ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
Revision: 1.10
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +423 -423 lines
Log Message:
expand initial tabs to spaces

File Contents

# Content
1 /*
2 * static char *rcsid_c_object_c =
3 * "$Id: c_object.C,v 1.9 2006-08-29 07:34:00 root Exp $";
4 */
5 /*
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
28 */
29
30 #include <global.h>
31 #include <loader.h>
32 #include <skills.h>
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <living.h>
37 #include <math.h>
38 /*
39 * Object id parsing functions
40 */
41
42 #define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
43 fatal(OUT_OF_MEMORY);
44
45 #define ADD_ITEM(NEW,COUNT)\
46 if(!first) {\
47 OBLINKMALLOC(first);\
48 last=first;\
49 } else {\
50 OBLINKMALLOC(last->next);\
51 last=last->next;\
52 }\
53 last->next=NULL;\
54 last->ob=(NEW);\
55 last->id=(COUNT);
56
57 /**
58 * Search the inventory of 'pl' for what matches best with params.
59 * we use item_matched_string above - this gives us consistent behaviour
60 * between many commands. Return the best match, or NULL if no match.
61 * aflag is used with apply -u , and apply -a to
62 * only unapply applied, or apply unapplied objects
63 **/
64 static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag)
65 {
66 object *tmp, *best=NULL;
67 int match_val=0,tmpmatch;
68
69 for (tmp=pl->inv; tmp; tmp=tmp->below) {
70 if (tmp->invisible) continue;
71 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) {
72 if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
73 if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
74 match_val=tmpmatch;
75 best=tmp;
76 }
77 }
78 return best;
79 }
80
81 /**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/
84 object *find_best_object_match(object *pl, const char *params)
85 {
86 return find_best_apply_object_match(pl, params, AP_NULL);
87 }
88
89 int command_uskill ( object *pl, char *params) {
90 if (!params) {
91 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
92 return 0;
93 }
94 return use_skill(pl,params);
95 }
96
97 int command_rskill ( object *pl, char *params) {
98 object *skill;
99
100 if (!params) {
101 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
102 return 0;
103 }
104 skill = find_skill_by_name(pl, params);
105
106 if (!skill) {
107 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
108 return 0;
109 }
110 return change_skill(pl,skill, 0);
111 }
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 */
118 int command_search (object *op, char *params) {
119 return use_skill(op, skill_names[SK_FIND_TRAPS]);
120 }
121
122 int command_disarm (object *op, char *params) {
123 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
124 }
125
126
127 /* A little special because we do want to pass the full params along
128 * as it includes the object to throw.
129 */
130 int command_throw (object *op, char *params)
131 {
132 object *skop;
133
134 skop = find_skill_by_name(op, skill_names[SK_THROWING]);
135 if (skop) return do_skill(op, op, skop, op->facing,params);
136 else {
137 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
138 }
139 return 0;
140 }
141
142
143 int command_apply (object *op, char *params)
144 {
145 if (!params) {
146 player_apply_below(op);
147 return 0;
148 }
149 else {
150 apply_flag aflag = (apply_flag) 0;
151 object *inv;
152
153 while (*params==' ') params++;
154 if (!strncmp(params,"-a ",3)) {
155 aflag=AP_APPLY;
156 params+=3;
157 }
158 if (!strncmp(params,"-u ",3)) {
159 aflag=AP_UNAPPLY;
160 params+=3;
161 }
162 while (*params==' ') params++;
163
164 inv=find_best_apply_object_match(op, params, aflag);
165 if (inv) {
166 player_apply(op,inv,aflag,0);
167 } else
168 new_draw_info_format(NDI_UNIQUE, 0, op,
169 "Could not find any match to the %s.",params);
170 }
171 return 0;
172 }
173
174 /*
175 * Check if an item op can be put into a sack. If pl exists then tell
176 * a player the reason of failure.
177 * returns 1 if it will fit, 0 if it will not. nrof is the number of
178 * 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
180 * certain number of objects to drop, so we can pass that number, and
181 * not need to use split_ob and stuff.
182 */
183 int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) {
184
185 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 }
190 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 }
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));
199 return 0;
200 }
201 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 }
206 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
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;
212 }
213 /* All other checks pass, must be OK */
214 return 1;
215 }
216
217 /* Pick up commands follow */
218 /* pl = player (not always - monsters can use this now)
219 * op is the object to put tmp into,
220 * tmp is the object to pick up, nrof is the number to
221 * pick up (0 means all of them)
222 */
223 static void pick_up_object (object *pl, object *op, object *tmp, int nrof)
224 {
225 /* buf needs to be big (more than 256 chars) because you can get
226 * very long item names.
