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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.7 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.134 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 1.7 2006/08/27 15:24:22 root 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);
143 return 0;
144 }
145
146 pl->apply (skill);
108 return 0; 147 return 1;
109 }
110 return change_skill(pl,skill, 0);
111} 148}
112
113
114/* These functions (command_search, command_disarm) are really just wrappers for
115 * things like 'use_skill ...'). In fact, they should really be obsoleted
116 * and replaced with those.
117 */
118int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120}
121
122int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124}
125
126 149
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))
155 aflag=AP_APPLY; 180 {
156 params+=3; 181 aflag = AP_APPLY;
157 } 182 params += 3;
183 }
184
158 if (!strncmp(params,"-u ",3)) { 185 if (!strncmp (params, "-u ", 3))
159 aflag=AP_UNAPPLY; 186 {
160 params+=3; 187 aflag = AP_UNAPPLY;
161 } 188 params += 3;
189 }
190
162 while (*params==' ') params++; 191 while (*params == ' ')
192 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) { 195 op->apply (inv, aflag);
166 player_apply(op,inv,aflag,0);
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,
187 "The %s is not active.", query_name(sack));
188 return 0;
189 } 216 {
217 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
218 return 0;
219 }
220
190 if (sack == op) { 221 if (sack == op)
191 new_draw_info_format(NDI_UNIQUE, 0, pl,
192 "You can't put the %s into itself.", query_name(sack));
193 return 0;
194 } 222 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER 223 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
196 || (sack->stats.food && sack->stats.food != op->type))) { 224 return 0;
197 new_draw_info_format(NDI_UNIQUE, 0, pl, 225 }
198 "You can put only %s into the %s.", sack->race, query_name(sack)); 226
199 return 0; 227 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
200 } 228 {
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));
230 return 0;
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,
203 "You can't put the key into %s.", query_name(sack));
204 return 0;
205 } 234 {
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 235 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
207 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
208 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
209 new_draw_info_format(NDI_UNIQUE, 0, pl,
210 "That won't fit in the %s!", query_name(sack));
211 return 0; 236 return 0;
237 }
238
239 if (sack->weight_limit
240 && weight_t (sack->carrying
241 + sack->number_of ()
242 * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
243 * (100 - sack->stats.Str) / 100)
244 > sack->weight_limit)
212 } 245 {
246 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
247 return 0;
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) {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241 return;
242 }
243 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 return;
245 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
246 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
247 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
248 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
249 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
250 remove_ob (tmp);
251 free_object(tmp);
252 return;
253 }
254 273 {
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.>");
277 return;
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;
267 } 297 }
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 298
269 SET_FLAG(tmp, FLAG_WAS_WIZ); 299 if (!can_split (pl, tmp, nrof))
270 if (nrof != tmp_nrof) {
271 object *tmp2 = tmp;
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return; 300 return;
277 } 301
278 /* Tell a client what happened rest of objects */ 302 if (tmp->flag [FLAG_UNPAID])
279 if (pl->type == PLAYER) {
280 if (was_destroyed (tmp2, tmp2_tag))
281 esrv_del_item (pl->contr, tmp2_tag);
282 else
283 esrv_send_item (pl, tmp2);
284 }
285 } else {
286 /* If the object is in a container, send a delete to the client.
287 * - we are moving all the items from the container to elsewhere,
288 * so it needs to be deleted.
289 */
290 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291 if (tmp->env && pl->type==PLAYER)
292 esrv_del_item (pl->contr, tmp->count);
293 remove_ob(tmp); /* Unlink it */
294 }
295 } 303 {
296 if(QUERY_FLAG(tmp, FLAG_UNPAID)) 304 tmp->flag.reset (FLAG_UNPAID);
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 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));
298 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 306 tmp->flag.set (FLAG_UNPAID);
307 }
299 else 308 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 309 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
301 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302 310
303 tmp = insert_ob_in_ob(tmp, op); 311 op->insert (tmp);
304
305 /* All the stuff below deals with client/server code, and is only
306 * usable by players
307 */
308 if(pl->type!=PLAYER) return;
309
310 esrv_send_item (pl, tmp);
311 /* These are needed to update the weight for the container we
312 * are putting the object in.
