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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.13 by pippijn, Thu Sep 7 10:01:57 2006 UTC vs.
Revision 1.89 by elmex, Mon Jan 12 00:17:23 2009 UTC

1/* 1/*
2 * static char *rcsid_c_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: c_object.C,v 1.13 2006/09/07 10:01:57 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
23
5/* 24/*
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 25 * Object (handling) commands
28*/ 26 */
29 27
30#include <global.h> 28#include <global.h>
31#include <loader.h> 29#include <loader.h>
32#include <skills.h> 30#include <skills.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <living.h> 32#include <living.h>
37#include <math.h> 33#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);
70
71 if (tmpmatch > match_val)
72 {
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
74 continue;
75
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue; 76 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, 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 skill %s", params);
108 return 0; 143 return 0;
109 } 144 }
110 return change_skill(pl,skill, 0);
111}
112 145
113 146 pl->change_skill (0);
114/* These functions (command_search, command_disarm) are really just wrappers for 147 apply_special (pl, skill, AP_APPLY);
115 * things like 'use_skill ...'). In fact, they should really be obsoleted 148 return 1;
116 * and replaced with those.
117 */
118int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120} 149}
121
122int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124}
125
126 150
127/* A little special because we do want to pass the full params along 151/* A little special because we do want to pass the full params along
128 * as it includes the object to throw. 152 * as it includes the object to throw.
129 */ 153 */
154int
130int command_throw (object *op, char *params) 155command_throw (object *op, char *params)
131{ 156{
132 object *skop;
133
134 skop = find_skill_by_name(op, skill_names[SK_THROWING]); 157 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
135 if (skop) return do_skill(op, op, skop, op->facing,params); 158 return do_skill (op, op, skop, op->facing, params);
136 else { 159 else
137 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 160 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
138 } 161
139 return 0; 162 return 0;
140} 163}
141 164
142 165int
143int command_apply (object *op, char *params) 166command_apply (object *op, char *params)
144{ 167{
145 if (!params) { 168 if (!params)
169 {
146 player_apply_below(op); 170 player_apply_below (op);
147 return 0; 171 return 0;
148 } 172 }
149 else { 173 else
174 {
150 apply_flag aflag = (apply_flag) 0; 175 apply_flag aflag = (apply_flag)0;
151 object *inv;
152 176
153 while (*params==' ') params++; 177 while (*params == ' ')
178 params++;
179
154 if (!strncmp(params,"-a ",3)) { 180 if (!strncmp (params, "-a ", 3))
181 {
155 aflag=AP_APPLY; 182 aflag = AP_APPLY;
156 params+=3; 183 params += 3;
157 } 184 }
185
158 if (!strncmp(params,"-u ",3)) { 186 if (!strncmp (params, "-u ", 3))
187 {
159 aflag=AP_UNAPPLY; 188 aflag = AP_UNAPPLY;
189 params += 3;
190 }
191
192 while (*params == ' ')
160 params+=3; 193 params++;
161 }
162 while (*params==' ') params++;
163 194
164 inv=find_best_apply_object_match(op, params, aflag); 195 if (object *inv = find_best_apply_object_match (op, params, aflag))
165 if (inv) {
166 player_apply(op,inv,aflag,0); 196 player_apply (op, inv, aflag, 0);
167 } else 197 else
168 new_draw_info_format(NDI_UNIQUE, 0, op, 198 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
169 "Could not find any match to the %s.",params);
170 } 199 }
200
171 return 0; 201 return 0;
172} 202}
173 203
174/* 204/*
175 * Check if an item op can be put into a sack. If pl exists then tell 205 * 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 208 * 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 209 * 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 210 * certain number of objects to drop, so we can pass that number, and
181 * not need to use split_ob and stuff. 211 * not need to use split_ob and stuff.
182 */ 212 */
213int
183int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) { 214sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
184 215{
185 if (! QUERY_FLAG (sack, FLAG_APPLIED)) { 216 if (!QUERY_FLAG (sack, FLAG_APPLIED))
186 new_draw_info_format(NDI_UNIQUE, 0, pl, 217 {
187 "The %s is not active.", query_name(sack)); 218 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
188 return 0; 219 return 0;
189 } 220 }
221
190 if (sack == op) { 222 if (sack == op)
191 new_draw_info_format(NDI_UNIQUE, 0, pl, 223 {
192 "You can't put the %s into itself.", query_name(sack)); 224 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
193 return 0; 225 return 0;
226 }
227
228 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
194 } 229 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER
196 || (sack->stats.food && sack->stats.food != op->type))) {
197 new_draw_info_format(NDI_UNIQUE, 0, pl,
198 "You can put only %s into the %s.", &sack->race, query_name(sack)); 230 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
199 return 0; 231 return 0;
200 } 232 }
233
201 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) { 234 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
202 new_draw_info_format(NDI_UNIQUE, 0, pl, 235 {
203 "You can't put the key into %s.", query_name(sack)); 236 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
204 return 0; 237 return 0;
205 } 238 }
239
206 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) * 240 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
207 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) 241 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
208 * (100 - sack->stats.Str) / 100) > sack->weight_limit) { 242 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
209 new_draw_info_format(NDI_UNIQUE, 0, pl, 243 {
210 "That won't fit in the %s!", query_name(sack)); 244 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
211 return 0; 245 return 0;
212 } 246 }
247
213 /* All other checks pass, must be OK */ 248 /* All other checks pass, must be OK */
214 return 1; 249 return 1;
215} 250}
216 251
217/* Pick up commands follow */ 252/* Pick up commands follow */
253
218/* pl = player (not always - monsters can use this now) 254/* pl = player (not always - monsters can use this now)
219 * op is the object to put tmp into, 255 * op is the object to put tmp into,
220 * tmp is the object to pick up, nrof is the number to 256 * tmp is the object to pick up, nrof is the number to
221 * pick up (0 means all of them) 257 * pick up (0 means all of them)
222 */ 258 */
259static void
223static void pick_up_object (object *pl, object *op, object *tmp, int nrof) 260pick_up_object (object *pl, object *op, object *tmp, int nrof)
224{ 261{
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; 262 object *env = tmp->env;
230 uint32 weight, effective_weight_limit; 263 uint32 weight, effective_weight_limit;
231 int tmp_nrof = tmp->nrof ? tmp->nrof : 1; 264 int tmp_nrof = tmp->number_of ();
232 265
233 /* IF the player is flying & trying to take the item out of a container 266 /* IF the player is flying & trying to take the item out of a container
234 * that is in his inventory, let him. tmp->env points to the container 267 * that is in his inventory, let him. tmp->env points to the container
235 * (sack, luggage, etc), tmp->env->env then points to the player (nested 268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
236 * containers not allowed as of now) 269 * containers not allowed as of now)
237 */ 270 */
238 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) && 271 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
239 is_player_inv(tmp)!=pl) { 272 {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!"); 273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
241 return; 276 return;
242 } 277 }
278
243 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 279 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 return; 280 return;
245 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) { 281
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
255 if (nrof > tmp_nrof || nrof == 0) 282 if (nrof > tmp_nrof || nrof <= 0)
256 nrof = tmp_nrof; 283 nrof = tmp_nrof;
284
257 /* Figure out how much weight this object will add to the player */ 285 /* Figure out how much weight this object will add to the player */
258 weight = tmp->weight * nrof; 286 weight = tmp->weight * nrof;
287 if (tmp->inv)
259 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100; 288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260 if (pl->stats.Str <= MAX_STAT) 289
261 effective_weight_limit = weight_limit[pl->stats.Str]; 290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
262 else 291
263 effective_weight_limit = weight_limit[MAX_STAT];
264 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) { 292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
265 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up."); 294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
266 return; 295 return;
267 } 296 }
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ)) 297
269 SET_FLAG(tmp, FLAG_WAS_WIZ); 298 if (!can_split (pl, tmp, nrof))
270 if (nrof != tmp_nrof) { 299 return;
271 object *tmp2 = tmp; 300
272 tag_t tmp2_tag = tmp2->count;
273 tmp = get_split_ob (tmp, nrof);
274 if(!tmp) {
275 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
276 return;
277 }
278 /* Tell a client what happened rest of objects */
279 if (pl->type == PLAYER) {
280 if (was_destroyed (tmp2, tmp2_tag))
281 esrv_del_item (pl->contr, tmp2_tag);
282 else
283 esrv_send_item (pl, tmp2);
284 }
285 } else {
286 /* If the object is in a container, send a delete to the client.
