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/cvs/deliantra/server/server/c_object.c
Revision: 1.4
Committed: Mon Jun 26 00:06:43 2006 UTC (17 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +1 -1 lines
Log Message:
Base reckoned prices on the true prices. The old code based the
approximation on the shop price, which makes no sense at all, as guessing
what the item might sell for in the shop is useless, as you get told the
exact price anyways. Outisde a shop, it also makes no sense.

File Contents

# Content
1 /*
2 * static char *rcsid_c_object_c =
3 * "$Id$";
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 /*
90 * Notes about item creation:
91 * 1) It is similar in syntax to the dm create command.
92 * 2) It requires a player to have a buildfacility below him, a tool in his
93 * possesion, and materials to build with.
94 * 3) The random roll is done in a loop, so if the player tries to make 100,
95 * he makes 100 checks.
96 * 4) Exp is given only on succ. creations, but materials are used regardless.
97 * 5) The properties of the tool are stored in tooltype and weapontype.
98 * 6) The properties of the buildfacilities are stored in tooltype.
99 * 7) For now, all ingredients must be type 73 INORGANIC.
100 * 8) The player can attempt to create any arch, but item_power and value
101 * will prevent most artifacts from being built.
102 * 9) The code allows magic bonuses up to +5. It is not trivial to make a +5
103 * item.
104 *10) If you ever extend it beyond +5, add more gemtypes. Currently the code
105 * looks for gemcost gems per item, per plus. So a +5 item requires
106 * gemcost pearls,rubies,emeralds,sapphires and diamonds. Not cheap.
107 *11) There are a zillion if statements in this code. Alot of checking takes
108 * place here. All of them are needed.
109 */
110
111 int command_build (object *pl, char *params) {
112 return 0;
113 #if 0
114 object *marked, *facility, *tool, *newobj, *tmp;
115 archetype *at;
116 int skillnr, obpow, number, bonus, mneed, nrof, magic, i, nummade, found;
117 int gemcost;
118 char *bp;
119 materialtype_t *mt;
120
121 /* NOTE THIS FUNCTION IS CURRENTLY DISABLED */
122
123 /* Given this is currently disabled, I'm not going to bother updating
124 * it with the new skill system. IT really needs to get the skill object
125 * pointer in a better fashion than it is currently doing.
126 */
127 if (!params) {
128 new_draw_info(NDI_UNIQUE, 0, pl, "Usage:build [nr] [+magic] <object>");
129 return 0;
130 }
131 marked = find_marked_object(pl);
132 if (marked == NULL || !marked->material || marked->materialname == NULL ||
133 marked->type != INORGANIC) {
134 new_draw_info(NDI_UNIQUE, 0, pl, "You must mark some ingredients.");
135 return 0;
136 }
137 while (*params==' ')
138 params++;
139 bp = params;
140 nrof = 1;
141 magic = 0;
142
143 if (sscanf(bp, "%d ", &nrof)) {
144 if ((bp = strchr(params, ' ')) == NULL) {
145 new_draw_info(NDI_UNIQUE, 0, pl,
146 "Usage: build [nr] [+magic] <object>");
147 return 0;
148 }
149 bp++;
150 }
151 if (sscanf(bp, "+%d ", &magic)) {
152 if ((bp = strchr(bp, ' ')) == NULL) {
153 new_draw_info(NDI_UNIQUE, 0, pl,
154 "Usage: build [nr] [+magic] <object>");
155 return 0;
156 }
157 bp++;
158 }
159 while (*bp==' ')
160 bp++;
161 at=find_archetype_by_object_name(bp);
162 if (at == NULL) {
163 new_draw_info_format(NDI_UNIQUE, 0, pl,
164 "You don't know how to make a %s.", bp);
165 return 0;
166 }
167 newobj = get_object();
168 copy_object(&at->clone, newobj);
169
170 skillnr = -1;
171
172 if ((IS_ARMOR(newobj) && newobj->material != M_LEATHER) ||
173 newobj->type == WEAPON)
174 skillnr = SK_SMITH;
175
176 if (IS_ARMOR(newobj) && newobj->material == M_LEATHER)
177 skillnr = SK_WOODSMAN;
178
179 if (newobj->type == BOW || newobj->type == ARROW)
180 skillnr = SK_BOWYER;
181
182 if (skillnr == -1) {
183 new_draw_info(NDI_UNIQUE, 0, pl, "You don't know how to create that.");
184 return 0;
185 }
186
187 if (!change_skill(pl, skillnr, 0)) {
188 new_draw_info(NDI_UNIQUE, 0, pl,
189 "You lack the needed skill to make that item.");
190 return 0;
191 }