313 */
314 if (op!=pl) {
315 esrv_update_item (UPD_WEIGHT, pl, op);
316 esrv_send_item (pl, pl);
317 }
318
319 /* Update the container the object was in */
320 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
321} 312}
322 313
323
324void pick_up(object *op,object *alt)
325/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 314/* modified slightly to allow monsters use this -b.t. 5-31-95 */
315void
316pick_up (object *op, object *alt)
326{ 317{
327 int need_fix_tmp = 0; 318 int need_fix_tmp = 0;
328 object *tmp=NULL; 319 object *tmp = NULL;
329 mapstruct *tmp_map=NULL; 320 maptile *tmp_map = NULL;
330 int count; 321 int count;
331 tag_t tag;
332 322
333 /* Decide which object to pick. */ 323 /* Decide which object to pick. */
334 if (alt) 324 if (alt)
335 { 325 {
336 if ( ! can_pick (op, alt)) { 326 if (!can_pick (op, alt))
327 {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", 328 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 alt->name); 329 goto leave;
330 }
331
332 tmp = alt;
333 }
334 else
335 {
336 if (op->below == NULL || !can_pick (op, op->below))
337 {
338 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
339 goto leave;
340 }
341
342 tmp = op->below;
343 }
344
345 /* Try to catch it. */
346 tmp_map = tmp->map;
347 tmp = stop_item (tmp);
348 if (tmp == NULL)
339 goto leave; 349 goto leave;
340 } 350
341 tmp = alt; 351 need_fix_tmp = 1;
352 if (!can_pick (op, tmp))
353 goto leave;
354
355 if (op->type == PLAYER)
342 } 356 {
357 count = op->contr->count;
358 if (count == 0)
359 count = tmp->nrof;
360 }
343 else 361 else
344 { 362 count = tmp->nrof;
345 if (op->below == NULL || ! can_pick (op, op->below)) { 363
346 new_draw_info (NDI_UNIQUE, 0, op, 364 /* container is open, so use it */
347 "There is nothing to pick up here."); 365 if (tmp->flag [FLAG_STARTEQUIP])
348 goto leave; 366 alt = op;
349 } 367 else if ((alt = op->container_ ()))
350 tmp = op->below;
351 } 368 {
352 369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
353 /* Try to catch it. */
354 tmp_map = tmp->map;
355 tmp = stop_item (tmp);
356 if (tmp == NULL)
357 goto leave; 370 goto leave;
358 need_fix_tmp = 1;
359 if ( ! can_pick (op, tmp))
360 goto leave;
361
362 if (op->type==PLAYER) {
363 count=op->contr->count;
364 if (count==0) count = tmp->nrof;
365 } 371 }
366 else 372 else
367 count=tmp->nrof; 373 { /* non container pickup */
368
369 /* container is open, so use it */
370 if (op->container) {
371 alt = op->container;
372 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373 goto leave;
374 } else { /* non container pickup */
375 for (alt=op->inv; alt; alt=alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
377 alt->race && alt->race==tmp->race &&
378 sack_can_hold (NULL, alt, tmp,count))
379 break; /* perfect match */
380
381 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below) 374 for (alt = op->inv; alt; alt = alt->below)
383 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 375 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
384 sack_can_hold (NULL, alt, tmp,count)) 376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377 break; /* perfect match */
378
379 if (!alt)
380 for (alt = op->inv; alt; alt = alt->below)
381 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
385 break; /* General container comes next */ 382 break; /* General container comes next */
386 if (!alt) 383
384 if (!alt)
387 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
388 } 386 }
387
389 if(tmp->env == alt) { 388 if (tmp->env == alt)
389 {
390 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
391 * if someone wants to implement it 391 * if someone wants to implement it
392 */ 392 */
393 alt = op; 393 alt = op;
394 } 394 }
395
395#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
396 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397#endif 398#endif
398 399
399 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER 401 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
401 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 { 402 {
403 new_draw_info (NDI_UNIQUE, 0, op, 403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
404 "This object cannot be put into containers!");
405 goto leave; 404 goto leave;
406 } 405 }
407 406
408 tag = tmp->count;
409 pick_up_object (op, alt, tmp, count); 407 pick_up_object (op, alt, tmp, count);
408
410 if (was_destroyed (tmp, tag) || tmp->env) 409 if (tmp->destroyed () || tmp->env)
411 need_fix_tmp = 0; 410 need_fix_tmp = 0;
411
412 if (op->type == PLAYER) 412 if (op->type == PLAYER)
413 op->contr->count=0; 413 op->contr->count = 0;
414
414 goto leave; 415 goto leave;
415 416
416 leave: 417leave:
417 if (need_fix_tmp) 418 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
419} 420}
420
421 421
422/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to 423 * who issued the command. params is a string to
424 * match against the item name. Basically, always 424 * match against the item name. Basically, always
425 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
426 */ 426 */
427int
427int command_take (object *op, char *params) 428command_take (object *op, char *params)
428{ 429{
429 object *tmp, *next; 430 object *tmp, *next;
430 431
431 if (op->container) 432 if (op->container_ ())
432 tmp=op->container->inv; 433 tmp = op->container_ ()->inv;
433 else { 434 else
434 tmp=op->above; 435 {
435 if (tmp) while (tmp->above) {
436 tmp=tmp->above; 436 tmp = op->above;
437 } 437 if (tmp)
438 while (tmp->above)
439 tmp = tmp->above;
440
441 if (!tmp)
442 tmp = op->below;
443 }
444
438 if (!tmp) 445 if (!tmp)
439 tmp=op->below;
440 } 446 {
441
442 if (tmp==NULL) {
443 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
444 return 0; 448 return 0;
445 } 449 }
446 450
447 /* Makes processing easier */ 451 /* Makes processing easier */
448 if (params && *params=='\0') params=NULL; 452 if (params && *params == '\0')
453 params = 0;
449 454
455 int cnt = MAX_ITEM_PER_ACTION;
456
450 while (tmp) { 457 while (tmp)
458 {
451 next=tmp->below; 459 next = tmp->below;
452 460
453 if (tmp->invisible) { 461 if (tmp->invisible)
454 tmp=next; 462 {
463 tmp = next;
455 continue; 464 continue;
456 } 465 }
466
457 /* This following two if and else if could be merged into line 467 /* This following two if and else if could be merged into line
458 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
459 * not make it any more efficient 469 * not make it any more efficient
460 */ 470 */
461 if (params && item_matched_string(op, tmp, params)) { 471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
462 pick_up(op, tmp); 474 pick_up (op, tmp);
463 } 475 }
464 else if (can_pick(op, tmp) && !params) { 476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
465 pick_up(op,tmp); 479 pick_up (op, tmp);
466 break; 480 break;
467 } 481 }
468 tmp=next; 482
469 /* Might as well just skip over the player immediately - 483 tmp = next;
470 * we know it can't be picked up
471 */
472 if (tmp == op) tmp=tmp->below;
473 }
474 if (!params && !tmp) {
475 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
476 if (!tmp->invisible) {
477 char buf[MAX_BUF];
478 sprintf(buf,"You can't pick up a %s.",
479 tmp->name? tmp->name:"null");
480 new_draw_info(NDI_UNIQUE, 0,op, buf);
481 break;
482 } 484 }
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 485
486 if (cnt < 0)
484 } 487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
485 return 0; 489 return 0;
486} 490 }
487 491
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);
498 break;
499 }
500
501 if (!tmp)
502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
503 }
504
505 return 0;
506}
488 507
489/* 508/*
490 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
491 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
492 * if nrof is non zero, then nrof objects is tried to put into sack. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
493 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
494 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
495 */ 515 */
516void
496void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497{ 518{
498 tag_t tmp_tag, tmp2_tag;
499 object *tmp2, *sack2; 519 object *tmp2;
500 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
501 521
502 if (sack==tmp) return; /* Can't put an object in itself */ 522 if (sack == tmp)
503 if (sack->type != CONTAINER && sack->type != TRANSPORT) { 523 return; /* Can't put an object in itself */
504 new_draw_info_format(NDI_UNIQUE, 0,op, 524
505 "The %s is not a container.", query_name(sack)); 525 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
506 return;
507 } 526 {
508 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
509 new_draw_info_format(NDI_UNIQUE, 0,op, 528 return;
510 "You cannot put the %s in the %s.", query_name(tmp),
511 query_name(sack));
512 return;
513 } 529 }
530
514 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
515 532 {
516 /* 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
517 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
518 * 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.
