
1339 for ( mode = 0; names[ mode ]; mode++ )
1340 {
1341 if ( !strcmp( names[ mode ], params + 1 ) )
1342 {
1343 i = op->contr->mode;
1344 if ( !( i & PU_NEWMODE ) )
1345 i = PU_NEWMODE;
1346 if ( *params == '+' )
1347 i = i | modes[ mode ];
1348 else
1349 i = i & ~modes[ mode ];
1350 op->contr->mode = i;
1351 display_new_pickup( op );
1352 return 1;
1353 }
1354 } 1286 }
1355 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1287 else
1356 return 1; 1288 op->failmsgf ("Could not find an object that matches %s", params);
1357 } 1289 }
1358 1290
1359 if(sscanf(params, "%u", &i) != 1) { 1291 return 0; /*shouldnt get here */
1360 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1361 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1362 return 1;
1363 }
1364 set_pickup_mode(op,i);
1365
1366 return 1;
1367} 1292}
1368 1293
1369void set_pickup_mode(object *op,int i) {
1370 switch(op->contr->mode=i) {
1371 case 0:
1372 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1373 break;
1374 case 1:
1375 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1376 break;
1377 case 2:
1378 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1379 break;
1380 case 3:
1381 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1382 break;
1383 case 4:
1384 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1385 break;
1386 case 5:
1387 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1388 break;
1389 case 6:
1390 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1391 break;
1392 case 7:
1393 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1394 break;
1395 }
1396}
1397
1398int command_search_items (object *op, char *params)
1399{
1400 char buf[MAX_BUF];
1401
1402 if (settings.search_items == FALSE)
1403 return 1;
1404
1405 if(params == NULL) {
1406 if(op->contr->search_str[0]=='\0') {
1407 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1408 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1409 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1410 return 1;
1411 }
1412 op->contr->search_str[0]='\0';
1413 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1414 fix_player(op);
1415 return 1;
1416 }
1417 if((int)strlen(params) >= MAX_BUF) {
1418 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1419 return 1;
1420 }
1421 strcpy(op->contr->search_str, params);
1422 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1423 new_draw_info(NDI_UNIQUE, 0,op,buf);
1424 fix_player(op);
1425 return 1;
1426}
1427
1428/*
1429 * Changing the custom name of an item
1430 *
1431 * Syntax is: rename <what object> to <new name>
1432 * if '<what object>' is omitted, marked object is used
1433 * if 'to <new name>' is omitted, custom name is cleared
1434 *
1435 * Names are considered for all purpose having a length <=127 (max length sent to client
1436 * by server) */
1437
1438int command_rename_item(object *op, char *params)
1439{
1440 char buf[VERY_BIG_BUF];
1441 int itemnumber;
1442 object *item = NULL;
1443 char *closebrace;
1444 size_t counter;
1445
1446 if (params) {
1447 /* Let's skip white spaces */
1448 while(' '==*params) params++;
1449
1450 /* Checking the first part */
1451 if ((itemnumber = atoi(params))!=0) {
1452 for (item = op->inv; item && ((item->count != (tag_t) itemnumber) || item->invisible); item = item->below);
1453 if (!item) {
1454 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1455 return 1;
1456 }
1457 while(isdigit(*params) || ' '==*params) params++;
1458 }
1459 else if ('<'==*params) {
1460 /* Got old name, let's get it & find appropriate matching item */
1461 closebrace=strchr(params,'>');
1462 if(!closebrace) {
1463 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1464 return 1;
1465 }
1466 /* Sanity check for buffer overruns */
1467 if((closebrace-params)>127) {
1468 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1469 return 1;
1470 }
1471 /* Copy the old name */
1472 strncpy(buf,params+1,closebrace-params-1);
1473 buf[closebrace-params-1]='\0';
1474
1475 /* Find best matching item */
1476 item=find_best_object_match(op,buf);
1477 if(!item) {
1478 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1479 return 1;
1480 }
1481
1482 /* Now need to move pointer to just after > */
1483 params=closebrace+1;
1484 while(' '==*params) params++;
1485
1486 } else {
1487 /* Use marked item */
1488 item=find_marked_object(op);
1489 if(!item) {
1490 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1491 return 1;
1492 }
1493 }
1494
1495 /* Now let's find the new name */
1496 if(!strncmp(params,"to ",3)) {
1497 params+=3;
1498 while(' '==*params) params++;
1499 if('<'!=*params) {
1500 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1501 return 1;
1502 }
1503 closebrace=strchr(params+1,'>');
1504 if(!closebrace) {
1505 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1506 return 1;
1507 }
1508
1509 /* Sanity check for buffer overruns */
1510 if((closebrace-params)>127) {
1511 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1512 return 1;
1513 }
1514
1515 /* Copy the new name */
1516 strncpy(buf,params+1,closebrace-params-1);
1517 buf[closebrace-params-1]='\0';
1518
1519 /* Let's check it for weird characters */
1520 for(counter=0;counter<strlen(buf);counter++) {
1521 if(isalnum(buf[counter])) continue;
1522 if(' '==buf[counter]) continue;
1523 if('\''==buf[counter]) continue;
1524 if('+'==buf[counter]) continue;
1525 if('_'==buf[counter]) continue;
1526 if('-'==buf[counter]) continue;
1527
1528 /* If we come here, then the name contains an invalid character...
1529 tell the player & exit */
1530 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1531 return 1;
1532 }
1533
1534 } else {
1535 /* If param contains something, then syntax error... */
1536 if(strlen(params)) {
1537 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1538 return 1;
1539 }
1540 /* New name is empty */
1541 buf[0]='\0';
1542 }
1543 } else {
1544 /* Last case: params==NULL */
1545 item=find_marked_object(op);
1546 if(!item) {
1547 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1548 return 1;
1549 }
1550 buf[0]='\0';
1551 }
1552
1553 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1554 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1555 return 1;
1556 }
1557
1558 /* Coming here, everything is fine... */
1559 if(!strlen(buf)) {
1560 /* Clear custom name */
1561 if(item->custom_name) {
1562 item->custom_name = 0;
1563
1564 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1565 esrv_update_item(UPD_NAME,op,item);
1566 } else {
1567 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1568 }
1569 } else {
1570 /* Set custom name */
1571 item->custom_name = buf;
1572
1573 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1574 esrv_update_item(UPD_NAME,op,item);
1575 }
1576
1577 return 1;
1578}

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