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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 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 1.9 2006/08/29 07:34:00 root 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);
143 return 0;
144 }
145
146 pl->change_skill (0);
147 apply_special (pl, skill, AP_APPLY);
108 return 0; 148 return 1;
109 }
110 return change_skill(pl,skill, 0);
111} 149}
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
126 150
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))
155 aflag=AP_APPLY; 181 {
156 params+=3; 182 aflag = AP_APPLY;
157 } 183 params += 3;
184 }
185
158 if (!strncmp(params,"-u ",3)) { 186 if (!strncmp (params, "-u ", 3))
159 aflag=AP_UNAPPLY; 187 {
160 params+=3; 188 aflag = AP_UNAPPLY;
161 } 189 params += 3;
190 }
191
162 while (*params==' ') params++; 192 while (*params == ' ')
193 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,
187 "The %s is not active.", query_name(sack));
188 return 0;
189 } 217 {
218 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
219 return 0;
220 }
221
190 if (sack == op) { 222 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 } 223 {
195 if (sack->race && (sack->race != op->race || op->type == CONTAINER 224 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))) { 225 return 0;
197 new_draw_info_format(NDI_UNIQUE, 0, pl, 226 }
198 "You can put only %s into the %s.", sack->race, query_name(sack)); 227
199 return 0; 228 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
200 } 229 {
230 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
231 return 0;
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,
203 "You can't put the key into %s.", query_name(sack));
204 return 0;
205 } 235 {
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) * 236 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; 237 return 0;
238 }
239
240 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
241 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
212 } 243 {
244 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
245 return 0;
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) {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241 return;
242 } 272 {
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.>");
276 return;
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) {
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; 299 return;
277 } 300
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.", 327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
338 alt->name); 328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
339 goto leave; 348 goto leave;
340 } 349
341 tmp = alt; 350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
342 } 355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
343 else 360 else
344 { 361 count = tmp->nrof;
345 if (op->below == NULL || ! can_pick (op, op->below)) { 362
346 new_draw_info (NDI_UNIQUE, 0, op, 363 /* container is open, so use it */
347 "There is nothing to pick up here."); 364 if (tmp->flag [FLAG_STARTEQUIP])
348 goto leave; 365 alt = op;
349 } 366 else if (op->container)
350 tmp = op->below;
351 } 367 {
352 368 alt = op->container;
353 /* Try to catch it. */ 369 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
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) 374 for (alt = op->inv; alt; alt = alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) && 375 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
377 alt->race && alt->race==tmp->race && 376 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
378 sack_can_hold (NULL, alt, tmp,count)) 377 break; /* perfect match */
379 break; /* perfect match */ 378
380 379 if (!alt)
381 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below) 380 for (alt = op->inv; alt; alt = alt->below)
383 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))
384 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 && QUERY_FLAG (tmp, 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_DROP;
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, *sack2;
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)
523 return; /* Can't put an object in itself */
524
503 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) { 525 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
504 new_draw_info_format(NDI_UNIQUE, 0,op,
505 "You cannot put the %s in the %s.", query_name(tmp),
506 query_name(sack));
507 return;
508 } 526 {
527 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
528 return;
529 }
530
509 if (tmp->type == CONTAINER && tmp->inv) { 531 if (tmp->type == CONTAINER && tmp->inv)
510 532 {
511 /* Eneq(@csd.uu.se): If the object to be dropped is a container 533 /* Eneq(@csd.uu.se): If the object to be dropped is a container
512 * we instead move the contents of that container into the active 534 * we instead move the contents of that container into the active
513 * container, this is only done if the object has something in it. 535 * container, this is only done if the object has something in it.
514 */ 536 */
515 sack2 = tmp; 537 sack2 = tmp;
516 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));
517 query_name(tmp), query_name(sack)); 539
518 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) { 540 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
541 {
519 tmp = tmp2->below; 542 tmp = tmp2->below;
543
520 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)))
521 put_object_in_sack (op, sack, tmp2, 0); 545 put_object_in_sack (op, sack, tmp2, 0);
522 } else { 546 else
547 {
523 sprintf(buf,"Your %s fills up.", query_name(sack)); 548 sprintf (buf, "Your %s fills up.", query_name (sack));
524 new_draw_info(NDI_UNIQUE, 0,op, buf); 549 new_draw_info (NDI_UNIQUE, 0, op, buf);
525 break; 550 break;
551 }
552 }
553
554 return;
526 } 555 }
527 }
528 esrv_update_item (UPD_WEIGHT, op, sack2);
529 return;
530 }
531 556
532 /* Don't worry about this for containers - our caller should have 557 /* Don't worry about this for containers - our caller should have
533 * already checked this. 558 * already checked this.
534 */ 559 */
535 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)))
536 return;
537
538 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
539 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
540 return; 561 return;
541 }
542 562
563 if (QUERY_FLAG (tmp, FLAG_APPLIED))
564 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
565 return;
566
543 /* 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 */
544 if (nrof && tmp->nrof != nrof) { 568 if (!can_split (op, tmp, nrof))
545 object *tmp2 = tmp;
546 tmp2_tag = tmp2->count;
547 tmp = get_split_ob (tmp, nrof);
548
549 if(!tmp) {
550 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
551 return; 569 return;
552 }
553 /* Tell a client what happened other objects */
554 if (was_destroyed (tmp2, tmp2_tag))
555 esrv_del_item (op->contr, tmp2_tag);
556 else /* this can proably be replaced with an update */
557 esrv_send_item (op, tmp2);
558 } else
559 remove_ob(tmp);
560 570
561 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));
562 query_name(tmp), query_name(sack)); 572 sack->insert (tmp);
563 tmp_tag = tmp->count;
564 tmp2 = insert_ob_in_ob(tmp, sack);
565 fix_player(op); /* This is overkill, fix_player() is called somewhere */
566 /* in object.c */
567
568 /* If an object merged (and thus, different object), we need to
569 * delete the original.