519 */ 536 */
520 sack2 = tmp;
521 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));
522 query_name(tmp), query_name(sack)); 538
523 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
524 tmp = tmp2->below; 541 tmp = tmp2->below;
542
525 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)))
526 (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
527 put_object_in_sack (op, sack, tmp2, 0); 544 put_object_in_sack (op, sack, tmp2, 0);
528 } else { 545 else
546 {
529 sprintf(buf,"Your %s fills up.", query_name(sack)); 547 sprintf (buf, "Your %s fills up.", query_name (sack));
530 new_draw_info(NDI_UNIQUE, 0,op, buf); 548 new_draw_info (NDI_UNIQUE, 0, op, buf);
531 break; 549 break;
550 }
551 }
552
553 return;
532 } 554 }
533 }
534 esrv_update_item (UPD_WEIGHT, op, sack2);
535 return;
536 }
537 555
538 /* Don't worry about this for containers - our caller should have 556 /* Don't worry about this for containers - our caller should have
539 * already checked this. 557 * already checked this.
540 */ 558 */
541 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)))
542 return;
543
544 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
545 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
546 return; 560 return;
547 }
548 561
562 if (tmp->flag [FLAG_APPLIED])
563 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
564 return;
565
549 /* 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 */
550 if (nrof && tmp->nrof != nrof) { 567 if (!can_split (op, tmp, nrof))
551 object *tmp2 = tmp;
552 tmp2_tag = tmp2->count;
553 tmp = get_split_ob (tmp, nrof);
554
555 if(!tmp) {
556 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
557 return; 568 return;
558 }
559 /* Tell a client what happened other objects */
560 if (was_destroyed (tmp2, tmp2_tag))
561 esrv_del_item (op->contr, tmp2_tag);
562 else /* this can proably be replaced with an update */
563 esrv_send_item (op, tmp2);
564 } else
565 remove_ob(tmp);
566 569
567 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
568 query_name(tmp), query_name(sack)); 571 sack->insert (tmp);
569 tmp_tag = tmp->count; 572}
570 tmp2 = insert_ob_in_ob(tmp, sack);
571 fix_player(op); /* This is overkill, fix_player() is called somewhere */
572 /* in object.c */
573 573
574 /* 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
575 * 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:
576 */ 621 */
577 if (tmp2 != tmp)
578 esrv_del_item (op->contr, tmp_tag);
579 622
580 esrv_send_item (op, tmp2); 623 obj->x = dropper->x;
624 obj->y = dropper->y;
581 625
582 /* If a transport, need to update all the players in the transport 626 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
583 * the view of what is in it.
584 */
585 if (sack->type == TRANSPORT) {
586 for (tmp=sack->inv; tmp; tmp=tmp->below) {
587 if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
588 }
589 } else {
590 /* update the sacks weight */
591 esrv_update_item (UPD_WEIGHT, op, sack);
592 }
593} 627}
594 628
595/* 629/*
596 * This function was part of drop, now is own function. 630 * This function was part of drop, now is own function.
597 * 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
598 * nrof objects is tried to dropped. 632 * nrof objects are tried to drop.
599 * This is used when dropping objects onto the floor. 633 * This is used when dropping objects onto the floor.
600 */ 634 */
601void 635void
602drop_object (object * op, object * tmp, uint32 nrof) 636drop_object (object *op, object *tmp, uint32 nrof)
603{ 637{
604 char buf[MAX_BUF]; 638 if (tmp->flag [FLAG_NO_DROP])
605 object *floor;
606
607 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
608 return; 639 return;
609 640
610 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 641 if (tmp->flag [FLAG_APPLIED])
611 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 642 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
612 return; /* can't unapply it */ 643 return; /* can't unapply it */
613 644
614 /* 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
615 * off 646 * off
616 */ 647 */
617 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);
618 { 657 }
619 object *tmp2 = tmp; 658}
620 tag_t tmp2_tag = tmp2->count; 659
621 tmp = get_split_ob (tmp, nrof); 660void
622 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)
623 { 672 {
624 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 ();
625 return; 677 return;
626 } 678 }
627 /* Tell a client what happened rest of objects. tmp2 is now the
628 * original object
629 */
630 if (op->type == PLAYER)
631 {
632 if (was_destroyed (tmp2, tmp2_tag))
633 esrv_del_item (op->contr, tmp2_tag);
634 else 679 else
635 esrv_send_item (op, tmp2); 680 while (tmp && tmp->invisible)
636 } 681 tmp = tmp->below;
637 }
638 else
639 remove_ob (tmp);
640
641 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
642 return;
643
644 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
645 { 682 }
646 sprintf (buf, "You drop the %s.", query_name (tmp)); 683
647 new_draw_info (NDI_UNIQUE, 0, op, buf); 684 if (!tmp)
648 new_draw_info (NDI_UNIQUE, 0, op, 685 {
649 "The gods who lent it to you retrieves it."); 686 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
650 if (op->type == PLAYER)
651 esrv_del_item (op->contr, tmp->count);
652 free_object (tmp);
653 fix_player (op);
654 return; 687 return;
655 } 688 }
656 689
657/* If SAVE_INTERVAL is commented out, we never want to save 690 if (tmp->flag [FLAG_INV_LOCKED])
658 * the player here.