287 * - we are moving all the items from the container to elsewhere,
288 * so it needs to be deleted.
289 */
290 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
291 if (tmp->env && pl->type==PLAYER)
292 esrv_del_item (pl->contr, tmp->count);
293 remove_ob(tmp); /* Unlink it */
294 }
295 }
296 if(QUERY_FLAG(tmp, FLAG_UNPAID)) 301 if (QUERY_FLAG (tmp, FLAG_UNPAID))
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp), 302 {
298 query_cost_string(tmp,pl,F_BUY | F_SHOP)); 303 tmp->flag.reset (FLAG_UNPAID);
304 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
305 tmp->flag.set (FLAG_UNPAID);
306 }
299 else 307 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp)); 308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
301 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302 309
303 tmp = insert_ob_in_ob(tmp, op); 310 op->insert (tmp);
304
305 /* All the stuff below deals with client/server code, and is only
306 * usable by players
307 */
308 if(pl->type!=PLAYER) return;
309
310 esrv_send_item (pl, tmp);
311 /* These are needed to update the weight for the container we
312 * are putting the object in.
313 */
314 if (op!=pl) {
315 esrv_update_item (UPD_WEIGHT, pl, op);
316 esrv_send_item (pl, pl);
317 }
318
319 /* Update the container the object was in */
320 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
321} 311}
322 312
323
324void pick_up(object *op,object *alt)
325/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 313/* modified slightly to allow monsters use this -b.t. 5-31-95 */
314void
315pick_up (object *op, object *alt)
326{ 316{
327 int need_fix_tmp = 0; 317 int need_fix_tmp = 0;
328 object *tmp=NULL; 318 object *tmp = NULL;
329 mapstruct *tmp_map=NULL; 319 maptile *tmp_map = NULL;
330 int count; 320 int count;
331 tag_t tag;
332 321
333 /* Decide which object to pick. */ 322 /* Decide which object to pick. */
334 if (alt) 323 if (alt)
335 { 324 {
336 if ( ! can_pick (op, alt)) { 325 if (!can_pick (op, alt))
326 {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 goto leave; 328 goto leave;
339 } 329 }
330
340 tmp = alt; 331 tmp = alt;
341 } 332 }
342 else 333 else
343 { 334 {
344 if (op->below == NULL || ! can_pick (op, op->below)) { 335 if (op->below == NULL || !can_pick (op, op->below))
345 new_draw_info (NDI_UNIQUE, 0, op, 336 {
346 "There is nothing to pick up here."); 337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
347 goto leave; 338 goto leave;
348 } 339 }
340
349 tmp = op->below; 341 tmp = op->below;
350 } 342 }
351 343
352 /* Try to catch it. */ 344 /* Try to catch it. */
353 tmp_map = tmp->map; 345 tmp_map = tmp->map;
354 tmp = stop_item (tmp); 346 tmp = stop_item (tmp);
355 if (tmp == NULL) 347 if (tmp == NULL)
348 goto leave;
349
350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
360 else
361 count = tmp->nrof;
362
363 /* container is open, so use it */
364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if (op->container)
367 {
368 alt = op->container;
369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
356 goto leave; 370 goto leave;
357 need_fix_tmp = 1;
358 if ( ! can_pick (op, tmp))
359 goto leave;
360
361 if (op->type==PLAYER) {
362 count=op->contr->count;
363 if (count==0) count = tmp->nrof;
364 } 371 }
365 else 372 else
366 count=tmp->nrof; 373 { /* non container pickup */
374 for (alt = op->inv; alt; alt = alt->below)
375 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
377 break; /* perfect match */
367 378
368 /* container is open, so use it */ 379 if (!alt)
369 if (op->container) {
370 alt = op->container;
371 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
372 goto leave;
373 } else { /* non container pickup */
374 for (alt=op->inv; alt; alt=alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
375 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 381 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
376 alt->race && alt->race==tmp->race && 382 break; /* General container comes next */
377 sack_can_hold (NULL, alt, tmp,count)) 383
378 break; /* perfect match */
379
380 if (!alt) 384 if (!alt)
381 for (alt=op->inv; alt; alt=alt->below)
382 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
383 sack_can_hold (NULL, alt, tmp,count))
384 break; /* General container comes next */
385 if (!alt)
386 alt = op; /* No free containers */ 385 alt = op; /* No free containers */
387 } 386 }
387
388 if(tmp->env == alt) { 388 if (tmp->env == alt)
389 {
389 /* here it could be possible to check rent, 390 /* here it could be possible to check rent,
390 * if someone wants to implement it 391 * if someone wants to implement it
391 */ 392 */
392 alt = op; 393 alt = op;
393 } 394 }
395
394#ifdef PICKUP_DEBUG 396#ifdef PICKUP_DEBUG
395 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); 397 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
396#endif 398#endif
397 399
398 /* startequip items are not allowed to be put into containers: */ 400 /* startequip items are not allowed to be put into containers: */
399 if (op->type == PLAYER && alt->type == CONTAINER 401 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
400 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 { 402 {
402 new_draw_info (NDI_UNIQUE, 0, op, 403 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 "This object cannot be put into containers!");
404 goto leave; 404 goto leave;
405 } 405 }
406 406
407 tag = tmp->count;
408 pick_up_object (op, alt, tmp, count); 407 pick_up_object (op, alt, tmp, count);
408
409 if (was_destroyed (tmp, tag) || tmp->env) 409 if (tmp->destroyed () || tmp->env)
410 need_fix_tmp = 0; 410 need_fix_tmp = 0;
411
411 if (op->type == PLAYER) 412 if (op->type == PLAYER)
412 op->contr->count=0; 413 op->contr->count = 0;
414
413 goto leave; 415 goto leave;
414 416
415 leave: 417leave:
416 if (need_fix_tmp) 418 if (need_fix_tmp)
417 fix_stopped_item (tmp, tmp_map, op); 419 fix_stopped_item (tmp, tmp_map, op);
418} 420}
419
420 421
421/* This takes (picks up) and item. op is the player 422/* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to 423 * who issued the command. params is a string to
423 * match against the item name. Basically, always 424 * match against the item name. Basically, always
424 * returns zero, but that should be improved. 425 * returns zero, but that should be improved.