570 */
571 if (tmp2 != tmp)
572 esrv_del_item (op->contr, tmp_tag);
573
574 esrv_send_item (op, tmp2);
575
576 /* update the sacks weight */
577 esrv_update_item (UPD_WEIGHT, op, sack);
578} 573}
579 574
580/* 575/*
581 * This function was part of drop, now is own function. 576 * This function was part of drop, now is own function.
582 * 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
583 * nrof objects is tried to dropped. 578 * nrof objects is tried to dropped.
584 * This is used when dropping objects onto the floor. 579 * This is used when dropping objects onto the floor.
585 */ 580 */
586void 581void
587drop_object (object * op, object * tmp, uint32 nrof) 582drop_object (object *op, object *tmp, uint32 nrof)
588{ 583{
589 char buf[MAX_BUF];
590 object *floor;
591
592 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 584 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593 return; 585 return;
594 586
595 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 587 if (QUERY_FLAG (tmp, FLAG_APPLIED))
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 588 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return; /* can't unapply it */ 589 return; /* can't unapply it */
598 590
591 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
592
599 /* 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
600 * off 594 * off
601 */ 595 */
602 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);
603 { 605 }
604 object *tmp2 = tmp; 606}
605 tag_t tmp2_tag = tmp2->count; 607
606 tmp = get_split_ob (tmp, nrof); 608/* In contrast to drop_object (op, tmp, nrof) above this function takes the
607 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)
608 { 673 {
609 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 ();
610 return; 678 return;
611 } 679 }
612 /* Tell a client what happened rest of objects. tmp2 is now the
613 * original object
614 */
615 if (op->type == PLAYER)
616 {
617 if (was_destroyed (tmp2, tmp2_tag))
618 esrv_del_item (op->contr, tmp2_tag);
619 else 680 else
620 esrv_send_item (op, tmp2);
621 } 681 {
622 } 682 while (tmp && tmp->invisible)
623 else 683 tmp = tmp->below;
624 remove_ob (tmp); 684 }
625
626 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
627 return;
628
629 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
630 { 685 }
631 sprintf (buf, "You drop the %s.", query_name (tmp)); 686
632 new_draw_info (NDI_UNIQUE, 0, op, buf); 687 if (tmp == NULL)
633 new_draw_info (NDI_UNIQUE, 0, op, 688 {
634 "The gods who lent it to you retrieves it."); 689 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
635 if (op->type == PLAYER)
636 esrv_del_item (op->contr, tmp->count);
637 free_object (tmp);
638 fix_player (op);
639 return; 690 return;
640 } 691 }
641 692
642/* If SAVE_INTERVAL is commented out, we never want to save 693 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
643 * the player here.
644 */
645#ifdef SAVE_INTERVAL
646 /* I'm not sure why there is a value check - since the save
647 * is done every SAVE_INTERVAL seconds, why care the value
648 * of what he is dropping?
649 */
650 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
651 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
652 (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
653 {
654 save_player (op, 1);
655 op->contr->last_save_time = time (NULL);
656 } 694 {
657#endif /* SAVE_INTERVAL */ 695 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
658
659 if (op->type == PLAYER)
660 esrv_del_item (op->contr, tmp->count);
661
662 /* Call this before we update the various windows/players. At least
663 * that we, we know the weight is correct.
664 */
665 fix_player (op); /* This is overkill, fix_player() is called somewhere */
666 /* in object.c */
667
668 if (op->type == PLAYER)
669 {
670 op->contr->socket.update_look = 1;
671 /* Need to update the weight for the player */
672 esrv_send_item (op, op);
673 }
674
675 for (floor = get_map_ob (op->map, op->x, op->y); floor; floor = floor->above)
676 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
677 return; 696 return;
678
679 floor = get_map_ob (op->map, op->x, op->y);
680
681 if (floor
682 && floor->type == SHOP_FLOOR
683 && !QUERY_FLAG (tmp, FLAG_UNPAID)
684 && tmp->type != MONEY)
685 sell_item (tmp, op);
686
687 tmp->x = op->x;
688 tmp->y = op->y;
689
690 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
691}
692
693void drop(object *op, object *tmp)
694{
695 /* Hopeful fix for disappearing objects when dropping from a container -
696 * somehow, players get an invisible object in the container, and the
697 * old logic would skip over invisible objects - works fine for the
698 * playes inventory, but drop inventory wants to use the next value.