659 */
660#ifdef SAVE_INTERVAL
661 /* I'm not sure why there is a value check - since the save
662 * is done every SAVE_INTERVAL seconds, why care the value
663 * of what he is dropping?
664 */
665 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
666 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
667 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
668 {
669 save_player (op, 1);
670 op->contr->last_save_time = time (NULL);
671 } 691 {
672#endif /* SAVE_INTERVAL */ 692 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
673
674 if (op->type == PLAYER)
675 esrv_del_item (op->contr, tmp->count);
676
677 /* Call this before we update the various windows/players. At least
678 * that we, we know the weight is correct.
679 */
680 fix_player (op); /* This is overkill, fix_player() is called somewhere */
681 /* in object.c */
682
683 if (op->type == PLAYER)
684 {
685 op->contr->socket.update_look = 1;
686 /* Need to update the weight for the player */
687 esrv_send_item (op, op);
688 }
689
690 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
691 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
692 return; 693 return;
694 }
693 695
694 if (floor 696 if (tmp->flag [FLAG_NO_DROP])
695 && floor->type == SHOP_FLOOR
696 && !QUERY_FLAG (tmp, FLAG_UNPAID)
697 && tmp->type != MONEY)
698 sell_item (tmp, op);
699
700 tmp->x = op->x;
701 tmp->y = op->y;
702
703 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
704}
705
706void drop(object *op, object *tmp)
707{
708 /* Hopeful fix for disappearing objects when dropping from a container -
709 * somehow, players get an invisible object in the container, and the
710 * old logic would skip over invisible objects - works fine for the
711 * playes inventory, but drop inventory wants to use the next value.
712 */
713 if (tmp->invisible) {
714 /* if the following is the case, it must be in an container. */
715 if (tmp->env && tmp->env->type != PLAYER) {
716 /* Just toss the object - probably shouldn't be hanging
717 * around anyways
718 */
719 remove_ob(tmp);
720 free_object(tmp);
721 return;
722 } else {
723 while(tmp!=NULL && tmp->invisible)
724 tmp=tmp->below;
725 }
726 } 697 {
727
728 if (tmp==NULL) {
729 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
730 return;
731 }
732 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
733 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
734 return;
735 }
736 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
737#if 0 698#if 0
738 /* 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. */
739 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.");
740#endif 701#endif
741 return; 702 return;
742 } 703 }
743 704
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 {
744 if (op->type == PLAYER) 712 if (op->type == PLAYER)
745 { 713 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
746 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
747 object *n=NULL;
748 if(tmp->below != NULL)
749 n = tmp->below;
750 else if(tmp->above != NULL)
751 n = tmp->above;
752 op->contr->last_used = n;
753 if (n != NULL)
754 op->contr->last_used_id = n->count;
755 else 714 else
756 op->contr->last_used_id = 0; 715 put_object_in_sack (op, op->container_ (), tmp, 0);
757 }
758 }; 716 }
759 717 else
760 if (op->container) { 718 {
761 if (op->type == PLAYER) 719 if (op->type == PLAYER)
762 {
763 put_object_in_sack (op, op->container, tmp, op->contr->count);
764 } else {
765 put_object_in_sack(op, op->container, tmp, 0);
766 };
767 } else {
768 if (op->type == PLAYER)
769 {
770 drop_object (op, tmp, op->contr->count); 720 drop_object (op, tmp, op->contr->count);
771 } else { 721 else
772 drop_object(op,tmp,0); 722 drop_object (op, tmp, 0);
773 };
774 } 723 }
724
775 if (op->type == PLAYER) 725 if (op->type == PLAYER)
776 op->contr->count = 0; 726 op->contr->count = 0;
777} 727}
778
779
780 728
781/* Command will drop all items that have not been locked */ 729/* Command will drop all items that have not been locked */
730int
782int command_dropall (object *op, char *params) { 731command_dropall (object *op, char *params)
732{
783 733
784 object * curinv, *nextinv;
785
786 if(op->inv == NULL) { 734 if (op->inv == NULL)
735 {
787 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 736 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
788 return 0; 737 return 0;
789 } 738 }
790 739
791 curinv = op->inv; 740 object *curinv = op->inv;
741 object *nextinv;
792 742
793 /*
794 This is the default. Drops everything not locked or considered
795 not something that should be dropped.
796 */
797 /* 743 /*
744 This is the default. Drops everything not locked or considered
745 not something that should be dropped.