425 */ 426 */
427int
426int command_take (object *op, char *params) 428command_take (object *op, char *params)
427{ 429{
428 object *tmp, *next; 430 object *tmp, *next;
429 431
430 if (op->container) 432 if (op->container)
431 tmp=op->container->inv; 433 tmp = op->container->inv;
432 else { 434 else
435 {
433 tmp=op->above; 436 tmp = op->above;
437 if (tmp)
434 if (tmp) while (tmp->above) { 438 while (tmp->above)
435 tmp=tmp->above; 439 tmp = tmp->above;
436 } 440
437 if (!tmp) 441 if (!tmp)
438 tmp=op->below; 442 tmp = op->below;
443 }
444
445 if (!tmp)
439 } 446 {
440
441 if (tmp==NULL) {
442 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!"); 447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
443 return 0; 448 return 0;
444 } 449 }
445 450
446 /* Makes processing easier */ 451 /* Makes processing easier */
447 if (params && *params=='\0') params=NULL; 452 if (params && *params == '\0')
453 params = 0;
448 454
455 int cnt = MAX_ITEM_PER_DROP;
456
449 while (tmp) { 457 while (tmp)
458 {
450 next=tmp->below; 459 next = tmp->below;
451 460
452 if (tmp->invisible) { 461 if (tmp->invisible)
462 {
453 tmp=next; 463 tmp = next;
454 continue; 464 continue;
455 } 465 }
466
456 /* This following two if and else if could be merged into line 467 /* This following two if and else if could be merged into line
457 * but that probably will make it more difficult to read, and 468 * but that probably will make it more difficult to read, and
458 * not make it any more efficient 469 * not make it any more efficient
459 */ 470 */
460 if (params && item_matched_string(op, tmp, params)) { 471 if (params && item_matched_string (op, tmp, params))
472 {
473 if (--cnt < 0) break;
461 pick_up(op, tmp); 474 pick_up (op, tmp);
462 } 475 }
463 else if (can_pick(op, tmp) && !params) { 476 else if (can_pick (op, tmp) && !params)
477 {
478 if (--cnt < 0) break;
464 pick_up(op,tmp); 479 pick_up (op, tmp);
480 break;
481 }
482
483 tmp = next;
484 }
485
486 if (cnt < 0)
487 {
488 op->failmsg ("Couldn't pick up so many items at once.");
489 return 0;
490 }
491
492 if (!params && !tmp)
493 {
494 for (tmp = op->below; tmp; tmp = tmp->below)
495 if (!tmp->invisible)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
465 break; 498 break;
466 }
467 tmp=next;
468 /* Might as well just skip over the player immediately -
469 * we know it can't be picked up
470 */
471 if (tmp == op) tmp=tmp->below;
472 }
473 if (!params && !tmp) {
474 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
475 if (!tmp->invisible) {
476 char buf[MAX_BUF];
477 sprintf(buf,"You can't pick up a %s.", &tmp->name);
478 new_draw_info(NDI_UNIQUE, 0, op, buf);
479 break;
480 } 499 }
500
501 if (!tmp)
481 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up."); 502 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
482 } 503 }
504
483 return 0; 505 return 0;
484} 506}
485
486 507
487/* 508/*
488 * This function was part of drop, now is own function. 509 * This function was part of drop, now is own function.
489 * Player 'op' tries to put object 'tmp' into sack 'sack', 510 * Player 'op' tries to put object 'tmp' into sack 'sack',
490 * if nrof is non zero, then nrof objects is tried to put into sack. 511 * if nrof is non zero, then nrof objects is tried to put into sack.
512 *
491 * Note that the 'sack' in question can now be a transport, 513 * Note that the 'sack' in question can now be a transport,
492 * so this function isn't named very good anymore. 514 * so this function isn't named very good anymore.
493 */ 515 */
516void
494void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) 517put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
495{ 518{
496 tag_t tmp_tag, tmp2_tag;
497 object *tmp2, *sack2; 519 object *tmp2, *sack2;
498 char buf[MAX_BUF]; 520 char buf[MAX_BUF];
499 521
500 if (sack==tmp) return; /* Can't put an object in itself */ 522 if (sack == tmp)
523 return; /* Can't put an object in itself */
524
501 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 525 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
502 new_draw_info_format(NDI_UNIQUE, 0,op, 526 {
503 "You cannot put the %s in the %s.", query_name(tmp), 527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
504 query_name(sack));
505 return; 528 return;
506 } 529 }
530
507 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
508 532 {
509 /* Eneq(@csd.uu.se): If the object to be dropped is a container 533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
510 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
511 * container, this is only done if the object has something in it. 535 * container, this is only done if the object has something in it.
512 */ 536 */
513 sack2 = tmp; 537 sack2 = tmp;
514 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.", 538 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
515 query_name(tmp), query_name(sack)); 539
516 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 540 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
541 {
517 tmp = tmp2->below; 542 tmp = tmp2->below;
543
518 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) { 544 if ((sack->type == CONTAINER && sack_can_hold (op, op->container, tmp2, tmp2->nrof)))
519 put_object_in_sack (op, sack, tmp2, 0); 545 put_object_in_sack (op, sack, tmp2, 0);
520 } else { 546 else
547 {
521 sprintf(buf,"Your %s fills up.", query_name(sack)); 548 sprintf (buf, "Your %s fills up.", query_name (sack));
522 new_draw_info(NDI_UNIQUE, 0,op, buf); 549 new_draw_info (NDI_UNIQUE, 0, op, buf);
523 break; 550 break;
524 } 551 }
525 } 552 }
526 esrv_update_item (UPD_WEIGHT, op, sack2); 553
527 return; 554 return;
528 } 555 }
529 556
530 /* Don't worry about this for containers - our caller should have 557 /* Don't worry about this for containers - our caller should have
531 * already checked this. 558 * already checked this.
532 */ 559 */
533 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof))) 560 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
534 return; 561 return;
535 562
536 if(QUERY_FLAG(tmp, FLAG_APPLIED)) { 563 if (QUERY_FLAG (tmp, FLAG_APPLIED))
537 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 564 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
538 return; 565 return;
539 }
540 566
541 /* we want to put some portion of the item into the container */ 567 /* we want to put some portion of the item into the container */
542 if (nrof && tmp->nrof != nrof) { 568 if (!can_split (op, tmp, nrof))
543 object *tmp2 = tmp; 569 return;
544 tmp2_tag = tmp2->count;
545 tmp = get_split_ob (tmp, nrof);
546 570
547 if(!tmp) {
548 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
549 return;
550 }
551 /* Tell a client what happened other objects */
552 if (was_destroyed (tmp2, tmp2_tag))
553 esrv_del_item (op->contr, tmp2_tag);
554 else /* this can proably be replaced with an update */
555 esrv_send_item (op, tmp2);
556 } else
557 remove_ob(tmp);
558
559 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.", 571 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
560 query_name(tmp), query_name(sack)); 572 sack->insert (tmp);
561 tmp_tag = tmp->count;
562 tmp2 = insert_ob_in_ob(tmp, sack);
563 fix_player(op); /* This is overkill, fix_player() is called somewhere */
564 /* in object.c */
565
566 /* If an object merged (and thus, different object), we need to
567 * delete the original.
568 */
569 if (tmp2 != tmp)
570 esrv_del_item (op->contr, tmp_tag);
571
572 esrv_send_item (op, tmp2);
573
574 /* update the sacks weight */
575 esrv_update_item (UPD_WEIGHT, op, sack);
576} 573}
577 574
578/* 575/*
579 * This function was part of drop, now is own function. 576 * This function was part of drop, now is own function.
580 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then 577 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
581 * nrof objects is tried to dropped. 578 * nrof objects is tried to dropped.
582 * This is used when dropping objects onto the floor. 579 * This is used when dropping objects onto the floor.
583 */ 580 */
584void 581void
585drop_object (object * op, object * tmp, uint32 nrof) 582drop_object (object *op, object *tmp, uint32 nrof)
586{ 583{
587 char buf[MAX_BUF];
588 object *floor;
589
590 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 584 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
591 return; 585 return;
592 586
593 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 587 if (QUERY_FLAG (tmp, FLAG_APPLIED))
594 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 588 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
595 return; /* can't unapply it */ 589 return; /* can't unapply it */
596 590
591 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
592
597 /* We are only dropping some of the items. We split the current objec 593 /* We are only dropping some of the items. We split the current object
598 * off 594 * off
599 */ 595 */
600 if (nrof && tmp->nrof != nrof) 596 if (!can_split (op, tmp, nrof))
597 return;
598
599 drop_object (op, tmp);
600
601 if (!tmp->destroyed () && !tmp->is_inserted ())
602 {
603 // if nothing happened with the object we give it back
604 op->insert (tmp);
601 { 605 }
602 object *tmp2 = tmp; 606}
603 tag_t tmp2_tag = tmp2->count; 607
604 tmp = get_split_ob (tmp, nrof); 608/* In contrast to drop_object (op, tmp, nrof) above this function takes the
605 if (!tmp) 609 * already split off object, and feeds it to the event handlers and does
610 * other magic with it.
611 *
612 * <droppper> is the object that dropped this object and <obj> is the
613 * object that was dropped.
614 *
615 * Make sure to check what happened with <obj> after this function returns!
616 * Otherwise you may leak this object.