699 */
700 if (tmp->invisible) {
701 /* if the following is the case, it must be in an container. */
702 if (tmp->env && tmp->env->type != PLAYER) {
703 /* Just toss the object - probably shouldn't be hanging
704 * around anyways
705 */
706 remove_ob(tmp);
707 free_object(tmp);
708 return;
709 } else {
710 while(tmp!=NULL && tmp->invisible)
711 tmp=tmp->below;
712 }
713 } 697 }
714 698
715 if (tmp==NULL) {
716 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
717 return;
718 }
719 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
720 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
721 return;
722 }
723 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) { 699 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
700 {
724#if 0 701#if 0
725 /* 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. */
726 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.");
727#endif 704#endif
728 return; 705 return;
729 } 706 }
730 707
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 {
731 if (op->type == PLAYER) 715 if (op->type == PLAYER)
732 { 716 put_object_in_sack (op, op->container, tmp, op->contr->count);
733 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
734 object *n=NULL;
735 if(tmp->below != NULL)
736 n = tmp->below;
737 else if(tmp->above != NULL)
738 n = tmp->above;
739 op->contr->last_used = n;
740 if (n != NULL)
741 op->contr->last_used_id = n->count;
742 else 717 else
743 op->contr->last_used_id = 0; 718 put_object_in_sack (op, op->container, tmp, 0);
744 }
745 }; 719 }
746 720 else
747 if (op->container) { 721 {
748 if (op->type == PLAYER) 722 if (op->type == PLAYER)
749 {
750 put_object_in_sack (op, op->container, tmp, op->contr->count);
751 } else {
752 put_object_in_sack(op, op->container, tmp, 0);
753 };
754 } else {
755 if (op->type == PLAYER)
756 {
757 drop_object (op, tmp, op->contr->count); 723 drop_object (op, tmp, op->contr->count);
758 } else { 724 else
759 drop_object(op,tmp,0); 725 drop_object (op, tmp, 0);
760 };
761 } 726 }
727
762 if (op->type == PLAYER) 728 if (op->type == PLAYER)
763 op->contr->count = 0; 729 op->contr->count = 0;
764} 730}
765
766
767 731
768/* Command will drop all items that have not been locked */ 732/* Command will drop all items that have not been locked */
733int
769int command_dropall (object *op, char *params) { 734command_dropall (object *op, char *params)
735{
770 736
771 object * curinv, *nextinv;
772
773 if(op->inv == NULL) { 737 if (op->inv == NULL)
738 {
774 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!"); 739 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
775 return 0; 740 return 0;
776 } 741 }
777 742
778 curinv = op->inv; 743 object *curinv = op->inv;
744 object *nextinv;
779 745
780 /* 746 /*
781 This is the default. Drops everything not locked or considered 747 This is the default. Drops everything not locked or considered
782 not something that should be dropped. 748 not something that should be dropped.
783 */ 749 */
784 /* 750 /*
785 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
786 the drop() routine will do unknown things to it when dropping 752 the drop() routine will do unknown things to it when dropping
787 in a shop. --Tero.Pelander@utu.fi 753 in a shop. --Tero.Pelander@utu.fi
788 */ 754 */
789 755
790 if(params==NULL) { 756 int cnt = MAX_ITEM_PER_DROP;
791 while(curinv != NULL) { 757
758 if (!params)
759 {
760 while (curinv)
761 {
792 nextinv = curinv->below; 762 nextinv = curinv->below;
763
793 while (nextinv && nextinv->type==MONEY) 764 while (nextinv && nextinv->type == MONEY)
794 nextinv = nextinv->below; 765 nextinv = nextinv->below;
766
795 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY && 767 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
796 curinv->type != FOOD && curinv->type != KEY && 768 curinv->type != FOOD && curinv->type != KEY &&
797 curinv->type != SPECIAL_KEY && curinv->type != GEM && 769 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
798 !curinv->invisible && 770 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
799 (curinv->type!=CONTAINER || op->container!=curinv)) 771 {
800 { 772 drop (op, curinv);
801 drop(op,curinv); 773 if (--cnt <= 0) break;
774 }
775
776 curinv = nextinv;
802 } 777 }
803 curinv = nextinv;
804 }
805 } 778 }
806
807 else if(strcmp(params, "weapons") == 0) { 779 else if (strcmp (params, "weapons") == 0)
808 while(curinv != NULL) { 780 {
781 while (curinv)
782 {
809 nextinv = curinv->below; 783 nextinv = curinv->below;
784
810 while (nextinv && nextinv->type==MONEY) 785 while (nextinv && nextinv->type == MONEY)
811 nextinv = nextinv->below; 786 nextinv = nextinv->below;
812 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || 787
813 (curinv->type == BOW) || (curinv->type == ARROW))) 788 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
814 { 789 {
815 drop(op,curinv); 790 drop (op, curinv);
816 } 791 if (--cnt <= 0) break;
792 }
793
817 curinv = nextinv; 794 curinv = nextinv;
818 } 795 }
819 } 796 }
820
821 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) { 797 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
822 while(curinv != NULL) { 798 {
799 while (curinv)
800 {
823 nextinv = curinv->below; 801 nextinv = curinv->below;
802
824 while (nextinv && nextinv->type==MONEY) 803 while (nextinv && nextinv->type == MONEY)
825 nextinv = nextinv->below; 804 nextinv = nextinv->below;
826 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || 805
827 curinv->type == SHIELD || curinv->type==HELMET)) 806 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
828 { 807 {
829 drop(op,curinv); 808 drop (op, curinv);
830 } 809 if (--cnt <= 0) break;
810 }
811
831 curinv = nextinv; 812 curinv = nextinv;
832 } 813 }
833 } 814 }
834
835 else if(strcmp(params, "misc") == 0) { 815 else if (strcmp (params, "misc") == 0)
836 while(curinv != NULL) { 816 {
817 while (curinv)
818 {
837 nextinv = curinv->below; 819 nextinv = curinv->below;
820
838 while (nextinv && nextinv->type==MONEY) 821 while (nextinv && nextinv->type == MONEY)
839 nextinv = nextinv->below; 822 nextinv = nextinv->below;
823
840 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) { 824 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
841 switch(curinv->type) { 825 {
842 case HORN: 826 switch (curinv->type)
843 case BOOK: 827 {
844 case SPELLBOOK: 828 case HORN:
845 case GIRDLE: 829 case BOOK:
846 case AMULET: 830 case SPELLBOOK:
847 case RING: 831 case GIRDLE:
848 case CLOAK: 832 case AMULET:
849 case BOOTS: 833 case RING:
850 case GLOVES: 834 case CLOAK:
851 case BRACERS: 835 case BOOTS:
852 case SCROLL: 836 case GLOVES:
853 case ARMOUR_IMPROVER: 837 case BRACERS:
854 case WEAPON_IMPROVER: 838 case SCROLL:
855 case WAND: 839 case ARMOUR_IMPROVER:
856 case ROD: 840 case WEAPON_IMPROVER:
857 case POTION: 841 case WAND:
858 drop(op,curinv); 842 case ROD:
859 curinv = nextinv; 843 case POTION:
860 break; 844 drop (op, curinv);
861 default: 845 curinv = nextinv;
862 curinv = nextinv; 846 break;
863 break; 847 default:
864 } 848 curinv = nextinv;
865 } 849 break;
850 }
851
852 if (--cnt <= 0) break;
853 }
854
866 curinv = nextinv; 855 curinv = nextinv;
867 } 856 }
868 } 857 }
869 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
870/* draw_look(op);*/ 862/* draw_look(op);*/
871 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;
872} 889}
873 890
874/* 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
875 * comma seperated list. 892 * comma seperated list.
