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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.14 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.134 by root, Sat Nov 17 23:40:03 2018 UTC

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

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