746 */
747 /*
798 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
799 the drop() routine will do unknown things to it when dropping 749 the drop() routine will do unknown things to it when dropping
800 in a shop. --Tero.Pelander@utu.fi 750 in a shop. --Tero.Pelander@utu.fi
801 */ 751 */
752 int cnt = MAX_ITEM_PER_ACTION;
802 753
803 if(params==NULL) { 754 if (!params)
804 while(curinv != NULL) { 755 {
756 while (curinv)
757 {
805 nextinv = curinv->below; 758 nextinv = curinv->below;
759
806 while (nextinv && nextinv->type==MONEY) 760 while (nextinv && nextinv->type == MONEY)
807 nextinv = nextinv->below; 761 nextinv = nextinv->below;
808 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 762
809 curinv->type != FOOD && curinv->type != KEY && 763 if (!curinv->flag [FLAG_INV_LOCKED]
810 curinv->type != SPECIAL_KEY && curinv->type != GEM && 764 && !curinv->invisible
811 !curinv->invisible && 765 && curinv->type != MONEY
812 (curinv->type!=CONTAINER || op->container!=curinv)) 766 && curinv->type != FOOD
813 { 767 && curinv->type != KEY
814 drop(op,curinv); 768 && curinv->type != SPECIAL_KEY
769 && curinv->type != GEM
770 && curinv->type != CONTAINER)
771 {
772 drop (op, curinv);
773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
815 } 777 }
816 curinv = nextinv;
817 }
818 } 778 }
819
820 else if(strcmp(params, "weapons") == 0) { 779 else if (strcmp (params, "weapons") == 0)
821 while(curinv != NULL) { 780 {
781 while (curinv)
782 {
822 nextinv = curinv->below; 783 nextinv = curinv->below;
784
823 while (nextinv && nextinv->type==MONEY) 785 while (nextinv && nextinv->type == MONEY)
824 nextinv = nextinv->below; 786 nextinv = nextinv->below;
825 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 787
826 (curinv->type == BOW) || (curinv->type == ARROW))) 788 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
827 { 789 {
828 drop(op,curinv); 790 drop (op, curinv);
829 } 791 if (--cnt <= 0) break;
792 }
793
830 curinv = nextinv; 794 curinv = nextinv;
831 } 795 }
832 } 796 }
833
834 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
835 while(curinv != NULL) { 798 {
799 while (curinv)
800 {
836 nextinv = curinv->below; 801 nextinv = curinv->below;
802
837 while (nextinv && nextinv->type==MONEY) 803 while (nextinv && nextinv->type == MONEY)
838 nextinv = nextinv->below; 804 nextinv = nextinv->below;
839 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 805
840 curinv->type == SHIELD || curinv->type==HELMET)) 806 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
841 { 807 {
842 drop(op,curinv); 808 drop (op, curinv);
843 } 809 if (--cnt <= 0) break;
810 }
811
844 curinv = nextinv; 812 curinv = nextinv;
845 } 813 }
846 } 814 }
847
848 else if(strcmp(params, "misc") == 0) { 815 else if (strcmp (params, "misc") == 0)
849 while(curinv != NULL) { 816 {
817 while (curinv)
818 {
850 nextinv = curinv->below; 819 nextinv = curinv->below;
820
851 while (nextinv && nextinv->type==MONEY) 821 while (nextinv && nextinv->type == MONEY)
852 nextinv = nextinv->below; 822 nextinv = nextinv->below;
853 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 823
854 switch(curinv->type) { 824 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
855 case HORN: 825 {
856 case BOOK: 826 switch (curinv->type)
857 case SPELLBOOK: 827 {
858 case GIRDLE: 828 case HORN:
859 case AMULET: 829 case BOOK:
860 case RING: 830 case SPELLBOOK:
861 case CLOAK: 831 case GIRDLE:
862 case BOOTS: 832 case AMULET:
863 case GLOVES: 833 case RING:
864 case BRACERS: 834 case CLOAK:
865 case SCROLL: 835 case BOOTS:
866 case ARMOUR_IMPROVER: 836 case GLOVES:
867 case WEAPON_IMPROVER: 837 case BRACERS:
868 case WAND: 838 case SCROLL:
869 case ROD: 839 case ARMOUR_IMPROVER:
870 case POTION: 840 case WEAPON_IMPROVER:
871 drop(op,curinv); 841 case WAND:
872 curinv = nextinv; 842 case ROD:
873 break; 843 case POTION:
874 default: 844 drop (op, curinv);
875 curinv = nextinv; 845 curinv = nextinv;
876 break; 846 break;
877 } 847 default:
878 } 848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
879 curinv = nextinv; 855 curinv = nextinv;
880 } 856 }
881 } 857 }
882 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
883/* draw_look(op);*/ 862/* draw_look(op);*/
884 return 0; 863 return 0;
885} 864}
886 865
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
887/* 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
888 * comma seperated list. 892 * comma seperated list.
889 */ 893 */
890 894int
891int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
892{ 896{
893 object *tmp, *next; 897 object *tmp, *next;
894 int did_one=0;
895 898
896 if (!params) {
897 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
898 return 0;
899 } else {
900 for (tmp=op->inv; tmp; tmp=next) {
901 next=tmp->below;
902 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
903 tmp->invisible) continue;
904 if (item_matched_string(op,tmp,params)) {
905 drop(op, tmp);
906 did_one=1;
907 }
908 }
909 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
910 }
911 if (op->type==PLAYER)
912 {
913 op->contr->count=0;
914 op->contr->socket.update_look=1;
915 };
916/* draw_look(op);*/
917 return 0;
918}
919
920int command_examine (object *op, char *params)
921{
922 if (!params) { 899 if (!params)
923 object *tmp=op->below; 900 {
924 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 901 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
925 if (tmp) examine(op,tmp); 902 return 0;
926 } 903 }
927 else { 904 else
928 object *tmp=find_best_object_match(op,params); 905 {
929 if (tmp) 906 vector<object *> matched_objs;
930 examine(op,tmp); 907
931 else 908 for (tmp = op->inv; tmp; tmp = next)
932 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 909 {
910 next = tmp->below;
911 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
912 continue;
913
914 if (item_matched_string (op, tmp, params))
915 matched_objs.push_back (tmp);
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.");
933 } 925 }
926
934 return 0; 927 return 0;
935} 928}
936 929
937/* op should be a player. 930int
938 * we return the object the player has marked with the 'mark' command 931command_examine (object *op, char *params)
939 * below. If no match is found (or object has changed), we return
940 * NULL. We leave it up to the calling function to print messages if
941 * nothing is found.