876 */ 893 */
877 894int
878int command_drop (object *op, char *params) 895command_drop (object *op, char *params)
879{ 896{
880 object *tmp, *next; 897 object *tmp, *next;
881 int did_one=0; 898 int did_one = 0;
882 899
883 if (!params) { 900 if (!params)
901 {
884 new_draw_info(NDI_UNIQUE,0, op, "Drop what?"); 902 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
885 return 0;
886 } else {
887 for (tmp=op->inv; tmp; tmp=next) {
888 next=tmp->below;
889 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
890 tmp->invisible) continue;
891 if (item_matched_string(op,tmp,params)) {
892 drop(op, tmp);
893 did_one=1;
894 }
895 }
896 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
897 }
898 if (op->type==PLAYER)
899 {
900 op->contr->count=0;
901 op->contr->socket.update_look=1;
902 };
903/* draw_look(op);*/
904 return 0; 903 return 0;
905} 904 }
905 else
906 {
907 vector<object *> matched_objs;
906 908
909 for (tmp = op->inv; tmp; tmp = next)
910 {
911 next = tmp->below;
912 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
913 continue;
914
915 if (item_matched_string (op, tmp, params))
916 matched_objs.push_back (tmp);
917 }
918
919 int cnt = MAX_ITEM_PER_DROP;
920
921 if (!drop_vector (op, matched_objs, &cnt))
922 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
923
924 if (cnt <= 0)
925 op->failmsg ("Only dropped some items, can't drop that many items at once.");
926 }
927
928 return 0;
929}
930
931int
907int command_examine (object *op, char *params) 932command_examine (object *op, char *params)
908{ 933{
909 if (!params) { 934 if (!params)
935 {
910 object *tmp=op->below; 936 object *tmp = op->below;
911 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below; 937
912 if (tmp) examine(op,tmp); 938 while (tmp && !tmp->client_visible ())
913 } 939 tmp = tmp->below;
914 else { 940
915 object *tmp=find_best_object_match(op,params);
916 if (tmp) 941 if (tmp)
917 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);
918 else 950 else
919 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));
920 } 952 }
953
921 return 0; 954 return 0;
922} 955}
923 956
924/* op should be a player. 957/* op should be a player.
925 * 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
926 * 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
927 * 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
928 * nothing is found. 961 * nothing is found.
929 */ 962 */
963object *
930object *find_marked_object(object *op) 964find_marked_object (object *op)
931{ 965{
932 object *tmp; 966 object *tmp;
933 967
934 if (!op || !op->contr) return NULL; 968 if (!op || !op->contr)
969 return NULL;
970
935 if (!op->contr->mark) { 971 if (!op->contr->mark)
972 {
936/* 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");*/
937 return NULL; 974 return 0;
938 } 975 }
976
939 /* 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
940 * 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
941 * an item got reincarnated at some point. 979 * an item got reincarnated at some point.