617 */
618
619void
620drop_object (object *dropper, object *obj)
621{
622 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
623 return;
624
625 if (obj->destroyed () || obj->is_inserted ())
626 return;
627
628 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
629 {
630 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
631 dropper->statusmsg ("The god who lent it to you retrieves it.");
632
633 obj->destroy ();
634 dropper->update_stats ();
635 return;
636 }
637
638 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
639 floor;
640 floor = floor->above)
641 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
642 return;
643
644 if (obj->destroyed () || obj->is_inserted ())
645 return;
646
647 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
648 if (!sell_item (obj, dropper))
649 return;
650
651 /* If nothing special happened with this object, the default action is to
652 * insert it below the dropper:
653 */
654
655 obj->x = dropper->x;
656 obj->y = dropper->y;
657
658 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
659}
660
661void
662drop (object *op, object *tmp)
663{
664 /* Hopeful fix for disappearing objects when dropping from a container -
665 * somehow, players get an invisible object in the container, and the
666 * old logic would skip over invisible objects - works fine for the
667 * playes inventory, but drop inventory wants to use the next value.
668 */
669 if (tmp->invisible)
670 {
671 /* if the following is the case, it must be in an container. */
672 if (tmp->env && tmp->env->type != PLAYER)
606 { 673 {
607 new_draw_info (NDI_UNIQUE, 0, op, errmsg); 674 /* Just toss the object - probably shouldn't be hanging
675 * around anyways
676 */
677 tmp->destroy ();
608 return; 678 return;
609 } 679 }
610 /* Tell a client what happened rest of objects. tmp2 is now the
611 * original object
612 */
613 if (op->type == PLAYER)
614 {
615 if (was_destroyed (tmp2, tmp2_tag))
616 esrv_del_item (op->contr, tmp2_tag);
617 else 680 else
618 esrv_send_item (op, tmp2);
619 } 681 {
620 } 682 while (tmp && tmp->invisible)
621 else 683 tmp = tmp->below;
622 remove_ob (tmp); 684 }
623
624 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
625 return;
626
627 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
628 { 685 }
629 sprintf (buf, "You drop the %s.", query_name (tmp)); 686
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 687 if (tmp == NULL)
631 new_draw_info (NDI_UNIQUE, 0, op, 688 {
632 "The gods who lent it to you retrieves it."); 689 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
633 if (op->type == PLAYER)
634 esrv_del_item (op->contr, tmp->count);
635 free_object (tmp);
636 fix_player (op);
637 return; 690 return;
638 } 691 }
639 692
640/* If SAVE_INTERVAL is commented out, we never want to save 693 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
641 * the player here.
642 */
643#ifdef SAVE_INTERVAL
644 /* I'm not sure why there is a value check - since the save
645 * is done every SAVE_INTERVAL seconds, why care the value
646 * of what he is dropping?
647 */
648 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
649 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
650 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
651 {
652 save_player (op, 1);
653 op->contr->last_save_time = time (NULL);
654 } 694 {
655#endif /* SAVE_INTERVAL */ 695 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
656
657 if (op->type == PLAYER)
658 esrv_del_item (op->contr, tmp->count);
659
660 /* Call this before we update the various windows/players. At least
661 * that we, we know the weight is correct.
662 */
663 fix_player (op); /* This is overkill, fix_player() is called somewhere */
664 /* in object.c */
665
666 if (op->type == PLAYER)
667 {
668 op->contr->socket.update_look = 1;
669 /* Need to update the weight for the player */
670 esrv_send_item (op, op);
671 }
672
673 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
674 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
675 return; 696 return;
676
677 if (is_in_shop (op)
678 && !QUERY_FLAG (tmp, FLAG_UNPAID)
679 && tmp->type != MONEY)
680 sell_item (tmp, op);
681
682 tmp->x = op->x;
683 tmp->y = op->y;
684
685 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
686}
687
688void drop(object *op, object *tmp)
689{
690 /* Hopeful fix for disappearing objects when dropping from a container -
691 * somehow, players get an invisible object in the container, and the
692 * old logic would skip over invisible objects - works fine for the
693 * playes inventory, but drop inventory wants to use the next value.
694 */
695 if (tmp->invisible) {
696 /* if the following is the case, it must be in an container. */
697 if (tmp->env && tmp->env->type != PLAYER) {
698 /* Just toss the object - probably shouldn't be hanging
699 * around anyways
700 */
701 remove_ob(tmp);
702 free_object(tmp);
703 return;
704 } else {
705 while(tmp!=NULL && tmp->invisible)
706 tmp=tmp->below;
707 }
708 } 697 }
709 698
710 if (tmp==NULL) {
711 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
712 return;
713 }
714 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
715 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
716 return;
717 }
718 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 699 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
700 {
719#if 0 701#if 0
720 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ 702 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
721 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped."); 703 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
722#endif 704#endif
723 return; 705 return;
724 } 706 }
725 707
708 if (op->type == PLAYER && op->contr->last_used == tmp)
709 op->contr->last_used = tmp->below ? tmp->below
710 : tmp->above ? tmp->above
711 : 0;
712
713 if (op->container)
714 {
726 if (op->type == PLAYER) 715 if (op->type == PLAYER)
727 { 716 put_object_in_sack (op, op->container, tmp, op->contr->count);
728 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
729 object *n=NULL;
730 if(tmp->below != NULL)
731 n = tmp->below;
732 else if(tmp->above != NULL)
733 n = tmp->above;
734 op->contr->last_used = n;
735 if (n != NULL)
736 op->contr->last_used_id = n->count;
737 else 717 else
738 op->contr->last_used_id = 0; 718 put_object_in_sack (op, op->container, tmp, 0);
739 }
740 }; 719 }
741 720 else
742 if (op->container) { 721 {
743 if (op->type == PLAYER) 722 if (op->type == PLAYER)
744 {
745 put_object_in_sack (op, op->container, tmp, op->contr->count);
746 } else {
747 put_object_in_sack(op, op->container, tmp, 0);
748 };
749 } else {
750 if (op->type == PLAYER)
751 {
752 drop_object (op, tmp, op->contr->count); 723 drop_object (op, tmp, op->contr->count);
753 } else { 724 else
754 drop_object(op,tmp,0); 725 drop_object (op, tmp, 0);
755 };
756 } 726 }
727
757 if (op->type == PLAYER) 728 if (op->type == PLAYER)
758 op->contr->count = 0; 729 op->contr->count = 0;
759} 730}
760
761
762 731
763/* Command will drop all items that have not been locked */ 732/* Command will drop all items that have not been locked */
733int
764int command_dropall (object *op, char *params) { 734command_dropall (object *op, char *params)
735{
765 736
766 object * curinv, *nextinv;
767
768 if(op->inv == NULL) { 737 if (op->inv == NULL)
738 {
769 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 739 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
770 return 0; 740 return 0;
771 } 741 }
772 742
773 curinv = op->inv; 743 object *curinv = op->inv;
744 object *nextinv;
774 745
775 /* 746 /*
776 This is the default. Drops everything not locked or considered 747 This is the default. Drops everything not locked or considered
777 not something that should be dropped. 748 not something that should be dropped.