942 */
943object *find_marked_object(object *op)
944{ 932{
945 object *tmp; 933 if (!params)
946
947 if (!op || !op->contr) return NULL;
948 if (!op->contr->mark) {
949/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
950 return NULL;
951 } 934 {
952 /* This may seem like overkill, but we need to make sure that they 935 object *tmp = op->below;
953 * player hasn't dropped the item. We use count on the off chance that 936
954 * an item got reincarnated at some point. 937 while (tmp && !tmp->client_visible ())
955 */ 938 tmp = tmp->below;
956 for (tmp=op->inv; tmp; tmp=tmp->below) { 939
957 if (tmp->invisible) continue; 940 if (tmp)
958 if (tmp == op->contr->mark) { 941 examine (op, tmp);
959 if (tmp->count == op->contr->mark_count)
960 return tmp;
961 else {
962 op->contr->mark=NULL;
963 op->contr->mark_count=0;
964/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
965 return NULL;
966 } 942 }
967 } 943 else
968 }
969 return NULL;
970}
971 944 {
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);
1047 }
1048 }
1049 }
1050
1051 return buf;
1052}
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
1109command_pickup (object *op, char *params)
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
1125 if (!params)
1126 {
1127 /* if the new mode is used, just print the settings */
1128 display_new_pickup (op);
1129 return 0;
1130 }
1131
1132 while (*params == ' ' && *params)
1133 params++;
1134
1135 if (*params == '+' || *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;
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
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}
972 1265
973/* op should be a player, params is any params. 1266/* op should be a player, params is any params.
974 * If no params given, we print out the currently marked object. 1267 * If no params given, we print out the currently marked object.
975 * otherwise, try to find a matching object - try best match first. 1268 * otherwise, try to find a matching object - try best match first.
976 */ 1269 */
1270int
977int command_mark(object *op, char *params) 1271command_mark (object *op, char *params)
978{ 1272{
979 if (!op->contr) return 1;
980 if (!params) { 1273 if (!params)
981 object *mark=find_marked_object(op);
982 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
983 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
984 } 1274 {
985 else { 1275 if (object *mark = op->mark ())
986 object *mark1=find_best_object_match(op, params); 1276 op->statusmsg (format ("%s is marked.", query_name (mark)));
987 if (!mark1) {
988 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
989 return 1;
990 }
991 else {
992 op->contr->mark=mark1;
993 op->contr->mark_count=mark1->count;
994 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
995 return 0;
996 }
997 }
998 return 0; /*shouldnt get here */
999}
1000
1001
1002/* op is the player
1003 * tmp is the monster being examined.
1004 */
1005void examine_monster(object *op,object *tmp) {
1006 object *mon=tmp->head?tmp->head:tmp;
1007
1008 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1010 if(mon->level>op->level)
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1012 else if(mon->level<op->level)
1013 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1014 else 1277 else
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you."); 1278 op->failmsg ("You have no marked object.");
1016 if(mon->attacktype&AT_ACID)
1017 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1018
1019 /* Anyone know why this used to use the clone value instead of the
1020 * maxhp field? This seems that it should give more accurate results.
1021 */
1022 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1023 case 1:
1024 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1025 break;
1026 case 2:
1027 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1028 break;
1029 case 3:
1030 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1031 break;
1032 case 4:
1033 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1034 break;
1035 }
1036 if(present_in_ob(POISONING,mon)!=NULL)
1037 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1038}
1039
1040
1041/* tmp is the object being described, pl is who is examing it. */
1042char *long_desc(object *tmp, object *pl) {
1043 static char buf[VERY_BIG_BUF];
1044 char *cp;
1045
1046 if(tmp==NULL)
1047 return "";
1048
1049 buf[0]='\0';
1050 switch(tmp->type) {
1051 case RING:
1052 case SKILL:
1053 case WEAPON:
1054 case ARMOUR:
1055 case BRACERS:
1056 case HELMET:
1057 case SHIELD:
1058 case BOOTS:
1059 case GLOVES:
1060 case AMULET:
1061 case GIRDLE:
1062 case BOW:
1063 case ARROW:
1064 case CLOAK:
1065 case FOOD:
1066 case DRINK:
1067 case FLESH:
1068 case SKILL_TOOL:
1069 case POWER_CRYSTAL:
1070 if(*(cp=describe_item(tmp, pl))!='\0') {
1071 int len;
1072
1073 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1074 buf[VERY_BIG_BUF-1]=0;
1075 len=strlen(buf);
1076 if (len<VERY_BIG_BUF-5) {
1077 /* Since we know the length, we save a few cpu cycles by using
1078 * it instead of calling strcat */
1079 strcpy(buf+len," ");
1080 len++;
1081 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1082 buf[VERY_BIG_BUF-1]=0;
1083 }
1084 } 1279 }
1280 else
1085 } 1281 {
1086 if(buf[0]=='\0') { 1282 if (object *mark = find_best_object_match (op, params))
1087 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1283 {
1088 buf[VERY_BIG_BUF-1]=0; 1284 op->contr->mark = mark;
1089 } 1285 op->statusmsg (format ("Marked item %s", query_name (mark)));
1090 1286 }
1091 return buf; 1287 else
1092} 1288 op->failmsgf ("Could not find an object that matches %s", params);
1093
1094void examine(object *op, object *tmp) {
1095 char buf[VERY_BIG_BUF];
1096 int i;
1097
1098 if (tmp == NULL || tmp->type == CLOSE_CON)
1099 return;
1100
1101 strcpy(buf,"That is ");
1102 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1103 buf[VERY_BIG_BUF-1]=0;
1104
1105 new_draw_info(NDI_UNIQUE, 0,op,buf);
1106 buf[0]='\0';
1107
1108 if(tmp->custom_name) {
1109 strcpy(buf,"You call it ");
1110 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1111 buf[VERY_BIG_BUF-1]=0;
1112 new_draw_info(NDI_UNIQUE, 0,op,buf);
1113 buf[0]='\0';
1114 }
1115
1116 switch(tmp->type) {
1117 case SPELLBOOK:
1118 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1119 sprintf(buf,"%s is a %s level %s spell",
1120 tmp->inv->name, get_levelnumber(tmp->inv->level),
1121 tmp->inv->skill);
1122 } 1289 }
1123 break;
1124 1290
1125 case BOOK: 1291 return 0; /*shouldnt get here */
1126 if(tmp->msg!=NULL)
1127 strcpy(buf,"Something is written in it.");
1128 break;
1129
1130 case CONTAINER:
1131 if(tmp->race!=NULL) {
1132 if(tmp->weight_limit && tmp->stats.Str<100)
1133 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1134 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1135 else