942 */ 980 */
943 for (tmp=op->inv; tmp; tmp=tmp->below) { 981 for (tmp = op->inv; tmp; tmp = tmp->below)
944 if (tmp->invisible) continue; 982 {
983 if (tmp->invisible)
984 continue;
985
945 if (tmp == op->contr->mark) { 986 if (tmp == op->contr->mark)
946 if (tmp->count == op->contr->mark_count) 987 {
947 return tmp; 988 if (!tmp->destroyed ())
948 else { 989 return tmp;
949 op->contr->mark=NULL; 990 else
950 op->contr->mark_count=0; 991 {
992 op->contr->mark = 0;
951/* 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");*/
952 return NULL; 994 return 0;
995 }
996 }
953 } 997 }
954 } 998
955 } 999 return 0;
956 return NULL;
957} 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;
958 1039 }
959 1040
960/* op should be a player, params is any params. 1041 if (present_in_ob (POISONING, mon))
961 * If no params given, we print out the currently marked object. 1042 buf << "It looks very ill.\r";
962 * otherwise, try to find a matching object - try best match first. 1043
963 */ 1044 buf << '\n';
964int 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)
965{ 1052{
966 if (!op->contr) return 1; 1053 static std::string s;
967 if (!params) { 1054
968 object *mark=find_marked_object(op); 1055 return (s = tmp->long_desc (pl)).c_str ();
969 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object."); 1056}
970 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)
971 } 1064 {
972 else { 1065 case RING:
973 object *mark1=find_best_object_match(op, params); 1066 case SKILL:
974 if (!mark1) { 1067 case WEAPON:
975 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params); 1068 case ARMOUR:
976 return 1; 1069 case BRACERS:
977 } 1070 case HELMET:
978 else { 1071 case SHIELD:
979 op->contr->mark=mark1; 1072 case BOOTS:
980 op->contr->mark_count=mark1->count; 1073 case GLOVES:
981 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1)); 1074 case AMULET:
982 return 0; 1075 case GIRDLE:
983 } 1076 case BOW:
984 } 1077 case ARROW:
985 return 0; /*shouldnt get here */ 1078 case CLOAK:
986} 1079 case FOOD:
1080 case DRINK:
1081 case FLESH:
1082 case SKILL_TOOL:
1083 case LAMP:
1084 case POWER_CRYSTAL:
1085 {
1086 const char *cp = ::describe_item (this, who);
987 1087
1088 if (*cp)
1089 {
1090 buf.append (" ");
1091 buf.append (cp);
1092 }
1093 }
1094 }
1095
1096 return buf;
1097}
988 1098
989/* op is the player 1099/* op is the player
990 * tmp is the monster being examined. 1100 * tmp is the monster being examined.
991 */ 1101 */
1102void
992void examine_monster(object *op,object *tmp) { 1103examine_monster (object *op, object *tmp)
993 object *mon=tmp->head?tmp->head:tmp; 1104{
1105 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1106}
994 1107
995 if(QUERY_FLAG(mon,FLAG_UNDEAD)) 1108std::string
996 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force."); 1109object::describe (object *who)
997 if(mon->level>op->level) 1110{
998 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you."); 1111 dynbuf_text buf (1024, 1024);
999 else if(mon->level<op->level)
1000 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1001 else
1002 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1003 if(mon->attacktype&AT_ACID)
1004 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1005 1112
1006 /* 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 ());
1007 * maxhp field? This seems that it should give more accurate results. 1114
1008 */ 1115 if (custom_name)
1009 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */ 1116 buf.printf ("You call it %s.\r", &custom_name);
1010 case 1: 1117
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape."); 1118 switch (type)
1012 break;
1013 case 2:
1014 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1015 break;
1016 case 3:
1017 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1018 break;
1019 case 4:
1020 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1021 break;
1022 } 1119 {
1023 if(present_in_ob(POISONING,mon)!=NULL) 1120 case SPELLBOOK:
1024 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill."); 1121 if (flag [FLAG_IDENTIFIED] && inv)
1025} 1122 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1123 break;
1026 1124
1125 case BOOK:
1126 if (msg)
1127 buf << "Something is written in it.\r";
1128 break;
1027 1129
1028/* tmp is the object being described, pl is who is examing it. */ 1130 case CONTAINER:
1029char *long_desc(object *tmp, object *pl) { 1131 if (race)
1030 static char buf[VERY_BIG_BUF]; 1132 {
1031 char *cp; 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)));
1141 break;
1032 1142
1033 if(tmp==NULL) 1143 case WAND:
1034 return ""; 1144 if (flag [FLAG_IDENTIFIED])
1035 1145 buf.printf ("It has %d charges left.\r", stats.food);
1036 buf[0]='\0'; 1146 break;
1037 switch(tmp->type) {
1038 case RING:
1039 case SKILL:
1040 case WEAPON:
1041 case ARMOUR:
1042 case BRACERS:
1043 case HELMET:
1044 case SHIELD:
1045 case BOOTS:
1046 case GLOVES:
1047 case AMULET:
1048 case GIRDLE:
1049 case BOW:
1050 case ARROW:
1051 case CLOAK:
1052 case FOOD:
1053 case DRINK:
1054 case FLESH:
1055 case SKILL_TOOL:
1056 case POWER_CRYSTAL:
1057 if(*(cp=describe_item(tmp, pl))!='\0') {
1058 int len;
1059
1060 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1061 buf[VERY_BIG_BUF-1]=0;
1062 len=strlen(buf);
1063 if (len<VERY_BIG_BUF-5) {
1064 /* Since we know the length, we save a few cpu cycles by using
1065 * it instead of calling strcat */
1066 strcpy(buf+len," ");
1067 len++;
1068 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1069 buf[VERY_BIG_BUF-1]=0;
1070 }
1071 } 1147 }
1072 }
1073 if(buf[0]=='\0') {
1074 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1075 buf[VERY_BIG_BUF-1]=0;
1076 }
1077 1148
1078 return buf; 1149 if (materialname && !msg)