227 */
228 char buf[HUGE_BUF];
229 object *env=tmp->env;
230 uint32 weight, effective_weight_limit;
231 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
232
233 /* 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
235 * (sack, luggage, etc), tmp->env->env then points to the player (nested
236 * containers not allowed as of now)
237 */
238 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) &&
239 is_player_inv(tmp)!=pl) {
240 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
241 return;
242 }
243 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
244 return;
245 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
246 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
247 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
248 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
249 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
250 remove_ob (tmp);
251 free_object(tmp);
252 return;
253 }
254
255 if (nrof > tmp_nrof || nrof == 0)
256 nrof = tmp_nrof;
257 /* Figure out how much weight this object will add to the player */
258 weight = tmp->weight * nrof;
259 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
260 if (pl->stats.Str <= MAX_STAT)
261 effective_weight_limit = weight_limit[pl->stats.Str];
262 else
263 effective_weight_limit = weight_limit[MAX_STAT];
264 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) {
265 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
266 return;
267 }
268 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
269 SET_FLAG(tmp, FLAG_WAS_WIZ);
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;
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))
297 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
298 query_cost_string(tmp,pl,F_BUY | F_SHOP));
299 else
300 (void) sprintf(buf,"You pick up the %s.", query_name(tmp));
301 new_draw_info(NDI_UNIQUE, 0,pl,buf);
302
303 tmp = insert_ob_in_ob(tmp, op);
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 }
322
323
324 void pick_up(object *op,object *alt)
325 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
326 {
327 int need_fix_tmp = 0;
328 object *tmp=NULL;
329 mapstruct *tmp_map=NULL;
330 int count;
331 tag_t tag;
332
333 /* Decide which object to pick. */
334 if (alt)
335 {
336 if ( ! can_pick (op, alt)) {
337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.",
338 alt->name);
339 goto leave;
340 }
341 tmp = alt;
342 }
343 else
344 {
345 if (op->below == NULL || ! can_pick (op, op->below)) {
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "There is nothing to pick up here.");
348 goto leave;
349 }
350 tmp = op->below;
351 }
352
353 /* Try to catch it. */
354 tmp_map = tmp->map;
355 tmp = stop_item (tmp);
356 if (tmp == NULL)
357 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 }
366 else
367 count=tmp->nrof;
368
369 /* container is open, so use it */
370 if (op->container) {
371 alt = op->container;
372 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
373 goto leave;
374 } else { /* non container pickup */
375 for (alt=op->inv; alt; alt=alt->below)
376 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
377 alt->race && alt->race==tmp->race &&
378 sack_can_hold (NULL, alt, tmp,count))
379 break; /* perfect match */
380
381 if (!alt)
382 for (alt=op->inv; alt; alt=alt->below)
383 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
384 sack_can_hold (NULL, alt, tmp,count))
385 break; /* General container comes next */
386 if (!alt)
387 alt = op; /* No free containers */
388 }
389 if(tmp->env == alt) {
390 /* here it could be possible to check rent,
391 * if someone wants to implement it
392 */
393 alt = op;
394 }
395 #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 #endif
398
399 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER
401 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
402 {
403 new_draw_info (NDI_UNIQUE, 0, op,
404 "This object cannot be put into containers!");
405 goto leave;
406 }
407
408 tag = tmp->count;
409 pick_up_object (op, alt, tmp, count);
410 if (was_destroyed (tmp, tag) || tmp->env)
411 need_fix_tmp = 0;
412 if (op->type == PLAYER)
413 op->contr->count=0;
414 goto leave;
415
416 leave:
417 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op);
419 }
420
421
422 /* This takes (picks up) and item. op is the player
423 * who issued the command. params is a string to
424 * match against the item name. Basically, always
425 * returns zero, but that should be improved.
426 */
427 int command_take (object *op, char *params)
428 {
429 object *tmp, *next;
430
431 if (op->container)
432 tmp=op->container->inv;
433 else {
434 tmp=op->above;
435 if (tmp) while (tmp->above) {
436 tmp=tmp->above;
437 }
438 if (!tmp)
439 tmp=op->below;
440 }
441
442 if (tmp==NULL) {
443 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
444 return 0;
445 }
446
447 /* Makes processing easier */
448 if (params && *params=='\0') params=NULL;
449
450 while (tmp) {
451 next=tmp->below;
452
453 if (tmp->invisible) {
454 tmp=next;
455 continue;
456 }
457 /* This following two if and else if could be merged into line
458 * but that probably will make it more difficult to read, and
459 * not make it any more efficient
460 */
461 if (params && item_matched_string(op, tmp, params)) {
462 pick_up(op, tmp);
463 }
464 else if (can_pick(op, tmp) && !params) {
465 pick_up(op,tmp);
466 break;
467 }
468 tmp=next;
469 /* Might as well just skip over the player immediately -
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 }
483 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up.");
484 }
485 return 0;
486 }
487
488
489 /*
490 * This function was part of drop, now is own function.