1136 sprintf (buf,"It can hold only %s.", tmp->race);
1137 } else
1138 if(tmp->weight_limit && tmp->stats.Str<100)
1139 sprintf (buf,"Its weight limit is %.1f kg.",
1140 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1141 break;
1142
1143 case WAND:
1144 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1145 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1146 break;
1147 }
1148
1149 if(buf[0]!='\0')
1150 new_draw_info(NDI_UNIQUE, 0,op,buf);
1151
1152 if(tmp->materialname != NULL && !tmp->msg) {
1153 sprintf(buf, "It is made of: %s.", tmp->materialname);
1154 new_draw_info(NDI_UNIQUE, 0, op, buf);
1155 }
1156 /* Where to wear this item */
1157 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1158 if (tmp->body_info[i]<-1) {
1159 if (op->body_info[i])
1160 new_draw_info_format(NDI_UNIQUE, 0,op,
1161 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1162 else
1163 new_draw_info_format(NDI_UNIQUE, 0,op,
1164 "It goes %s", body_locations[i].nonuse_name);
1165 } else if (tmp->body_info[i]) {
1166 if (op->body_info[i])
1167 new_draw_info_format(NDI_UNIQUE, 0,op,
1168 "It goes %s", body_locations[i].use_name);
1169 else
1170 new_draw_info_format(NDI_UNIQUE, 0,op,
1171 "It goes %s", body_locations[i].nonuse_name);
1172 }
1173 }
1174
1175 if(tmp->weight) {
1176 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1177 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1178 new_draw_info(NDI_UNIQUE, 0,op,buf);
1179 }
1180
1181 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1182 object *floor;
1183 sprintf(buf,"You reckon %s worth %s.",
1184 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1185 new_draw_info(NDI_UNIQUE, 0,op,buf);
1186 floor = get_map_ob (op->map, op->x, op->y);
1187 if (floor && floor->type == SHOP_FLOOR) {
1188 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1189 sprintf(buf,"%s would cost you %s.",
1190 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1191 else
1192 sprintf(buf,"You are offered %s for %s.",
1193 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1194 new_draw_info(NDI_UNIQUE, 0,op,buf);
1195 }
1196 }
1197
1198 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1199 examine_monster(op,tmp);
1200
1201 /* Is this item buildable? */
1202 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1203 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1204
1205 /* Does the object have a message? Don't show message for all object
1206 * types - especially if the first entry is a match
1207 */
1208 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1209 tmp->type != CORPSE && !tmp->move_on &&
1210 strncasecmp(tmp->msg, "@match",7)) {
1211
1212 /* This is just a hack so when identifying the items, we print
1213 * out the extra message
1214 */
1215 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1216 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1217
1218 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1219 }
1220 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1221} 1292}
1222 1293
1223/*
1224 * inventory prints object's inventory. If inv==NULL then print player's
1225 * inventory.
1226 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1227 */
1228void inventory(object *op,object *inv) {
1229 object *tmp;
1230 char *in;
1231 int items = 0, length;
1232
1233 if (inv==NULL && op==NULL) {
1234 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1235 return;
1236 }
1237 tmp = inv ? inv->inv : op->inv;
1238
1239 while (tmp) {
1240 if ((!tmp->invisible &&
1241 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1242 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1243 items++;
1244 tmp=tmp->below;
1245 }
1246 if (inv==NULL) { /* player's inventory */
1247 if (items==0) {
1248 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1249 return;
1250 } else {
1251 length = 28;
1252 in = "";
1253 if (op)
1254 clear_win_info(op);
1255 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1256 }
1257 } else {
1258 if (items==0)
1259 return;
1260 else {
1261 length = 28;
1262 in = " ";
1263 }
1264 }
1265 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1266 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1267 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1268 continue;
1269 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1270 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1271 query_name(tmp), tmp->count,query_weight(tmp));
1272 else
1273 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1274 length+8, query_name(tmp),
1275 query_weight(tmp));
1276 }
1277 if(!inv && op) {
1278 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1279 41,"Total weight :",query_weight(op));
1280 }
1281}
1282
1283static void display_new_pickup( object* op )
1284 {
1285 int i = op->contr->mode;
1286
1287 if(!(i & PU_NEWMODE)) return;
1288
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1293
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1295
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1299
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1302
1303 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1306
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1308 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1310 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1311
1312 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1314 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1315 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1316
1317 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1318 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1319 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1320 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1321
1322 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1323
1324 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1325
1326 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1327 }
1328
1329int command_pickup (object *op, char *params)
1330{
1331 uint32 i;
1332 static const char* names[ ] = {
1333 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1334 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1335 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1336 static uint32 modes[ ] = {
1337 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1338 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1339 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1340
1341 if(!params) {
1342 /* if the new mode is used, just print the settings */
1343 if(op->contr->mode & PU_NEWMODE)
1344 {
1345 display_new_pickup( op );
1346 return 1;
1347 }
1348 if(1) LOG(llevDebug, "command_pickup: !params\n");
1349 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1350 return 0;
1351 }
1352