778 */ 749 */
779 /* 750 /*
780 Care must be taken that the next item pointer is not to money as 751 Care must be taken that the next item pointer is not to money as
781 the drop() routine will do unknown things to it when dropping 752 the drop() routine will do unknown things to it when dropping
782 in a shop. --Tero.Pelander@utu.fi 753 in a shop. --Tero.Pelander@utu.fi
783 */ 754 */
784 755
785 if(params==NULL) { 756 int cnt = MAX_ITEM_PER_DROP;
786 while(curinv != NULL) { 757
758 if (!params)
759 {
760 while (curinv)
761 {
787 nextinv = curinv->below; 762 nextinv = curinv->below;
763
788 while (nextinv && nextinv->type==MONEY) 764 while (nextinv && nextinv->type == MONEY)
789 nextinv = nextinv->below; 765 nextinv = nextinv->below;
766
790 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 767 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
791 curinv->type != FOOD && curinv->type != KEY && 768 curinv->type != FOOD && curinv->type != KEY &&
792 curinv->type != SPECIAL_KEY && curinv->type != GEM && 769 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
793 !curinv->invisible &&
794 (curinv->type!=CONTAINER || op->container!=curinv)) 770 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
795 { 771 {
796 drop(op,curinv);
797 }
798 curinv = nextinv;
799 }
800 }
801
802 else if(strcmp(params, "weapons") == 0) {
803 while(curinv != NULL) {
804 nextinv = curinv->below;
805 while (nextinv && nextinv->type==MONEY)
806 nextinv = nextinv->below;
807 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
808 (curinv->type == BOW) || (curinv->type == ARROW)))
809 {
810 drop(op,curinv); 772 drop (op, curinv);
773 if (--cnt <= 0) break;
811 } 774 }
812 curinv = nextinv;
813 }
814 }
815
816 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
817 while(curinv != NULL) {
818 nextinv = curinv->below;
819 while (nextinv && nextinv->type==MONEY)
820 nextinv = nextinv->below;
821 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
822 curinv->type == SHIELD || curinv->type==HELMET))
823 {
824 drop(op,curinv);
825 }
826 curinv = nextinv;
827 }
828 }
829 775
830 else if(strcmp(params, "misc") == 0) {
831 while(curinv != NULL) {
832 nextinv = curinv->below;
833 while (nextinv && nextinv->type==MONEY)
834 nextinv = nextinv->below;
835 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
836 switch(curinv->type) {
837 case HORN:
838 case BOOK:
839 case SPELLBOOK:
840 case GIRDLE:
841 case AMULET:
842 case RING:
843 case CLOAK:
844 case BOOTS:
845 case GLOVES:
846 case BRACERS:
847 case SCROLL:
848 case ARMOUR_IMPROVER:
849 case WEAPON_IMPROVER:
850 case WAND:
851 case ROD:
852 case POTION:
853 drop(op,curinv);
854 curinv = nextinv; 776 curinv = nextinv;
855 break; 777 }
856 default: 778 }
779 else if (strcmp (params, "weapons") == 0)
780 {
781 while (curinv)
782 {
783 nextinv = curinv->below;
784
785 while (nextinv && nextinv->type == MONEY)
786 nextinv = nextinv->below;
787
788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
789 {
790 drop (op, curinv);
791 if (--cnt <= 0) break;
792 }
793
857 curinv = nextinv; 794 curinv = nextinv;
858 break; 795 }
796 }
797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
798 {
799 while (curinv)
859 } 800 {
860 } 801 nextinv = curinv->below;
802
803 while (nextinv && nextinv->type == MONEY)
804 nextinv = nextinv->below;
805
806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
807 {
808 drop (op, curinv);
809 if (--cnt <= 0) break;
810 }
811
861 curinv = nextinv; 812 curinv = nextinv;
813 }
814 }
815 else if (strcmp (params, "misc") == 0)
862 } 816 {
817 while (curinv)
818 {
819 nextinv = curinv->below;
820
821 while (nextinv && nextinv->type == MONEY)
822 nextinv = nextinv->below;
823
824 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
825 {
826 switch (curinv->type)
827 {
828 case HORN:
829 case BOOK:
830 case SPELLBOOK:
831 case GIRDLE:
832 case AMULET:
833 case RING:
834 case CLOAK:
835 case BOOTS:
836 case GLOVES:
837 case BRACERS:
838 case SCROLL:
839 case ARMOUR_IMPROVER:
840 case WEAPON_IMPROVER:
841 case WAND:
842 case ROD:
843 case POTION:
844 drop (op, curinv);
845 curinv = nextinv;
846 break;
847 default:
848 curinv = nextinv;
849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
855 curinv = nextinv;
856 }
863 } 857 }
864 op->contr->socket.update_look=1; 858
859 if (cnt <= 0)
860 op->failmsg ("Only dropped some items, can't drop that many items at once.");
861
865/* draw_look(op);*/ 862/* draw_look(op);*/
866 return 0; 863 return 0;
864}
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 */
874bool
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;
867} 889}
868 890
869/* Object op wants to drop object(s) params. params can be a 891/* Object op wants to drop object(s) params. params can be a
870 * comma seperated list. 892 * comma seperated list.
871 */ 893 */
872 894int
873int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
874{ 896{
875 object *tmp, *next; 897 object *tmp, *next;
876 int did_one=0; 898 int did_one = 0;
877 899
878 if (!params) { 900 if (!params)
901 {
879 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 902 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
880 return 0; 903 return 0;
881 } else { 904 }
905 else
906 {
907 vector<object *> matched_objs;
908
882 for (tmp=op->inv; tmp; tmp=next) { 909 for (tmp = op->inv; tmp; tmp = next)
910 {
883 next=tmp->below; 911 next = tmp->below;
884 if (QUERY_FLAG(tmp,FLAG_NO_DROP) || 912 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
885 tmp->invisible) continue; 913 continue;
914
886 if (item_matched_string(op,tmp,params)) { 915 if (item_matched_string (op, tmp, params))
887 drop(op, tmp); 916 matched_objs.push_back (tmp);
888 did_one=1;
889 } 917 }
890 } 918
919 int cnt = MAX_ITEM_PER_DROP;
920
921 if (!drop_vector (op, matched_objs, &cnt))
891 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop."); 922 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
892 } 923
893 if (op->type==PLAYER) 924 if (cnt <= 0)
894 { 925 op->failmsg ("Only dropped some items, can't drop that many items at once.");
895 op->contr->count=0;
896 op->contr->socket.update_look=1;
897 }; 926 }
898/* draw_look(op);*/ 927
899 return 0; 928 return 0;
900} 929}
901 930
931int
902int command_examine (object *op, char *params) 932command_examine (object *op, char *params)
903{ 933{
904 if (!params) { 934 if (!params)
935 {
905 object *tmp=op->below; 936 object *tmp = op->below;
906 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 937
907 if (tmp) examine(op,tmp); 938 while (tmp && !tmp->client_visible ())
908 } 939 tmp = tmp->below;
909 else { 940
910 object *tmp=find_best_object_match(op,params);
911 if (tmp) 941 if (tmp)
912 examine(op,tmp); 942 examine (op, tmp);
943 }
944 else
945 {
946 object *tmp = find_best_object_match (op, params);
947
948 if (tmp)
949 examine (op, tmp);
913 else 950 else
914 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 951 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
915 } 952 }
953
916 return 0; 954 return 0;
917} 955}
918 956
919/* op should be a player. 957/* op should be a player.
920 * we return the object the player has marked with the 'mark' command 958 * we return the object the player has marked with the 'mark' command
921 * below. If no match is found (or object has changed), we return 959 * below. If no match is found (or object has changed), we return
922 * NULL. We leave it up to the calling function to print messages if 960 * NULL. We leave it up to the calling function to print messages if
923 * nothing is found. 961 * nothing is found.
924 */ 962 */
963object *
925object *find_marked_object(object *op) 964find_marked_object (object *op)
926{ 965{
927 object *tmp; 966 object *tmp;
928 967
929 if (!op || !op->contr) return NULL; 968 if (!op || !op->contr)
969 return NULL;
970
930 if (!op->contr->mark) { 971 if (!op->contr->mark)
972 {
931/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 973/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
932 return NULL; 974 return 0;
933 } 975 }
976
934 /* This may seem like overkill, but we need to make sure that they 977 /* This may seem like overkill, but we need to make sure that they
935 * player hasn't dropped the item. We use count on the off chance that 978 * player hasn't dropped the item. We use count on the off chance that
936 * an item got reincarnated at some point. 979 * an item got reincarnated at some point.