192 facility = NULL;
193 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
194 if (tmp->type == BUILDFAC && tmp->tooltype == newobj->type)
195 facility=tmp;
196 if (facility == NULL) {
197 new_draw_info(NDI_UNIQUE, 0, pl, "You lack a suitable workspace.");
198 return 0;
199 }
200 if (magic && !(IS_ARMOR(newobj) || IS_WEAPON(newobj))) {
201 new_draw_info(NDI_UNIQUE, 0, pl, "A magical bonus is only valid with "
202 "armour and weapons.");
203 return 0;
204 }
205
206 /* use newobj->weapontype == tool->weapontype for building weapons */
207 /* use newobj->material == tool->weapontype for building armour */
208 /* newobj->type == tool->tooltype */
209 tool = NULL;
210 for (tmp=pl->inv; tmp; tmp=tmp->below) {
211 if (tmp->type != TOOL)
212 continue;
213 if (IS_ARMOR(newobj) && (newobj->material & tmp->weapontype) &&
214 newobj->type == tmp->tooltype) {
215 if (tool == NULL ||
216 (tool->level + tool->magic) < (tmp->level + tmp->magic))
217 tool = tmp;
218 } else if (IS_WEAPON(newobj) && (newobj->weapontype&tmp->weapontype) &&
219 newobj->type == tmp->tooltype) {
220 if (tool == NULL ||
221 (tool->level + tool->magic) < (tmp->level + tmp->magic))
222 tool = tmp;
223 }
224 /* should split off bows arrows and probably bolts around here */
225 }
226 if (tool == NULL) {
227 new_draw_info(NDI_UNIQUE, 0, pl, "You lack the required tools.");
228 return 0;
229 }
230
231 mt = name_to_material(marked->materialname);
232 if (mt == NULL) {
233 new_draw_info(NDI_UNIQUE, 0, pl, "Your raw materials are garbage.");
234 return 0;
235 }
236 if (magic < 0) {
237 new_draw_info(NDI_UNIQUE, 0, pl, "You cannot create cursed objects.");
238 return 0;
239 }
240 if (magic > 0 && SK_level(pl)/20 < magic) {
241 new_draw_info(NDI_UNIQUE, 0, pl, "You are not powerful enough to "
242 "create such a magical item.");
243 return 0;
244 }
245
246 gemcost = 100;
247 if (newobj->type == ARROW)
248 gemcost = 1;
249 if (magic > 0) {
250 found = 0;
251 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
252 if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
253 tmp->nrof >= gemcost*nrof*mt->value/100)
254 found++;
255 if (magic > 1)
256 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
257 if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
258 tmp->nrof >= gemcost*nrof*mt->value/100)
259 found++;
260 if (magic > 2)
261 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
262 if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
263 tmp->nrof >= gemcost*nrof*mt->value/100)
264 found++;
265 if (magic > 3)
266 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
267 if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
268 tmp->nrof >= gemcost*nrof*mt->value/100)
269 found++;
270 if (magic > 4)
271 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
272 if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
273 tmp->nrof >= gemcost*nrof*mt->value/100)
274 found++;
275 if (found < magic) {
276 new_draw_info(NDI_UNIQUE, 0, pl, "You did not provide a suitable "
277 "sacrifice of gems on the ground to add this much magic.");
278 return 0;
279 }
280 if (25*pow(3, magic)*mt->value/100 > pl->stats.sp) {
281 new_draw_info(NDI_UNIQUE, 0, pl, "You do not have enough mana "
282 "to create this object.");
283 return 0;
284 }
285 }
286
287 /* good lord. Now we have a tool, facilites, materials (marked) and an
288 object we want to create. Thats alot of if's */
289
290 obpow = (newobj->item_power + newobj->value/1000 + 1)*mt->value/100;
291 mneed = nrof*((newobj->weight * mt->weight)/80);
292 /* cost can be balanced out by cost to disassemble items for materials */
293 if ((marked->weight * MAX(1, marked->nrof)) < mneed) {
294 new_draw_info_format(NDI_UNIQUE, 0, pl, "You do not have enough %s.",
295 marked->name);
296 return 0;
297 }
298 if (obpow > (tool->level+tool->magic)) {
299 new_draw_info_format(NDI_UNIQUE, 0, pl, "Your %s is not capable of "
300 "crafting such a complex item.", tool->name);
301 return 0;
302 }
303 set_abs_magic(newobj, magic);
304 set_materialname(newobj, 1, mt);
305 for (i=0, nummade=0; i< nrof; i++) {