1079}
1080
1081void examine(object *op, object *tmp) {
1082 char buf[VERY_BIG_BUF];
1083 int i;
1084
1085 if (tmp == NULL || tmp->type == CLOSE_CON)
1086 return;
1087
1088 strcpy(buf,"That is ");
1089 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1090 buf[VERY_BIG_BUF-1]=0;
1091
1092 new_draw_info(NDI_UNIQUE, 0,op,buf);
1093 buf[0]='\0';
1094
1095 if(tmp->custom_name) {
1096 strcpy(buf,"You call it ");
1097 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1098 buf[VERY_BIG_BUF-1]=0;
1099 new_draw_info(NDI_UNIQUE, 0,op,buf);
1100 buf[0]='\0';
1101 }
1102
1103 switch(tmp->type) {
1104 case SPELLBOOK:
1105 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1106 sprintf(buf,"%s is a %s level %s spell",
1107 tmp->inv->name, get_levelnumber(tmp->inv->level),
1108 tmp->inv->skill);
1109 }
1110 break;
1111
1112 case BOOK:
1113 if(tmp->msg!=NULL)
1114 strcpy(buf,"Something is written in it.");
1115 break;
1116
1117 case CONTAINER:
1118 if(tmp->race!=NULL) {
1119 if(tmp->weight_limit && tmp->stats.Str<100)
1120 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1121 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1122 else
1123 sprintf (buf,"It can hold only %s.", tmp->race);
1124 } else
1125 if(tmp->weight_limit && tmp->stats.Str<100)
1126 sprintf (buf,"Its weight limit is %.1f kg.",
1127 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1128 break;
1129
1130 case WAND:
1131 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1132 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1133 break;
1134 }
1135
1136 if(buf[0]!='\0')
1137 new_draw_info(NDI_UNIQUE, 0,op,buf);
1138
1139 if(tmp->materialname != NULL && !tmp->msg) {
1140 sprintf(buf, "It is made of: %s.", tmp->materialname); 1150 buf.printf ("It is made of: %s.\r", &materialname);
1141 new_draw_info(NDI_UNIQUE, 0, op, buf); 1151
1142 } 1152 if (who)
1143 /* Where to wear this item */ 1153 /* Where to wear this item */
1144 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1154 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1145 if (tmp->body_info[i]<-1) { 1155 if (slot[i].info)
1146 if (op->body_info[i]) 1156 {
1147 new_draw_info_format(NDI_UNIQUE, 0,op, 1157 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1148 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]); 1158
1149 else 1159 if (slot[i].info < -1 && who->slot[i].info)
1150 new_draw_info_format(NDI_UNIQUE, 0,op, 1160 buf.printf ("(%d)", -slot[i].info);
1151 "It goes %s", body_locations[i].nonuse_name); 1161
1152 } else if (tmp->body_info[i]) { 1162 buf << ".\r";
1153 if (op->body_info[i]) 1163 }
1154 new_draw_info_format(NDI_UNIQUE, 0,op, 1164
1155 "It goes %s", body_locations[i].use_name); 1165 if (weight)
1156 else 1166 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1157 new_draw_info_format(NDI_UNIQUE, 0,op, 1167
1158 "It goes %s", body_locations[i].nonuse_name); 1168 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1159 }
1160 } 1169 {
1170 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1161 1171
1162 if(tmp->weight) { 1172 if (is_in_shop (who))
1163 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.", 1173 {
1164 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0); 1174 if (flag [FLAG_UNPAID])
1165 new_draw_info(NDI_UNIQUE, 0,op,buf); 1175 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1166 } 1176 else
1167 1177 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1168 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) { 1178 }
1169 object *floor;
1170 sprintf(buf,"You reckon %s worth %s.",
1171 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1172 new_draw_info(NDI_UNIQUE, 0,op,buf);
1173 floor = get_map_ob (op->map, op->x, op->y);
1174 if (floor && floor->type == SHOP_FLOOR) {
1175 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1176 sprintf(buf,"%s would cost you %s.",
1177 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1178 else
1179 sprintf(buf,"You are offered %s for %s.",
1180 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1181 new_draw_info(NDI_UNIQUE, 0,op,buf);
1182 }
1183 }
1184
1185 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1186 examine_monster(op,tmp);
1187 1179 }
1180
1181 if (flag [FLAG_MONSTER])
1182 buf << describe_monster (who);
1183
1188 /* Is this item buildable? */ 1184 /* Is this item buildable? */
1189 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) ) 1185 if (flag [FLAG_IS_BUILDABLE])
1190 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." ); 1186 buf << "This is a buildable item.\r";
1191 1187
1192 /* Does the object have a message? Don't show message for all object 1188 /* Does the object have a message? Don't show message for all object
1193 * types - especially if the first entry is a match 1189 * types - especially if the first entry is a match
1194 */ 1190 */
1195 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK && 1191 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1196 tmp->type != CORPSE && !tmp->move_on && 1192 {
1197 strncasecmp(tmp->msg, "@match",7)) {
1198
1199 /* This is just a hack so when identifying the items, we print 1193 /* This is just a hack so when identifying the items, we print
1200 * out the extra message 1194 * out the extra message
1201 */ 1195 */
1202 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1196 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1203 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:"); 1197 buf << "The object has a story:\r";
1204 1198
1205 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg); 1199 buf << msg << '\n';
1206 }
1207 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1208}
1209
1210/*
1211 * inventory prints object's inventory. If inv==NULL then print player's
1212 * inventory.