937 */ 980 */
938 for (tmp=op->inv; tmp; tmp=tmp->below) { 981 for (tmp = op->inv; tmp; tmp = tmp->below)
982 {
939 if (tmp->invisible) continue; 983 if (tmp->invisible)
984 continue;
985
940 if (tmp == op->contr->mark) { 986 if (tmp == op->contr->mark)
941 if (tmp->count == op->contr->mark_count) 987 {
988 if (!tmp->destroyed ())
942 return tmp; 989 return tmp;
943 else { 990 else
991 {
944 op->contr->mark=NULL; 992 op->contr->mark = 0;
945 op->contr->mark_count=0;
946/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/ 993/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
947 return NULL; 994 return 0;
948 } 995 }
949 } 996 }
950 } 997 }
951 return NULL; 998
999 return 0;
952} 1000}
1001
1002std::string
1003object::describe_monster (object *who)
1004{
1005 dynbuf_text buf (512, 512);
1006
1007 object *mon = head ? head : this;
1008
1009 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1010 buf << "It is an undead force.\r";
1011
1012 if (mon->level > who->level)
1013 buf << "It is likely more powerful than you.\r";
1014 else if (mon->level < who->level)
1015 buf << "It is likely less powerful than you.\r";
1016 else
1017 buf << "It is probably as powerful as you.\r";
1018
1019 if (mon->attacktype & AT_ACID)
1020 buf << "You seem to smell an acrid odor.\r";
1021
1022 /* Anyone know why this used to use the clone value instead of the
1023 * maxhp field? This seems that it should give more accurate results.
1024 */
1025 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1026 { /* From 1-4 */
1027 case 1:
1028 buf << "It is in a bad shape.\r";
1029 break;
1030 case 2:
1031 buf << "It is hurt.\r";
1032 break;
1033 case 3:
1034 buf << "It is somewhat hurt.\r";
1035 break;
1036 case 4:
1037 buf << "It is in excellent shape.\r";
1038 break;
953 1039 }
954 1040
955/* op should be a player, params is any params. 1041 if (present_in_ob (POISONING, mon))
956 * If no params given, we print out the currently marked object. 1042 buf << "It looks very ill.\r";
957 * otherwise, try to find a matching object - try best match first. 1043
958 */ 1044 buf << '\n';
959int command_mark(object *op, char *params) 1045
1046 return buf;
1047}
1048
1049/* tmp is the object being described, pl is who is examing it. */
1050const char *
1051long_desc (object *tmp, object *pl)
960{ 1052{
961 if (!op->contr) return 1; 1053 static std::string s;
962 if (!params) { 1054
963 object *mark=find_marked_object(op); 1055 return (s = tmp->long_desc (pl)).c_str ();
964 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1056}
965 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark)); 1057
1058std::string
1059object::long_desc (object *who)
1060{
1061 std::string buf (query_name ());
1062
1063 switch (type)
966 } 1064 {
967 else { 1065 case RING:
968 object *mark1=find_best_object_match(op, params); 1066 case SKILL:
969 if (!mark1) { 1067 case WEAPON:
970 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 1068 case ARMOUR:
971 return 1; 1069 case BRACERS:
1070 case HELMET:
1071 case SHIELD:
1072 case BOOTS:
1073 case GLOVES:
1074 case AMULET:
1075 case GIRDLE:
1076 case BOW:
1077 case ARROW:
1078 case CLOAK:
1079 case FOOD:
1080 case DRINK:
1081 case FLESH:
1082 case SKILL_TOOL:
1083 case LAMP:
1084 case POWER_CRYSTAL:
972 } 1085 {
973 else { 1086 const char *cp = ::describe_item (this, who);
974 op->contr->mark=mark1; 1087
975 op->contr->mark_count=mark1->count; 1088 if (*cp)
976 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1)); 1089 {
977 return 0; 1090 buf.append (" ");
1091 buf.append (cp);
978 } 1092 }
1093 }
979 } 1094 }
980 return 0; /*shouldnt get here */
981}
982 1095
1096 return buf;
1097}
983 1098
984/* op is the player 1099/* op is the player
985 * tmp is the monster being examined. 1100 * tmp is the monster being examined.
986 */ 1101 */
1102void
987void examine_monster(object *op,object *tmp) { 1103examine_monster (object *op, object *tmp)
988 object *mon=tmp->head?tmp->head:tmp; 1104{
1105 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106}
989 1107
990 if(QUERY_FLAG(mon,FLAG_UNDEAD)) 1108std::string
991 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force."); 1109object::describe (object *who)
992 if(mon->level>op->level) 1110{
993 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you."); 1111 dynbuf_text buf (1024, 1024);
994 else if(mon->level<op->level)
995 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
996 else
997 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
998 if(mon->attacktype&AT_ACID)
999 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1000 1112
1001 /* Anyone know why this used to use the clone value instead of the 1113 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1002 * maxhp field? This seems that it should give more accurate results. 1114
1003 */ 1115 if (custom_name)
1004 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */ 1116 buf.printf ("You call it %s.\r", &custom_name);
1005 case 1: 1117
1006 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape."); 1118 switch (type)
1119 {
1120 case SPELLBOOK:
1121 if (flag [FLAG_IDENTIFIED] && inv)
1122 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1007 break; 1123 break;
1124
1008 case 2: 1125 case BOOK:
1009 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt."); 1126 if (msg)
1127 buf << "Something is written in it.\r";
1010 break; 1128 break;
1011 case 3: 1129
1012 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt."); 1130 case CONTAINER:
1131 if (race)
1132 {
1133 if (weight_limit && stats.Str < 100)
1134 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1135 &race, weight_limit / (10.0 * (100 - stats.Str)));
1136 else
1137 buf.printf ("It can hold only %s.\r", &race);
1138 }
1139 else if (weight_limit && stats.Str < 100)
1140 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1013 break; 1141 break;
1142
1014 case 4: 1143 case WAND:
1015 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape."); 1144 if (flag [FLAG_IDENTIFIED])
1145 buf.printf ("It has %d charges left.\r", stats.food);
1016 break; 1146 break;
1147 }
1148
1149 if (materialname && !msg)
1150 buf.printf ("It is made of: %s.\r", &materialname);
1151
1152 if (who)
1153 /* Where to wear this item */
1154 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1155 if (slot[i].info)
1156 {
1157 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1158
1159 if (slot[i].info < -1 && who->slot[i].info)
1160 buf.printf ("(%d)", -slot[i].info);
1161
1162 buf << ".\r";
1163 }
1164
1165 if (weight)
1166 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1167
1168 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1017 } 1169 {
1018 if(present_in_ob(POISONING,mon)!=NULL) 1170 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1019 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1020}
1021 1171
1172 if (is_in_shop (who))
1173 {
1174 if (flag [FLAG_UNPAID])
1175 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1176 else
1177 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1178 }
1179 }
1022 1180
1023/* tmp is the object being described, pl is who is examing it. */ 1181 if (flag [FLAG_MONSTER])
1024char *long_desc(object *tmp, object *pl) { 1182 buf << describe_monster (who);
1025 static char buf[VERY_BIG_BUF];
1026 char *cp;
1027 1183
1028 if(tmp==NULL) 1184 /* Is this item buildable? */
1185 if (flag [FLAG_IS_BUILDABLE])
1186 buf << "This is a buildable item.\r";
1187
1188 /* Does the object have a message? Don't show message for all object
1189 * types - especially if the first entry is a match
1190 */
1191 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1192 {
1193 /* This is just a hack so when identifying the items, we print
1194 * out the extra message
1195 */
1196 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1197 buf << "The object has a story:\r";
1198