306 bonus = tool->level+tool->magic - obpow;
307 number = rndm(1, 3*obpow*magic);
308 LOG(llevDebug, "command_build: skill:%d obpow:%d rndm:%d tool:%s "
309 "newobj:%s marked:%s magic:%d\n", SK_level(pl)+bonus, obpow,
310 number, tool->name, newobj->name, marked->name, magic);
311 if (SK_level(pl)+bonus > number) {
312 /* wow, we actually created something */
313 newobj->x = pl->x;
314 newobj->y = pl->y;
315 newobj->map = pl->map;
316 SET_FLAG(newobj, FLAG_IDENTIFIED);
317 if (i == 0)
318 newobj = insert_ob_in_ob(newobj, pl);
319 else
320 newobj->nrof++;
321 esrv_send_item(pl, newobj);
322 nummade++;
323 } else {
324 free_object(newobj);
325 if (bonus < rndm(1, number-SK_level(pl)+bonus)) {
326 new_draw_info_format(NDI_UNIQUE, 0, pl,
327 "You broke your %s!\n", tool->name);
328 esrv_del_item(pl->contr, tool->count);
329 remove_ob(tool);
330 free_object(tool);
331 break;
332 }
333 }
334 /* take away materials too */
335 tmp = get_split_ob(marked, MAX(1, mneed/marked->weight));
336 if (tmp)
337 free_object(tmp);
338 if (marked->nrof < 1)
339 esrv_del_item(pl->contr, marked->count);
340 else
341 esrv_send_item(pl, marked);
342 }
343 if (magic)
344 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
345 if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
346 tmp->nrof >= gemcost*nrof*mt->value/100)
347 tmp->nrof -= gemcost*nrof*mt->value/100;
348 if (magic > 1)
349 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
350 if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
351 tmp->nrof >= gemcost*nrof*mt->value/100)
352 tmp->nrof -= gemcost*nrof*mt->value/100;
353 if (magic > 2)
354 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
355 if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
356 tmp->nrof >= gemcost*nrof*mt->value/100)
357 tmp->nrof -= gemcost*nrof*mt->value/100;
358 if (magic > 3)
359 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
360 if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
361 tmp->nrof >= gemcost*nrof*mt->value/100)
362 tmp->nrof -= gemcost*nrof*mt->value/100;
363 if (magic > 4)
364 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
365 if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
366 tmp->nrof >= gemcost*nrof*mt->value/100)
367 tmp->nrof -= gemcost*nrof*mt->value/100;
368 if (magic)
369 for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
370 if (tmp->type == GEM &&
371 (!strcmp(tmp->arch->name, "diamond") ||
372 !strcmp(tmp->arch->name, "ruby") ||
373 !strcmp(tmp->arch->name, "sapphire") ||
374 !strcmp(tmp->arch->name, "emerald") ||
375 !strcmp(tmp->arch->name, "pearl"))) {
376 if (tmp->nrof == 0) {
377 remove_ob(tmp);
378 free_object(tmp);
379 }
380 if (pl->contr)
381 pl->contr->socket.update_look=1;
382 }
383 pl->stats.sp -= 25*pow(3, magic)*mt->value/100;
384 fix_player(pl);
385 if (nummade > 1) {
386 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created %d %s.",
387 nummade, query_base_name(newobj, 1));
388 } else if (nummade == 1) {
389 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created a %s.",
390 query_base_name(newobj, 0));
391 } else {
392 new_draw_info_format(NDI_UNIQUE, 0, pl,
393 "You have failed to craft a %s.", query_base_name(newobj, 0));
394 return 0;
395 }
396 if (skills[skillnr].category != EXP_NONE)
397 add_exp(pl, obpow*nummade);
398 return 1;
399 #endif
400 }
401
402
403
404 int command_uskill ( object *pl, char *params) {
405 if (!params) {
406 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
407 return 0;
408 }
409 return use_skill(pl,params);
410 }
411
412 int command_rskill ( object *pl, char *params) {
413 object *skill;
414
415 if (!params) {
416 new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
417 return 0;
418 }
419 skill = find_skill_by_name(pl, params);
420
421 if (!skill) {
422 new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
423 return 0;
424 }
425 return change_skill(pl,skill, 0);
426 }
427
428
429 /* These functions (command_search, command_disarm) are really just wrappers for
430 * things like 'use_skill ...'). In fact, they should really be obsoleted
431 * and replaced with those.