1353 while ( *params == ' ' && *params )
1354 params++;
1355
1356 if ( *params == '+' || *params == '-' )
1357 {
1358 int mode;
1359 for ( mode = 0; names[ mode ]; mode++ )
1360 {
1361 if ( !strcmp( names[ mode ], params + 1 ) )
1362 {
1363 i = op->contr->mode;
1364 if ( !( i & PU_NEWMODE ) )
1365 i = PU_NEWMODE;
1366 if ( *params == '+' )
1367 i = i | modes[ mode ];
1368 else
1369 i = i & ~modes[ mode ];
1370 op->contr->mode = i;
1371 display_new_pickup( op );
1372 return 1;
1373 }
1374 }
1375 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1376 return 1;
1377 }
1378
1379 if(sscanf(params, "%u", &i) != 1) {
1380 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1381 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1382 return 1;
1383 }
1384 set_pickup_mode(op,i);
1385
1386 return 1;
1387}
1388
1389void set_pickup_mode(object *op,int i) {
1390 switch(op->contr->mode=i) {
1391 case 0:
1392 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1393 break;
1394 case 1:
1395 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1396 break;
1397 case 2:
1398 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1399 break;
1400 case 3:
1401 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1402 break;
1403 case 4:
1404 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1405 break;
1406 case 5:
1407 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1408 break;
1409 case 6:
1410 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1411 break;
1412 case 7:
1413 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1414 break;
1415 }
1416}
1417
1418int command_search_items (object *op, char *params)
1419{
1420 char buf[MAX_BUF];
1421
1422 if (settings.search_items == FALSE)
1423 return 1;
1424
1425 if(params == NULL) {
1426 if(op->contr->search_str[0]=='\0') {
1427 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1428 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1429 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1430 return 1;
1431 }
1432 op->contr->search_str[0]='\0';
1433 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1434 fix_player(op);
1435 return 1;
1436 }
1437 if((int)strlen(params) >= MAX_BUF) {
1438 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1439 return 1;
1440 }
1441 strcpy(op->contr->search_str, params);
1442 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1443 new_draw_info(NDI_UNIQUE, 0,op,buf);
1444 fix_player(op);
1445 return 1;
1446}
1447
1448/*
1449 * Changing the custom name of an item
1450 *
1451 * Syntax is: rename <what object> to <new name>
1452 * if '<what object>' is omitted, marked object is used
1453 * if 'to <new name>' is omitted, custom name is cleared
1454 *
1455 * Names are considered for all purpose having a length <=127 (max length sent to client
1456 * by server) */
1457
1458int command_rename_item(object *op, char *params)
1459{
1460 char buf[VERY_BIG_BUF];
1461 int itemnumber;
1462 object *item=NULL;
1463 char *closebrace;
1464 size_t counter;
1465
1466 if (params) {
1467 /* Let's skip white spaces */
1468 while(' '==*params) params++;
1469
1470 /* Checking the first part */
1471 if ((itemnumber = atoi(params))!=0) {
1472 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1473 if (!item) {
1474 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1475 return 1;
1476 }
1477 while(isdigit(*params) || ' '==*params) params++;
1478 }
1479 else if ('<'==*params) {
1480 /* Got old name, let's get it & find appropriate matching item */
1481 closebrace=strchr(params,'>');
1482 if(!closebrace) {
1483 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1484 return 1;
1485 }
1486 /* Sanity check for buffer overruns */
1487 if((closebrace-params)>127) {
1488 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1489 return 1;
1490 }
1491 /* Copy the old name */
1492 strncpy(buf,params+1,closebrace-params-1);
1493 buf[closebrace-params-1]='\0';
1494
1495 /* Find best matching item */
1496 item=find_best_object_match(op,buf);
1497 if(!item) {
1498 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1499 return 1;
1500 }
1501
1502 /* Now need to move pointer to just after > */
1503 params=closebrace+1;
1504 while(' '==*params) params++;
1505
1506 } else {
1507 /* Use marked item */
1508 item=find_marked_object(op);
1509 if(!item) {
1510 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1511 return 1;
1512 }
1513 }
1514
1515 /* Now let's find the new name */
1516 if(!strncmp(params,"to ",3)) {
1517 params+=3;
1518 while(' '==*params) params++;
1519 if('<'!=*params) {
1520 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1521 return 1;
1522 }
1523 closebrace=strchr(params+1,'>');
1524 if(!closebrace) {
1525 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1526 return 1;
1527 }
1528
1529 /* Sanity check for buffer overruns */
1530 if((closebrace-params)>127) {
1531 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1532 return 1;
1533 }
1534
1535 /* Copy the new name */
1536 strncpy(buf,params+1,closebrace-params-1);
1537 buf[closebrace-params-1]='\0';
1538
1539 /* Let's check it for weird characters */
1540 for(counter=0;counter<strlen(buf);counter++) {
1541 if(isalnum(buf[counter])) continue;
1542 if(' '==buf[counter]) continue;
1543 if('\''==buf[counter]) continue;
1544 if('+'==buf[counter]) continue;
1545 if('_'==buf[counter]) continue;
1546 if('-'==buf[counter]) continue;
1547
1548 /* If we come here, then the name contains an invalid character...
1549 tell the player & exit */
1550 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1551 return 1;
1552 }
1553
1554 } else {
1555 /* If param contains something, then syntax error... */
1556 if(strlen(params)) {
1557 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1558 return 1;
1559 }
1560 /* New name is empty */
1561 buf[0]='\0';
1562 }
1563 } else {
1564 /* Last case: params==NULL */
1565 item=find_marked_object(op);
1566 if(!item) {
1567 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1568 return 1;
1569 }
1570 buf[0]='\0';
1571 }
1572
1573 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1574 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1575 return 1;
1576 }
1577
1578 /* Coming here, everything is fine... */
1579 if(!strlen(buf)) {
1580 /* Clear custom name */
1581 if(item->custom_name) {
1582 FREE_AND_CLEAR_STR(item->custom_name);
1583
1584 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1585 esrv_update_item(UPD_NAME,op,item);
1586 } else {
1587 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1588 }
1589 } else {
1590 /* Set custom name */
1591 FREE_AND_COPY(item->custom_name,buf);
1592
1593 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1594 esrv_update_item(UPD_NAME,op,item);
1595 }
1596
1597 return 1;
1598}

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