1199 buf << msg << '\n';
1200 }
1201
1202 buf << '\n';
1203
1204 return std::string (buf.linearise (), buf.size ());
1205}
1206
1207static void
1208display_new_pickup (object *op)
1209{
1210 int i = op->contr->mode;
1211
1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1214 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1215
1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1217
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1220 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1221
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1224
1225 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1226 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1227 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1228
1229 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1230 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1231 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1232 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1233
1234 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1236 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1237 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1238
1239 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1240 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1241 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1243
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1245
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1248
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1250}
1251
1252int
1253command_pickup (object *op, char *params)
1254{
1255 uint32 i;
1256 static const char *names[] = {
1257 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1258 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1259 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1260 "jewels", "flesh", NULL
1261 };
1262 static uint32 modes[] = {
1263 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1264 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1265 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1266 PU_JEWELS, PU_FLESH, 0
1267 };
1268
1269 if (!params)
1270 {
1271 /* if the new mode is used, just print the settings */
1272 display_new_pickup (op);
1029 return ""; 1273 return 0;
1274 }
1030 1275
1031 buf[0]='\0'; 1276 while (*params == ' ' && *params)
1032 switch(tmp->type) { 1277 params++;
1033 case RING:
1034 case SKILL:
1035 case WEAPON:
1036 case ARMOUR:
1037 case BRACERS:
1038 case HELMET:
1039 case SHIELD:
1040 case BOOTS:
1041 case GLOVES:
1042 case AMULET:
1043 case GIRDLE:
1044 case BOW:
1045 case ARROW:
1046 case CLOAK:
1047 case FOOD:
1048 case DRINK:
1049 case FLESH:
1050 case SKILL_TOOL:
1051 case POWER_CRYSTAL:
1052 if(*(cp=describe_item(tmp, pl))!='\0') {
1053 int len;
1054 1278
1055 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1); 1279 if (*params == '+' || *params == '-')
1056 buf[VERY_BIG_BUF-1]=0; 1280 {
1057 len=strlen(buf); 1281 int mode;
1058 if (len<VERY_BIG_BUF-5) { 1282
1059 /* Since we know the length, we save a few cpu cycles by using 1283 for (mode = 0; names[mode]; mode++)
1060 * it instead of calling strcat */ 1284 {
1061 strcpy(buf+len," "); 1285 if (!strcmp (names[mode], params + 1))
1062 len++;
1063 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1064 buf[VERY_BIG_BUF-1]=0;
1065 } 1286 {
1287 i = op->contr->mode;
1288
1289 if (*params == '+')
1290 i = i | modes[mode];
1291 else
1292 i = i & ~modes[mode];
1293
1294 op->contr->mode = i;
1295 display_new_pickup (op);
1296 return 1;
1066 } 1297 }
1067 }
1068 if(buf[0]=='\0') {
1069 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1070 buf[VERY_BIG_BUF-1]=0;
1071 }
1072
1073 return buf;
1074}
1075
1076void examine(object *op, object *tmp) {
1077 char buf[VERY_BIG_BUF];
1078 int i;
1079
1080 if (tmp == NULL || tmp->type == CLOSE_CON)
1081 return;
1082
1083 strcpy(buf,"That is ");
1084 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1085 buf[VERY_BIG_BUF-1]=0;
1086
1087 new_draw_info(NDI_UNIQUE, 0,op,buf);
1088 buf[0]='\0';
1089
1090 if(tmp->custom_name) {
1091 strcpy(buf,"You call it ");
1092 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1093 buf[VERY_BIG_BUF-1]=0;
1094 new_draw_info(NDI_UNIQUE, 0,op,buf);
1095 buf[0]='\0';
1096 }
1097
1098 switch(tmp->type) {
1099 case SPELLBOOK:
1100 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1101 sprintf(buf,"%s is a %s level %s spell",
1102 &tmp->inv->name, get_levelnumber(tmp->inv->level),
1103 &tmp->inv->skill);
1104 }
1105 break;
1106
1107 case BOOK:
1108 if(tmp->msg!=NULL)
1109 strcpy(buf,"Something is written in it.");
1110 break;
1111
1112 case CONTAINER:
1113 if(tmp->race!=NULL) {
1114 if(tmp->weight_limit && tmp->stats.Str<100)
1115 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1116 &tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1117 else
1118 sprintf (buf,"It can hold only %s.", &tmp->race);
1119 } else
1120 if(tmp->weight_limit && tmp->stats.Str<100)
1121 sprintf (buf,"Its weight limit is %.1f kg.",
1122 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1123 break;
1124
1125 case WAND:
1126 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1127 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1128 break;
1129 }
1130
1131 if(buf[0]!='\0')
1132 new_draw_info(NDI_UNIQUE, 0,op,buf);
1133
1134 if(tmp->materialname != NULL && !tmp->msg) {
1135 sprintf(buf, "It is made of: %s.", &tmp->materialname);
1136 new_draw_info(NDI_UNIQUE, 0, op, buf);
1137 }
1138 /* Where to wear this item */
1139 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1140 if (tmp->body_info[i]<-1) {
1141 if (op->body_info[i])
1142 new_draw_info_format(NDI_UNIQUE, 0,op,
1143 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1144 else
1145 new_draw_info_format(NDI_UNIQUE, 0,op,
1146 "It goes %s", body_locations[i].nonuse_name);
1147 } else if (tmp->body_info[i]) {
1148 if (op->body_info[i])
1149 new_draw_info_format(NDI_UNIQUE, 0,op,
1150 "It goes %s", body_locations[i].use_name);
1151 else
1152 new_draw_info_format(NDI_UNIQUE, 0,op,
1153 "It goes %s", body_locations[i].nonuse_name);
1154 }
1155 }
1156
1157 if(tmp->weight) {
1158 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1159 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1160 new_draw_info(NDI_UNIQUE, 0,op,buf);
1161 }
1162
1163 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1164 sprintf(buf,"You reckon %s worth %s.",
1165 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1166 new_draw_info(NDI_UNIQUE, 0,op,buf);
1167 if (is_in_shop (op)) {
1168 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1169 sprintf(buf,"%s would cost you %s.",
1170 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1171 else
1172 sprintf(buf,"You are offered %s for %s.",
1173 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1174 new_draw_info(NDI_UNIQUE, 0,op,buf);
1175 }
1176 }
1177
1178 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1179 examine_monster(op,tmp);
1180
1181 /* Is this item buildable? */
1182 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1183 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1184
1185 /* Does the object have a message? Don't show message for all object
1186 * types - especially if the first entry is a match
1187 */
1188 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1189 tmp->type != CORPSE && !tmp->move_on &&
1190 strncasecmp(tmp->msg, "@match",7)) {
1191
1192 /* This is just a hack so when identifying the items, we print
1193 * out the extra message
1194 */
1195 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1196 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1197
1198 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1199 }
1200 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1201}
1202
1203/*
1204 * inventory prints object's inventory. If inv==NULL then print player's
1205 * inventory.