432 */
433 int command_search (object *op, char *params) {
434 return use_skill(op, skill_names[SK_FIND_TRAPS]);
435 }
436
437 int command_disarm (object *op, char *params) {
438 return use_skill(op, skill_names[SK_DISARM_TRAPS]);
439 }
440
441
442 /* A little special because we do want to pass the full params along
443 * as it includes the object to throw.
444 */
445 int command_throw (object *op, char *params)
446 {
447 object *skop;
448
449 skop = find_skill_by_name(op, skill_names[SK_THROWING]);
450 if (skop) return do_skill(op, op, skop, op->facing,params);
451 else {
452 new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
453 }
454 return 0;
455 }
456
457
458 int command_apply (object *op, char *params)
459 {
460 if (!params) {
461 player_apply_below(op);
462 return 0;
463 }
464 else {
465 enum apply_flag aflag = 0;
466 object *inv;
467
468 while (*params==' ') params++;
469 if (!strncmp(params,"-a ",3)) {
470 aflag=AP_APPLY;
471 params+=3;
472 }
473 if (!strncmp(params,"-u ",3)) {
474 aflag=AP_UNAPPLY;
475 params+=3;
476 }
477 while (*params==' ') params++;
478
479 inv=find_best_apply_object_match(op, params, aflag);
480 if (inv) {
481 player_apply(op,inv,aflag,0);
482 } else
483 new_draw_info_format(NDI_UNIQUE, 0, op,
484 "Could not find any match to the %s.",params);
485 }
486 return 0;
487 }
488
489 /*
490 * Check if an item op can be put into a sack. If pl exists then tell
491 * a player the reason of failure.
492 * returns 1 if it will fit, 0 if it will not. nrof is the number of
493 * objects (op) we want to put in. We specify it separately instead of
494 * using op->nrof because often times, a player may have specified a
495 * certain number of objects to drop, so we can pass that number, and
496 * not need to use split_ob and stuff.
497 */
498 int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) {
499
500 if (! QUERY_FLAG (sack, FLAG_APPLIED)) {
501 new_draw_info_format(NDI_UNIQUE, 0, pl,
502 "The %s is not active.", query_name(sack));
503 return 0;
504 }
505 if (sack == op) {
506 new_draw_info_format(NDI_UNIQUE, 0, pl,
507 "You can't put the %s into itself.", query_name(sack));
508 return 0;
509 }
510 if (sack->race && (sack->race != op->race || op->type == CONTAINER
511 || (sack->stats.food && sack->stats.food != op->type))) {
512 new_draw_info_format(NDI_UNIQUE, 0, pl,
513 "You can put only %s into the %s.", sack->race, query_name(sack));
514 return 0;
515 }
516 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
517 new_draw_info_format(NDI_UNIQUE, 0, pl,
518 "You can't put the key into %s.", query_name(sack));
519 return 0;
520 }
521 if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
522 (op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
523 * (100 - sack->stats.Str) / 100 > sack->weight_limit) {
524 new_draw_info_format(NDI_UNIQUE, 0, pl,
525 "That won't fit in the %s!", query_name(sack));
526 return 0;
527 }
528 /* All other checks pass, must be OK */
529 return 1;
530 }
531
532 /* Pick up commands follow */
533 /* pl = player (not always - monsters can use this now)
534 * op is the object to put tmp into,
535 * tmp is the object to pick up, nrof is the number to
536 * pick up (0 means all of them)
537 */
538 static void pick_up_object (object *pl, object *op, object *tmp, int nrof)
539 {
540 /* buf needs to be big (more than 256 chars) because you can get
541 * very long item names.
542 */
543 char buf[HUGE_BUF];
544 object *env=tmp->env;
545 uint32 weight, effective_weight_limit;
546 int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
547
548 /* IF the player is flying & trying to take the item out of a container
549 * that is in his inventory, let him. tmp->env points to the container
550 * (sack, luggage, etc), tmp->env->env then points to the player (nested
551 * containers not allowed as of now)
552 */
553 if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) &&
554 is_player_inv(tmp)!=pl) {
555 new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
556 return;
557 }
558 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
559 return;
560 if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
561 new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
562 new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
563 if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
564 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
565 remove_ob (tmp);
566 free_object(tmp);
567 return;
568 }
569
570 if (nrof > tmp_nrof || nrof == 0)
571 nrof = tmp_nrof;
572 /* Figure out how much weight this object will add to the player */
573 weight = tmp->weight * nrof;
574 if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
575 if (pl->stats.Str <= MAX_STAT)
576 effective_weight_limit = weight_limit[pl->stats.Str];
577 else
578 effective_weight_limit = weight_limit[MAX_STAT];
579 if ((pl->weight + pl->carrying + weight) > effective_weight_limit) {
580 new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
581 return;
582 }
583 if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
584 SET_FLAG(tmp, FLAG_WAS_WIZ);
585 if (nrof != tmp_nrof) {
586 object *tmp2 = tmp;
587 tag_t tmp2_tag = tmp2->count;
588 tmp = get_split_ob (tmp, nrof);
589 if(!tmp) {
590 new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
591 return;
592 }
593 /* Tell a client what happened rest of objects */
594 if (pl->type == PLAYER) {
595 if (was_destroyed (tmp2, tmp2_tag))
596 esrv_del_item (pl->contr, tmp2_tag);
597 else
598 esrv_send_item (pl, tmp2);
599 }
600 } else {
601 /* If the object is in a container, send a delete to the client.