491 * 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.
493 * Note that the 'sack' in question can now be a transport,
494 * so this function isn't named very good anymore.
495 */
496 void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
497 {
498 tag_t tmp_tag, tmp2_tag;
499 object *tmp2, *sack2;
500 char buf[MAX_BUF];
501
502 if (sack==tmp) return; /* Can't put an object in itself */
503 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 }
509 if (tmp->type == CONTAINER && tmp->inv) {
510
511 /* 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
513 * container, this is only done if the object has something in it.
514 */
515 sack2 = tmp;
516 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
517 query_name(tmp), query_name(sack));
518 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
519 tmp = tmp2->below;
520 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof))) {
521 put_object_in_sack (op, sack, tmp2, 0);
522 } else {
523 sprintf(buf,"Your %s fills up.", query_name(sack));
524 new_draw_info(NDI_UNIQUE, 0,op, buf);
525 break;
526 }
527 }
528 esrv_update_item (UPD_WEIGHT, op, sack2);
529 return;
530 }
531
532 /* Don't worry about this for containers - our caller should have
533 * already checked this.
534 */
535 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;
541 }
542
543 /* we want to put some portion of the item into the container */
544 if (nrof && tmp->nrof != 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;
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
561 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
562 query_name(tmp), query_name(sack));
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 }
579
580 /*
581 * This function was part of drop, now is own function.
582 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
583 * nrof objects is tried to dropped.
584 * This is used when dropping objects onto the floor.
585 */
586 void
587 drop_object (object * op, object * tmp, uint32 nrof)
588 {
589 char buf[MAX_BUF];
590 object *floor;
591
592 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
593 return;
594
595 if (QUERY_FLAG (tmp, FLAG_APPLIED))
596 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
597 return; /* can't unapply it */
598
599 /* We are only dropping some of the items. We split the current objec
600 * off
601 */
602 if (nrof && tmp->nrof != nrof)
603 {
604 object *tmp2 = tmp;
605 tag_t tmp2_tag = tmp2->count;
606 tmp = get_split_ob (tmp, nrof);
607 if (!tmp)
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, errmsg);
610 return;
611 }
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
620 esrv_send_item (op, tmp2);
621 }
622 }
623 else
624 remove_ob (tmp);
625
626 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
627 return;
628
629 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
630 {
631 sprintf (buf, "You drop the %s.", query_name (tmp));
632 new_draw_info (NDI_UNIQUE, 0, op, buf);
633 new_draw_info (NDI_UNIQUE, 0, op,
634 "The gods who lent it to you retrieves it.");
635 if (op->type == PLAYER)
636 esrv_del_item (op->contr, tmp->count);
637 free_object (tmp);
638 fix_player (op);
639 return;
640 }
641
642 /* If SAVE_INTERVAL is commented out, we never want to save
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 }
657 #endif /* SAVE_INTERVAL */
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;
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
693 void 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 }
714
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)) {
724 #if 0
725 /* 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.");
727 #endif
728 return;
729 }
730
731 if (op->type == PLAYER)
732 {
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
743 op->contr->last_used_id = 0;
744 }
745 };
746
747 if (op->container) {
748 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);
758 } else {
759 drop_object(op,tmp,0);
760 };
761 }
762 if (op->type == PLAYER)
763 op->contr->count = 0;
764 }
765
766
767
768 /* Command will drop all items that have not been locked */
769 int command_dropall (object *op, char *params) {
770
771 object * curinv, *nextinv;
772
773 if(op->inv == NULL) {
774 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
775 return 0;
776 }
777
778 curinv = op->inv;
779
780 /*
781 This is the default. Drops everything not locked or considered
782 not something that should be dropped.