1206 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207 */
1208void inventory(object *op,object *inv) {
1209 object *tmp;
1210 char *in;
1211 int items = 0, length;
1212
1213 if (inv==NULL && op==NULL) {
1214 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1215 return;
1216 }
1217 tmp = inv ? inv->inv : op->inv;
1218
1219 while (tmp) {
1220 if ((!tmp->invisible &&
1221 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1222 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1223 items++;
1224 tmp=tmp->below;
1225 }
1226 if (inv==NULL) { /* player's inventory */
1227 if (items==0) {
1228 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1229 return;
1230 } else {
1231 length = 28;
1232 in = "";
1233 if (op)
1234 clear_win_info(op);
1235 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1236 }
1237 } else {
1238 if (items==0)
1239 return;
1240 else {
1241 length = 28;
1242 in = " ";
1243 }
1244 }
1245 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1246 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1247 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1248 continue;
1249 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1250 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1251 query_name(tmp), tmp->count,query_weight(tmp));
1252 else
1253 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1254 length+8, query_name(tmp),
1255 query_weight(tmp));
1256 }
1257 if(!inv && op) {
1258 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1259 41,"Total weight :",query_weight(op));
1260 }
1261}
1262
1263static void display_new_pickup( object* op )
1264 {
1265 int i = op->contr->mode;
1266
1267 if(!(i & PU_NEWMODE)) return;
1268
1269 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1270 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1271 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1272 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1273
1274 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1279
1280 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1282
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1286
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1289 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1291
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1293 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1296
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1298 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1301
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1303
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1305
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1307 }
1308
1309int command_pickup (object *op, char *params)
1310{
1311 uint32 i;
1312 static const char* names[ ] = {
1313 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1314 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1315 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1316 static uint32 modes[ ] = {
1317 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1318 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1319 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1320
1321 if(!params) {
1322 /* if the new mode is used, just print the settings */
1323 if(op->contr->mode & PU_NEWMODE)
1324 {
1325 display_new_pickup( op );
1326 return 1;
1327 }
1328 if(1) LOG(llevDebug, "command_pickup: !params\n");
1329 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1330 return 0;
1331 }
1332
1333 while ( *params == ' ' && *params )
1334 params++;
1335
1336 if ( *params == '+' || *params == '-' )
1337 {
1338 int mode;
1339 for ( mode = 0; names[ mode ]; mode++ )
1340 {
1341 if ( !strcmp( names[ mode ], params + 1 ) )
1342 {
1343 i = op->contr->mode;
1344 if ( !( i & PU_NEWMODE ) )
1345 i = PU_NEWMODE;
1346 if ( *params == '+' )
1347 i = i | modes[ mode ];
1348 else
1349 i = i & ~modes[ mode ];
1350 op->contr->mode = i;
1351 display_new_pickup( op );
1352 return 1;
1353 }
1354 } 1298 }
1355 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params ); 1299 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1356 return 1; 1300 return 1;
1357 } 1301 }
1358 1302
1359 if(sscanf(params, "%u", &i) != 1) { 1303 if (sscanf (params, "%u", &i) != 1)
1360 if(1) LOG(llevDebug, "command_pickup: params==NULL\n"); 1304 {
1361 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> ."); 1305 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1362 return 1; 1306 return 1;
1363 } 1307 }
1364 set_pickup_mode(op,i); 1308
1309 if (i <= PU_RATIO)
1310 i |= op->contr->mode & ~PU_RATIO;
1311
1312 op->contr->mode = i;
1365 1313
1366 return 1; 1314 return 1;
1367} 1315}
1368 1316
1369void set_pickup_mode(object *op,int i) { 1317int
1370 switch(op->contr->mode=i) {
1371 case 0:
1372 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1373 break;
1374 case 1:
1375 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1376 break;
1377 case 2:
1378 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1379 break;
1380 case 3:
1381 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1382 break;
1383 case 4:
1384 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1385 break;
1386 case 5:
1387 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1388 break;
1389 case 6:
1390 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1391 break;
1392 case 7:
1393 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1394 break;
1395 }
1396}
1397
1398int command_search_items (object *op, char *params) 1318command_search_items (object *op, char *params)
1399{ 1319{
1400 char buf[MAX_BUF]; 1320 char buf[MAX_BUF];
1401 1321
1402 if (settings.search_items == FALSE) 1322 if (params == NULL)
1323 {
1324 if (op->contr->search_str[0] == '\0')
1325 {
1326 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1327 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1328 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1403 return 1; 1329 return 1;
1404
1405 if(params == NULL) {
1406 if(op->contr->search_str[0]=='\0') {
1407 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1408 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1409 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1410 return 1;
1411 } 1330 }
1331
1412 op->contr->search_str[0]='\0'; 1332 op->contr->search_str[0] = '\0';
1413 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off."); 1333 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1414 fix_player(op); 1334 op->update_stats ();
1415 return 1;
1416 }
1417 if((int)strlen(params) >= MAX_BUF) {
1418 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1419 return 1;
1420 }
1421 strcpy(op->contr->search_str, params);
1422 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1423 new_draw_info(NDI_UNIQUE, 0,op,buf);
1424 fix_player(op);
1425 return 1; 1335 return 1;
1426}
1427
1428/*
1429 * Changing the custom name of an item
1430 *
1431 * Syntax is: rename <what object> to <new name>
1432 * if '<what object>' is omitted, marked object is used
1433 * if 'to <new name>' is omitted, custom name is cleared
1434 *
1435 * Names are considered for all purpose having a length <=127 (max length sent to client
1436 * by server) */
1437
1438int command_rename_item(object *op, char *params)
1439{
1440 char buf[VERY_BIG_BUF];
1441 int itemnumber;
1442 object *item = NULL;
1443 char *closebrace;
1444 size_t counter;
1445
1446 if (params) {
1447 /* Let's skip white spaces */
1448 while(' '==*params) params++;
1449
1450 /* Checking the first part */
1451 if ((itemnumber = atoi(params))!=0) {
1452 for (item = op->inv; item && ((item->count != (tag_t) itemnumber) || item->invisible); item = item->below);
1453 if (!item) {
1454 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1455 return 1;
1456 }
1457 while(isdigit(*params) || ' '==*params) params++;
1458 }
1459 else if ('<'==*params) {
1460 /* Got old name, let's get it & find appropriate matching item */
1461 closebrace=strchr(params,'>');
1462 if(!closebrace) {
1463 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1464 return 1;
1465 } 1336 }
1466 /* Sanity check for buffer overruns */
1467 if((closebrace-params)>127) {
1468 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1469 return 1;
1470 }
1471 /* Copy the old name */
1472 strncpy(buf,params+1,closebrace-params-1);
1473 buf[closebrace-params-1]='\0';
1474 1337
1475 /* Find best matching item */ 1338 if (strlen (params) >= MAX_BUF)
1476 item=find_best_object_match(op,buf);
1477 if(!item) {
1478 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1479 return 1;
1480 }
1481
1482 /* Now need to move pointer to just after > */
1483 params=closebrace+1;
1484 while(' '==*params) params++;
1485
1486 } else {
1487 /* Use marked item */
1488 item=find_marked_object(op);
1489 if(!item) {
1490 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1491 return 1;
1492 }
1493 } 1339 {
1494 1340 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1495 /* Now let's find the new name */
1496 if(!strncmp(params,"to ",3)) {
1497 params+=3;
1498 while(' '==*params) params++;
1499 if('<'!=*params) {
1500 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1501 return 1;
1502 }
1503 closebrace=strchr(params+1,'>');
1504 if(!closebrace) {
1505 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1506 return 1;
1507 }
1508
1509 /* Sanity check for buffer overruns */
1510 if((closebrace-params)>127) {
1511 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1512 return 1;
1513 }
1514
1515 /* Copy the new name */
1516 strncpy(buf,params+1,closebrace-params-1);
1517 buf[closebrace-params-1]='\0';
1518
1519 /* Let's check it for weird characters */
1520 for(counter=0;counter<strlen(buf);counter++) {
1521 if(isalnum(buf[counter])) continue;
1522 if(' '==buf[counter]) continue;
1523 if('\''==buf[counter]) continue;
1524 if('+'==buf[counter]) continue;
1525 if('_'==buf[counter]) continue;
1526 if('-'==buf[counter]) continue;
1527
1528 /* If we come here, then the name contains an invalid character...
1529 tell the player & exit */
1530 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1531 return 1;
1532 }
1533
1534 } else {
1535 /* If param contains something, then syntax error... */
1536 if(strlen(params)) {
1537 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1538 return 1;
1539 }
1540 /* New name is empty */
1541 buf[0]='\0';
1542 }
1543 } else {
1544 /* Last case: params==NULL */
1545 item=find_marked_object(op);
1546 if(!item) {
1547 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1548 return 1; 1341 return 1;
1549 } 1342 }
1550 buf[0]='\0';
1551 }
1552 1343
1553 if (QUERY_FLAG(item, FLAG_UNPAID)) { 1344 strcpy (op->contr->search_str, params);
1554 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first."); 1345 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1555 return 1; 1346 new_draw_info (NDI_UNIQUE, 0, op, buf);
1556 } 1347 op->update_stats ();
1557
1558 /* Coming here, everything is fine... */
1559 if(!strlen(buf)) {
1560 /* Clear custom name */
1561 if(item->custom_name) {
1562 item->custom_name = 0;
1563
1564 new_draw_info_format(NDI_UNIQUE, 0, op,"You stop calling your %s with weird names.",query_base_name(item,item->nrof>1?1:0));
1565 esrv_update_item(UPD_NAME,op,item);
1566 } else {
1567 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1568 }
1569 } else {
1570 /* Set custom name */
1571 item->custom_name = buf;
1572
1573 new_draw_info_format(NDI_UNIQUE, 0, op,"Your %s will now be called %s.",query_base_name(item,item->nrof>1?1:0),buf);
1574 esrv_update_item(UPD_NAME,op,item);
1575 }
1576 1348
1577 return 1; 1349 return 1;
1578} 1350}
1351

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