1213 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1214 */
1215void inventory(object *op,object *inv) {
1216 object *tmp;
1217 char *in;
1218 int items = 0, length;
1219
1220 if (inv==NULL && op==NULL) {
1221 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1222 return;
1223 }
1224 tmp = inv ? inv->inv : op->inv;
1225
1226 while (tmp) {
1227 if ((!tmp->invisible &&
1228 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1229 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1230 items++;
1231 tmp=tmp->below;
1232 }
1233 if (inv==NULL) { /* player's inventory */
1234 if (items==0) {
1235 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1236 return;
1237 } else {
1238 length = 28;
1239 in = "";
1240 if (op)
1241 clear_win_info(op);
1242 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1243 }
1244 } else {
1245 if (items==0)
1246 return;
1247 else {
1248 length = 28;
1249 in = " ";
1250 }
1251 }
1252 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1253 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1254 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1255 continue;
1256 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1257 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1258 query_name(tmp), tmp->count,query_weight(tmp));
1259 else
1260 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1261 length+8, query_name(tmp),
1262 query_weight(tmp));
1263 }
1264 if(!inv && op) {
1265 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1266 41,"Total weight :",query_weight(op));
1267 }
1268}
1269
1270static void display_new_pickup( object* op )
1271 { 1200 }
1201
1202 buf << '\n';
1203
1204 return std::string (buf.linearise (), buf.size ());
1205}
1206
1207static void
1208display_new_pickup (object *op)
1209{
1272 int i = op->contr->mode; 1210 int i = op->contr->mode;
1273 1211
1274 if(!(i & PU_NEWMODE)) return;
1275
1276 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1277 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0); 1212 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1278 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0); 1213 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1279 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0); 1214 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1280 1215
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5); 1216 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1282 1217
1283 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0); 1218 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1284 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0); 1219 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0); 1220 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1286 1221
1287 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0); 1222 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1288 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0); 1223 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1289 1224
1290 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0); 1225 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1291 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0); 1226 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0); 1227 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1293 1228
1294 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0); 1229 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1295 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0); 1230 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1296 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0); 1231 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1297 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0); 1232 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1298 1233
1299 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0); 1234 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1300 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0); 1235 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1301 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0); 1236 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1302 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0); 1237 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1303 1238
1304 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0); 1239 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1305 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0); 1240 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1306 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0); 1241 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1307 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0); 1242 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1308 1243
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0); 1244 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1310 1245
1311 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0); 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);
1312 1248
1313 new_draw_info_format(NDI_UNIQUE, 0,op,""); 1249 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1314 } 1250}
1315 1251
1252int
1316int command_pickup (object *op, char *params) 1253command_pickup (object *op, char *params)
1317{ 1254{
1318 uint32 i; 1255 uint32 i;
1319 static const char* names[ ] = { 1256 static const char *names[] = {
1320 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", 1257 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1321 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", 1258 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1322 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL }; 1259 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1260 "jewels", "flesh", NULL
1261 };
1323 static uint32 modes[ ] = { 1262 static uint32 modes[] = {
1324 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, 1263 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1325 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, 1264 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1326 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 }; 1265 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1266 PU_JEWELS, PU_FLESH, 0
1267 };
1327 1268
1328 if(!params) { 1269 if (!params)
1270 {
1329 /* if the new mode is used, just print the settings */ 1271 /* if the new mode is used, just print the settings */
1330 if(op->contr->mode & PU_NEWMODE)
1331 {
1332 display_new_pickup( op ); 1272 display_new_pickup (op);
1333 return 1;
1334 }
1335 if(1) LOG(llevDebug, "command_pickup: !params\n");
1336 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1337 return 0; 1273 return 0;
1338 } 1274 }
1339 1275
1340 while ( *params == ' ' && *params ) 1276 while (*params == ' ' && *params)
1341 params++; 1277 params++;
1342 1278
1343 if ( *params == '+' || *params == '-' ) 1279 if (*params == '+' || *params == '-')
1344 { 1280 {
1345 int mode; 1281 int mode;
1282
1346 for ( mode = 0; names[ mode ]; mode++ ) 1283 for (mode = 0; names[mode]; mode++)
1347 { 1284 {
1348 if ( !strcmp( names[ mode ], params + 1 ) ) 1285 if (!strcmp (names[mode], params + 1))
1349 { 1286 {
1350 i = op->contr->mode; 1287 i = op->contr->mode;
1351 if ( !( i & PU_NEWMODE ) ) 1288
1352 i = PU_NEWMODE;
1353 if ( *params == '+' ) 1289 if (*params == '+')
1354 i = i | modes[ mode ]; 1290 i = i | modes[mode];
1355 else 1291 else
1356 i = i & ~modes[ mode ]; 1292 i = i & ~modes[mode];
1293