602 * - we are moving all the items from the container to elsewhere,
603 * so it needs to be deleted.
604 */
605 if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
606 if (tmp->env && pl->type==PLAYER)
607 esrv_del_item (pl->contr, tmp->count);
608 remove_ob(tmp); /* Unlink it */
609 }
610 }
611 if(QUERY_FLAG(tmp, FLAG_UNPAID))
612 (void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
613 query_cost_string(tmp,pl,F_BUY | F_SHOP));
614 else
615 (void) sprintf(buf,"You pick up the %s.", query_name(tmp));
616 new_draw_info(NDI_UNIQUE, 0,pl,buf);
617
618 tmp = insert_ob_in_ob(tmp, op);
619
620 /* All the stuff below deals with client/server code, and is only
621 * usable by players
622 */
623 if(pl->type!=PLAYER) return;
624
625 esrv_send_item (pl, tmp);
626 /* These are needed to update the weight for the container we
627 * are putting the object in.
628 */
629 if (op!=pl) {
630 esrv_update_item (UPD_WEIGHT, pl, op);
631 esrv_send_item (pl, pl);
632 }
633
634 /* Update the container the object was in */
635 if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
636 }
637
638
639 void pick_up(object *op,object *alt)
640 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
641 {
642 int need_fix_tmp = 0;
643 object *tmp=NULL;
644 mapstruct *tmp_map=NULL;
645 int count;
646 tag_t tag;
647
648 /* Decide which object to pick. */
649 if (alt)
650 {
651 if ( ! can_pick (op, alt)) {
652 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.",
653 alt->name);
654 goto leave;
655 }
656 tmp = alt;
657 }
658 else
659 {
660 if (op->below == NULL || ! can_pick (op, op->below)) {
661 new_draw_info (NDI_UNIQUE, 0, op,
662 "There is nothing to pick up here.");
663 goto leave;
664 }
665 tmp = op->below;
666 }
667
668 /* Try to catch it. */
669 tmp_map = tmp->map;
670 tmp = stop_item (tmp);
671 if (tmp == NULL)
672 goto leave;
673 need_fix_tmp = 1;
674 if ( ! can_pick (op, tmp))
675 goto leave;
676
677 if (op->type==PLAYER) {
678 count=op->contr->count;
679 if (count==0) count = tmp->nrof;
680 }
681 else
682 count=tmp->nrof;
683
684 /* container is open, so use it */
685 if (op->container) {
686 alt = op->container;
687 if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
688 goto leave;
689 } else { /* non container pickup */
690 for (alt=op->inv; alt; alt=alt->below)
691 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
692 alt->race && alt->race==tmp->race &&
693 sack_can_hold (NULL, alt, tmp,count))
694 break; /* perfect match */
695
696 if (!alt)
697 for (alt=op->inv; alt; alt=alt->below)
698 if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
699 sack_can_hold (NULL, alt, tmp,count))
700 break; /* General container comes next */
701 if (!alt)
702 alt = op; /* No free containers */
703 }
704 if(tmp->env == alt) {
705 /* here it could be possible to check rent,
706 * if someone wants to implement it
707 */
708 alt = op;
709 }
710 #ifdef PICKUP_DEBUG
711 LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
712 #endif
713
714 /* startequip items are not allowed to be put into containers: */
715 if (op->type == PLAYER && alt->type == CONTAINER
716 && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
717 {
718 new_draw_info (NDI_UNIQUE, 0, op,
719 "This object cannot be put into containers!");
720 goto leave;
721 }
722
723 tag = tmp->count;
724 pick_up_object (op, alt, tmp, count);
725 if (was_destroyed (tmp, tag) || tmp->env)
726 need_fix_tmp = 0;
727 if (op->type == PLAYER)
728 op->contr->count=0;
729 goto leave;
730
731 leave:
732 if (need_fix_tmp)
733 fix_stopped_item (tmp, tmp_map, op);
734 }
735
736
737 /* This takes (picks up) and item. op is the player
738 * who issued the command. params is a string to
739 * match against the item name. Basically, always
740 * returns zero, but that should be improved.