783 */
784 /*
785 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
787 in a shop. --Tero.Pelander@utu.fi
788 */
789
790 if(params==NULL) {
791 while(curinv != NULL) {
792 nextinv = curinv->below;
793 while (nextinv && nextinv->type==MONEY)
794 nextinv = nextinv->below;
795 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
796 curinv->type != FOOD && curinv->type != KEY &&
797 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
798 !curinv->invisible &&
799 (curinv->type!=CONTAINER || op->container!=curinv))
800 {
801 drop(op,curinv);
802 }
803 curinv = nextinv;
804 }
805 }
806
807 else if(strcmp(params, "weapons") == 0) {
808 while(curinv != NULL) {
809 nextinv = curinv->below;
810 while (nextinv && nextinv->type==MONEY)
811 nextinv = nextinv->below;
812 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
813 (curinv->type == BOW) || (curinv->type == ARROW)))
814 {
815 drop(op,curinv);
816 }
817 curinv = nextinv;
818 }
819 }
820
821 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
822 while(curinv != NULL) {
823 nextinv = curinv->below;
824 while (nextinv && nextinv->type==MONEY)
825 nextinv = nextinv->below;
826 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
827 curinv->type == SHIELD || curinv->type==HELMET))
828 {
829 drop(op,curinv);
830 }
831 curinv = nextinv;
832 }
833 }
834
835 else if(strcmp(params, "misc") == 0) {
836 while(curinv != NULL) {
837 nextinv = curinv->below;
838 while (nextinv && nextinv->type==MONEY)
839 nextinv = nextinv->below;
840 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
841 switch(curinv->type) {
842 case HORN:
843 case BOOK:
844 case SPELLBOOK:
845 case GIRDLE:
846 case AMULET:
847 case RING:
848 case CLOAK:
849 case BOOTS:
850 case GLOVES:
851 case BRACERS:
852 case SCROLL:
853 case ARMOUR_IMPROVER:
854 case WEAPON_IMPROVER:
855 case WAND:
856 case ROD:
857 case POTION:
858 drop(op,curinv);
859 curinv = nextinv;
860 break;
861 default:
862 curinv = nextinv;
863 break;
864 }
865 }
866 curinv = nextinv;
867 }
868 }
869 op->contr->socket.update_look=1;
870 /* draw_look(op);*/
871 return 0;
872 }
873
874 /* Object op wants to drop object(s) params. params can be a
875 * comma seperated list.
876 */
877
878 int command_drop (object *op, char *params)
879 {
880 object *tmp, *next;
881 int did_one=0;
882
883 if (!params) {
884 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;
905 }
906
907 int command_examine (object *op, char *params)
908 {
909 if (!params) {
910 object *tmp=op->below;
911 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
912 if (tmp) examine(op,tmp);
913 }
914 else {
915 object *tmp=find_best_object_match(op,params);
916 if (tmp)
917 examine(op,tmp);
918 else
919 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
920 }
921 return 0;
922 }
923
924 /* op should be a player.
925 * 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
927 * NULL. We leave it up to the calling function to print messages if
928 * nothing is found.
929 */
930 object *find_marked_object(object *op)
931 {
932 object *tmp;
933
934 if (!op || !op->contr) return NULL;
935 if (!op->contr->mark) {
936 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
937 return NULL;
938 }
939 /* 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
941 * an item got reincarnated at some point.
942 */
943 for (tmp=op->inv; tmp; tmp=tmp->below) {
944 if (tmp->invisible) continue;
945 if (tmp == op->contr->mark) {
946 if (tmp->count == op->contr->mark_count)
947 return tmp;
948 else {
949 op->contr->mark=NULL;
950 op->contr->mark_count=0;
951 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
952 return NULL;
953 }
954 }
955 }
956 return NULL;
957 }
958
959
960 /* op should be a player, params is any params.
961 * If no params given, we print out the currently marked object.
962 * otherwise, try to find a matching object - try best match first.
963 */
964 int command_mark(object *op, char *params)
965 {
966 if (!op->contr) return 1;
967 if (!params) {
968 object *mark=find_marked_object(op);
969 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
970 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
971 }
972 else {
973 object *mark1=find_best_object_match(op, params);
974 if (!mark1) {
975 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
976 return 1;
977 }
978 else {
979 op->contr->mark=mark1;
980 op->contr->mark_count=mark1->count;
981 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
982 return 0;
983 }
984 }
985 return 0; /*shouldnt get here */
986 }
987
988
989 /* op is the player
990 * tmp is the monster being examined.
991 */
992 void examine_monster(object *op,object *tmp) {
993 object *mon=tmp->head?tmp->head:tmp;
994
995 if(QUERY_FLAG(mon,FLAG_UNDEAD))
996 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
997 if(mon->level>op->level)
998 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
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
1006 /* Anyone know why this used to use the clone value instead of the
1007 * maxhp field? This seems that it should give more accurate results.