1357 op->contr->mode = i; 1294 op->contr->mode = i;
1358 display_new_pickup( op ); 1295 display_new_pickup (op);
1359 return 1; 1296 return 1;
1360 } 1297 }
1361 } 1298 }
1362 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);
1363 return 1; 1300 return 1;
1364 } 1301 }
1365 1302
1366 if(sscanf(params, "%u", &i) != 1) { 1303 if (sscanf (params, "%u", &i) != 1)
1367 if(1) LOG(llevDebug, "command_pickup: params==NULL\n"); 1304 {
1368 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.");
1369 return 1; 1306 return 1;
1370 } 1307 }
1371 set_pickup_mode(op,i); 1308
1309 if (i <= PU_RATIO)
1310 i |= op->contr->mode & ~PU_RATIO;
1311
1312 op->contr->mode = i;
1372 1313
1373 return 1; 1314 return 1;
1374} 1315}
1375 1316
1376void set_pickup_mode(object *op,int i) { 1317int
1377 switch(op->contr->mode=i) {
1378 case 0:
1379 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1380 break;
1381 case 1:
1382 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1383 break;
1384 case 2:
1385 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1386 break;
1387 case 3:
1388 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1389 break;
1390 case 4:
1391 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1392 break;
1393 case 5:
1394 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1395 break;
1396 case 6:
1397 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1398 break;
1399 case 7:
1400 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1401 break;
1402 }
1403}
1404
1405int command_search_items (object *op, char *params) 1318command_search_items (object *op, char *params)
1406{ 1319{
1407 char buf[MAX_BUF]; 1320 char buf[MAX_BUF];
1408 1321
1409 if (settings.search_items == FALSE)
1410 return 1;
1411
1412 if(params == NULL) { 1322 if (params == NULL)
1323 {
1413 if(op->contr->search_str[0]=='\0') { 1324 if (op->contr->search_str[0] == '\0')
1325 {
1414 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1"); 1326 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1415 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all"); 1327 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1416 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'."); 1328 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1417 return 1; 1329 return 1;
1418 } 1330 }
1331
1419 op->contr->search_str[0]='\0'; 1332 op->contr->search_str[0] = '\0';
1420 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off."); 1333 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1421 fix_player(op); 1334 op->update_stats ();
1422 return 1;
1423 }
1424 if((int)strlen(params) >= MAX_BUF) {
1425 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1426 return 1;
1427 }
1428 strcpy(op->contr->search_str, params);
1429 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1430 new_draw_info(NDI_UNIQUE, 0,op,buf);
1431 fix_player(op);
1432 return 1; 1335 return 1;
1433}
1434
1435/*
1436 * Changing the custom name of an item
1437 *
1438 * Syntax is: rename <what object> to <new name>
1439 * if '<what object>' is omitted, marked object is used
1440 * if 'to <new name>' is omitted, custom name is cleared
1441 *
1442 * Names are considered for all purpose having a length <=127 (max length sent to client
1443 * by server) */
1444
1445int command_rename_item(object *op, char *params)
1446{
1447 char buf[VERY_BIG_BUF];
1448 int itemnumber;
1449 object *item=NULL;
1450 char *closebrace;
1451 size_t counter;
1452
1453 if (params) {
1454 /* Let's skip white spaces */
1455 while(' '==*params) params++;
1456
1457 /* Checking the first part */
1458 if ((itemnumber = atoi(params))!=0) {
1459 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1460 if (!item) {
1461 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1462 return 1;
1463 }
1464 while(isdigit(*params) || ' '==*params) params++;
1465 }
1466 else if ('<'==*params) {
1467 /* Got old name, let's get it & find appropriate matching item */
1468 closebrace=strchr(params,'>');
1469 if(!closebrace) {
1470 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1471 return 1;
1472 } 1336 }
1473 /* Sanity check for buffer overruns */
1474 if((closebrace-params)>127) {
1475 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1476 return 1;
1477 }
1478 /* Copy the old name */
1479 strncpy(buf,params+1,closebrace-params-1);
1480 buf[closebrace-params-1]='\0';
1481 1337
1482 /* Find best matching item */ 1338 if (strlen (params) >= MAX_BUF)
1483 item=find_best_object_match(op,buf);
1484 if(!item) {
1485 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1486 return 1;
1487 }
1488
1489 /* Now need to move pointer to just after > */
1490 params=closebrace+1;
1491 while(' '==*params) params++;
1492
1493 } else {
1494 /* Use marked item */
1495 item=find_marked_object(op);
1496 if(!item) {
1497 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1498 return 1;
1499 }
1500 } 1339 {
1501 1340 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1502 /* Now let's find the new name */
1503 if(!strncmp(params,"to ",3)) {
1504 params+=3;
1505 while(' '==*params) params++;
1506 if('<'!=*params) {
1507 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1508 return 1;
1509 }
1510 closebrace=strchr(params+1,'>');
1511 if(!closebrace) {
1512 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1513 return 1;
1514 }
1515
1516 /* Sanity check for buffer overruns */
1517 if((closebrace-params)>127) {
1518 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1519 return 1;
1520 }
1521
1522 /* Copy the new name */
1523 strncpy(buf,params+1,closebrace-params-1);
1524 buf[closebrace-params-1]='\0';
1525
1526 /* Let's check it for weird characters */
1527 for(counter=0;counter<strlen(buf);counter++) {
1528 if(isalnum(buf[counter])) continue;
1529 if(' '==buf[counter]) continue;
1530 if('\''==buf[counter]) continue;
1531 if('+'==buf[counter]) continue;
1532 if('_'==buf[counter]) continue;
1533 if('-'==buf[counter]) continue;
1534
1535 /* If we come here, then the name contains an invalid character...
1536 tell the player & exit */
1537 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1538 return 1;
1539 }
1540
1541 } else {
1542 /* If param contains something, then syntax error... */
1543 if(strlen(params)) {
1544 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1545 return 1;
1546 }
1547 /* New name is empty */
1548 buf[0]='\0';
1549 }
1550 } else {
1551 /* Last case: params==NULL */
1552 item=find_marked_object(op);
1553 if(!item) {
1554 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1555 return 1; 1341 return 1;
1556 } 1342 }
1557 buf[0]='\0';
1558 }
1559 1343
1560 if (QUERY_FLAG(item, FLAG_UNPAID)) { 1344 strcpy (op->contr->search_str, params);
1561 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);
1562 return 1; 1346 new_draw_info (NDI_UNIQUE, 0, op, buf);
1563 } 1347 op->update_stats ();
1564
1565 /* Coming here, everything is fine... */
1566 if(!strlen(buf)) {
1567 /* Clear custom name */
1568 if(item->custom_name) {
1569 FREE_AND_CLEAR_STR(item->custom_name);
1570
1571 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));
1572 esrv_update_item(UPD_NAME,op,item);
1573 } else {
1574 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1575 }
1576 } else {
1577 /* Set custom name */
1578 FREE_AND_COPY(item->custom_name,buf);
1579
1580 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);
1581 esrv_update_item(UPD_NAME,op,item);
1582 }
1583 1348
1584 return 1; 1349 return 1;
1585} 1350}
1351

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