741 */
742 int command_take (object *op, char *params)
743 {
744 object *tmp, *next;
745
746 if (op->container)
747 tmp=op->container->inv;
748 else {
749 tmp=op->above;
750 if (tmp) while (tmp->above) {
751 tmp=tmp->above;
752 }
753 if (!tmp)
754 tmp=op->below;
755 }
756
757 if (tmp==NULL) {
758 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
759 return 0;
760 }
761
762 /* Makes processing easier */
763 if (params && *params=='\0') params=NULL;
764
765 while (tmp) {
766 next=tmp->below;
767
768 if (tmp->invisible) {
769 tmp=next;
770 continue;
771 }
772 /* This following two if and else if could be merged into line
773 * but that probably will make it more difficult to read, and
774 * not make it any more efficient
775 */
776 if (params && item_matched_string(op, tmp, params)) {
777 pick_up(op, tmp);
778 }
779 else if (can_pick(op, tmp) && !params) {
780 pick_up(op,tmp);
781 break;
782 }
783 tmp=next;
784 /* Might as well just skip over the player immediately -
785 * we know it can't be picked up
786 */
787 if (tmp == op) tmp=tmp->below;
788 }
789 if (!params && !tmp) {
790 for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
791 if (!tmp->invisible) {
792 char buf[MAX_BUF];
793 sprintf(buf,"You can't pick up a %s.",
794 tmp->name? tmp->name:"null");
795 new_draw_info(NDI_UNIQUE, 0,op, buf);
796 break;
797 }
798 if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up.");
799 }
800 return 0;
801 }
802
803
804 /*
805 * This function was part of drop, now is own function.
806 * Player 'op' tries to put object 'tmp' into sack 'sack',
807 * if nrof is non zero, then nrof objects is tried to put into sack.
808 * Note that the 'sack' in question can now be a transport,
809 * so this function isn't named very good anymore.
810 */
811 void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
812 {
813 tag_t tmp_tag, tmp2_tag;
814 object *tmp2, *sack2;
815 char buf[MAX_BUF];
816
817 if (sack==tmp) return; /* Can't put an object in itself */
818 if (sack->type != CONTAINER && sack->type != TRANSPORT) {
819 new_draw_info_format(NDI_UNIQUE, 0,op,
820 "The %s is not a container.", query_name(sack));
821 return;
822 }
823 if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
824 new_draw_info_format(NDI_UNIQUE, 0,op,
825 "You cannot put the %s in the %s.", query_name(tmp),
826 query_name(sack));
827 return;
828 }
829 if (tmp->type == CONTAINER && tmp->inv) {
830
831 /* Eneq(@csd.uu.se): If the object to be dropped is a container
832 * we instead move the contents of that container into the active
833 * container, this is only done if the object has something in it.
834 */
835 sack2 = tmp;
836 new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
837 query_name(tmp), query_name(sack));
838 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
839 tmp = tmp2->below;
840 if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof)) ||
841 (sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
842 put_object_in_sack (op, sack, tmp2, 0);
843 } else {
844 sprintf(buf,"Your %s fills up.", query_name(sack));
845 new_draw_info(NDI_UNIQUE, 0,op, buf);
846 break;
847 }
848 }
849 esrv_update_item (UPD_WEIGHT, op, sack2);
850 return;
851 }
852
853 /* Don't worry about this for containers - our caller should have
854 * already checked this.
855 */
856 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
857 return;
858
859 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
860 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
861 return;
862 }
863
864 /* we want to put some portion of the item into the container */
865 if (nrof && tmp->nrof != nrof) {
866 object *tmp2 = tmp;
867 tmp2_tag = tmp2->count;
868 tmp = get_split_ob (tmp, nrof);
869
870 if(!tmp) {
871 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
872 return;
873 }
874 /* Tell a client what happened other objects */
875 if (was_destroyed (tmp2, tmp2_tag))
876 esrv_del_item (op->contr, tmp2_tag);
877 else /* this can proably be replaced with an update */
878 esrv_send_item (op, tmp2);
879 } else
880 remove_ob(tmp);
881
882 new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
883 query_name(tmp), query_name(sack));
884 tmp_tag = tmp->count;
885 tmp2 = insert_ob_in_ob(tmp, sack);
886 fix_player(op); /* This is overkill, fix_player() is called somewhere */
887 /* in object.c */
888
889 /* If an object merged (and thus, different object), we need to
890 * delete the original.