1008 */
1009 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1010 case 1:
1011 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
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 }
1023 if(present_in_ob(POISONING,mon)!=NULL)
1024 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1025 }
1026
1027
1028 /* tmp is the object being described, pl is who is examing it. */
1029 char *long_desc(object *tmp, object *pl) {
1030 static char buf[VERY_BIG_BUF];
1031 char *cp;
1032
1033 if(tmp==NULL)
1034 return "";
1035
1036 buf[0]='\0';
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 }
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
1078 return buf;
1079 }
1080
1081 void 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);
1141 new_draw_info(NDI_UNIQUE, 0, op, buf);
1142 }
1143 /* Where to wear this item */
1144 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1145 if (tmp->body_info[i]<-1) {
1146 if (op->body_info[i])
1147 new_draw_info_format(NDI_UNIQUE, 0,op,
1148 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1149 else
1150 new_draw_info_format(NDI_UNIQUE, 0,op,
1151 "It goes %s", body_locations[i].nonuse_name);
1152 } else if (tmp->body_info[i]) {
1153 if (op->body_info[i])
1154 new_draw_info_format(NDI_UNIQUE, 0,op,
1155 "It goes %s", body_locations[i].use_name);
1156 else
1157 new_draw_info_format(NDI_UNIQUE, 0,op,
1158 "It goes %s", body_locations[i].nonuse_name);
1159 }
1160 }
1161
1162 if(tmp->weight) {
1163 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1164 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1165 new_draw_info(NDI_UNIQUE, 0,op,buf);
1166 }
1167
1168 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
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
1188 /* Is this item buildable? */
1189 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1190 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1191
1192 /* Does the object have a message? Don't show message for all object
1193 * types - especially if the first entry is a match
1194 */
1195 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1196 tmp->type != CORPSE && !tmp->move_on &&
1197 strncasecmp(tmp->msg, "@match",7)) {
1198
1199 /* This is just a hack so when identifying the items, we print
1200 * out the extra message
1201 */
1202 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1203 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1204
1205 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
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 */
1215 void 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
1270 static void display_new_pickup( object* op )
1271 {
1272 int i = op->contr->mode;
1273
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);
1278 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);
1280
1281 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1282
1283 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);
1285 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1286
1287 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);
1289
1290 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);
1292 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1293
1294 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);
1296 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);
1298
1299 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);
1301 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);
1303
1304 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);
1306 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);
1308
1309 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1310
1311 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1312
1313 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1314 }
1315
1316 int command_pickup (object *op, char *params)
1317 {
1318 uint32 i;
1319 static const char* names[ ] = {
1320 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1321 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1322 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1323 static uint32 modes[ ] = {
1324 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,
1326 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1327
1328 if(!params) {
1329 /* if the new mode is used, just print the settings */
1330 if(op->contr->mode & PU_NEWMODE)
1331 {
1332 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;
1338 }
1339
1340 while ( *params == ' ' && *params )
1341 params++;
1342
1343 if ( *params == '+' || *params == '-' )
1344 {
1345 int mode;
1346 for ( mode = 0; names[ mode ]; mode++ )
1347 {
1348 if ( !strcmp( names[ mode ], params + 1 ) )
1349 {
1350 i = op->contr->mode;
1351 if ( !( i & PU_NEWMODE ) )
1352 i = PU_NEWMODE;
1353 if ( *params == '+' )
1354 i = i | modes[ mode ];
1355 else
1356 i = i & ~modes[ mode ];
1357 op->contr->mode = i;
1358 display_new_pickup( op );
1359 return 1;
1360 }
1361 }
1362 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1363 return 1;
1364 }
1365
1366 if(sscanf(params, "%u", &i) != 1) {
1367 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1368 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1369 return 1;
1370 }
1371 set_pickup_mode(op,i);
1372
1373 return 1;
1374 }
1375
1376 void set_pickup_mode(object *op,int i) {
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
1405 int command_search_items (object *op, char *params)
1406 {
1407 char buf[MAX_BUF];
1408
1409 if (settings.search_items == FALSE)
1410 return 1;
1411
1412 if(params == NULL) {
1413 if(op->contr->search_str[0]=='\0') {
1414 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1415 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'.");
1417 return 1;
1418 }
1419 op->contr->search_str[0]='\0';
1420 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1421 fix_player(op);
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;
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
1445 int 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 }
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
1482 /* Find best matching item */
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 }
1501
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;
1556 }
1557 buf[0]='\0';
1558 }
1559
1560 if (QUERY_FLAG(item, FLAG_UNPAID)) {
1561 new_draw_info(NDI_UNIQUE,0,op,"You can't rename an unpaid item! You should pay for it first.");
1562 return 1;
1563 }
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
1584 return 1;
1585 }