891 */
892 if (tmp2 != tmp)
893 esrv_del_item (op->contr, tmp_tag);
894
895 esrv_send_item (op, tmp2);
896
897 /* If a transport, need to update all the players in the transport
898 * the view of what is in it.
899 */
900 if (sack->type == TRANSPORT) {
901 for (tmp=sack->inv; tmp; tmp=tmp->below) {
902 if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
903 }
904 } else {
905 /* update the sacks weight */
906 esrv_update_item (UPD_WEIGHT, op, sack);
907 }
908 }
909
910 /*
911 * This function was part of drop, now is own function.
912 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
913 * nrof objects is tried to dropped.
914 * This is used when dropping objects onto the floor.
915 */
916 void drop_object (object *op, object *tmp, uint32 nrof)
917 {
918 char buf[MAX_BUF];
919 object *floor;
920
921 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
922 #if 0
923 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
924 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
925 #endif
926 return;
927 }
928
929 if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
930 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
931 return; /* can't unapply it */
932 }
933
934 /* We are only dropping some of the items. We split the current objec
935 * off
936 */
937 if(nrof && tmp->nrof != nrof) {
938 object *tmp2 = tmp;
939 tag_t tmp2_tag = tmp2->count;
940 tmp = get_split_ob (tmp, nrof);
941 if(!tmp) {
942 new_draw_info(NDI_UNIQUE, 0,op, errmsg);
943 return;
944 }
945 /* Tell a client what happened rest of objects. tmp2 is now the
946 * original object
947 */
948 if (op->type == PLAYER)
949 {
950 if (was_destroyed (tmp2, tmp2_tag))
951 esrv_del_item (op->contr, tmp2_tag);
952 else
953 esrv_send_item (op, tmp2);
954 }
955 } else
956 remove_ob (tmp);
957
958 /* Lauwenmark: Handle for plugin drop event */
959 if (execute_event(tmp, EVENT_DROP,op,NULL,NULL,SCRIPT_FIX_ALL)!= 0)
960 return;
961
962 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) {
963 sprintf(buf,"You drop the %s.", query_name(tmp));
964 new_draw_info(NDI_UNIQUE, 0,op,buf);
965 new_draw_info(NDI_UNIQUE, 0,op,"The gods who lent it to you retrieves it.");
966 if (op->type==PLAYER)
967 esrv_del_item (op->contr, tmp->count);
968 free_object(tmp);
969 fix_player(op);
970 return;
971 }
972
973 /* If SAVE_INTERVAL is commented out, we never want to save
974 * the player here.
975 */
976 #ifdef SAVE_INTERVAL
977 /* I'm not sure why there is a value check - since the save
978 * is done every SAVE_INTERVAL seconds, why care the value
979 * of what he is dropping?
980 */
981 if (op->type == PLAYER && !QUERY_FLAG(tmp, FLAG_UNPAID) &&
982 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
983 (op->contr->last_save_time + SAVE_INTERVAL) <= time(NULL)) {
984 save_player(op, 1);
985 op->contr->last_save_time = time(NULL);
986 }
987 #endif /* SAVE_INTERVAL */
988
989
990 floor = get_map_ob (op->map, op->x, op->y);
991 if( floor && floor->type == SHOP_FLOOR &&
992 !QUERY_FLAG(tmp, FLAG_UNPAID) && tmp->type != MONEY)
993 sell_item(tmp,op);
994
995 tmp->x = op->x;
996 tmp->y = op->y;
997
998 if (op->type == PLAYER)
999 esrv_del_item (op->contr, tmp->count);
1000 insert_ob_in_map(tmp, op->map, op,0);
1001
1002
1003 SET_FLAG (op, FLAG_NO_APPLY);
1004 remove_ob(op);
1005 insert_ob_in_map(op, op->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
1006 CLEAR_FLAG (op, FLAG_NO_APPLY);
1007
1008 /* Call this before we update the various windows/players. At least
1009 * that we, we know the weight is correct.
1010 */
1011 fix_player(op); /* This is overkill, fix_player() is called somewhere */
1012 /* in object.c */
1013
1014 if (op->type == PLAYER)
1015 {
1016 op->contr->socket.update_look = 1;
1017 /* Need to update the weight for the player */
1018 esrv_send_item (op, op);
1019 }
1020 }
1021
1022 void drop(object *op, object *tmp)
1023 {
1024 /* Hopeful fix for disappearing objects when dropping from a container -
1025 * somehow, players get an invisible object in the container, and the
1026 * old logic would skip over invisible objects - works fine for the
1027 * playes inventory, but drop inventory wants to use the next value.
1028 */
1029 if (tmp->invisible) {
1030 /* if the following is the case, it must be in an container. */
1031 if (tmp->env && tmp->env->type != PLAYER) {
1032 /* Just toss the object - probably shouldn't be hanging
1033 * around anyways
1034 */
1035 remove_ob(tmp);
1036 free_object(tmp);
1037 return;
1038 } else {
1039 while(tmp!=NULL && tmp->invisible)
1040 tmp=tmp->below;
1041 }
1042 }
1043
1044 if (tmp==NULL) {
1045 new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
1046 return;
1047 }
1048 if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1049 new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
1050 return;
1051 }
1052 if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
1053 #if 0
1054 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
1055 new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
1056 #endif
1057 return;
1058 }
1059
1060 if (op->type == PLAYER)
1061 {
1062 if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
1063 object *n=NULL;
1064 if(tmp->below != NULL)
1065 n = tmp->below;
1066 else if(tmp->above != NULL)
1067 n = tmp->above;
1068 op->contr->last_used = n;
1069 if (n != NULL)
1070 op->contr->last_used_id = n->count;
1071 else
1072 op->contr->last_used_id = 0;
1073 }
1074 };
1075
1076 if (op->container) {
1077 if (op->type == PLAYER)
1078 {
1079 put_object_in_sack (op, op->container, tmp, op->contr->count);
1080 } else {
1081 put_object_in_sack(op, op->container, tmp, 0);
1082 };
1083 } else {
1084 if (op->type == PLAYER)
1085 {
1086 drop_object (op, tmp, op->contr->count);
1087 } else {
1088 drop_object(op,tmp,0);
1089 };
1090 }
1091 if (op->type == PLAYER)
1092 op->contr->count = 0;
1093 }
1094
1095
1096
1097 /* Command will drop all items that have not been locked */
1098 int command_dropall (object *op, char *params) {
1099
1100 object * curinv, *nextinv;
1101
1102 if(op->inv == NULL) {
1103 new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
1104 return 0;
1105 }
1106
1107 curinv = op->inv;
1108
1109 /*
1110 This is the default. Drops everything not locked or considered
1111 not something that should be dropped.
1112 */
1113 /*
1114 Care must be taken that the next item pointer is not to money as
1115 the drop() routine will do unknown things to it when dropping
1116 in a shop. --Tero.Pelander@utu.fi
1117 */
1118
1119 if(params==NULL) {
1120 while(curinv != NULL) {
1121 nextinv = curinv->below;
1122 while (nextinv && nextinv->type==MONEY)
1123 nextinv = nextinv->below;
1124 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY &&
1125 curinv->type != FOOD && curinv->type != KEY &&
1126 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
1127 !curinv->invisible &&
1128 (curinv->type!=CONTAINER || op->container!=curinv))
1129 {
1130 drop(op,curinv);
1131 }
1132 curinv = nextinv;
1133 }
1134 }
1135
1136 else if(strcmp(params, "weapons") == 0) {
1137 while(curinv != NULL) {
1138 nextinv = curinv->below;
1139 while (nextinv && nextinv->type==MONEY)
1140 nextinv = nextinv->below;
1141 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == WEAPON) ||
1142 (curinv->type == BOW) || (curinv->type == ARROW)))
1143 {
1144 drop(op,curinv);
1145 }
1146 curinv = nextinv;
1147 }
1148 }
1149
1150 else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0) {
1151 while(curinv != NULL) {
1152 nextinv = curinv->below;
1153 while (nextinv && nextinv->type==MONEY)
1154 nextinv = nextinv->below;
1155 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) ||
1156 curinv->type == SHIELD || curinv->type==HELMET))
1157 {
1158 drop(op,curinv);
1159 }
1160 curinv = nextinv;
1161 }
1162 }
1163
1164 else if(strcmp(params, "misc") == 0) {
1165 while(curinv != NULL) {
1166 nextinv = curinv->below;
1167 while (nextinv && nextinv->type==MONEY)
1168 nextinv = nextinv->below;
1169 if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && ! QUERY_FLAG(curinv,FLAG_APPLIED)) {
1170 switch(curinv->type) {
1171 case HORN:
1172 case BOOK:
1173 case SPELLBOOK:
1174 case GIRDLE:
1175 case AMULET:
1176 case RING:
1177 case CLOAK:
1178 case BOOTS:
1179 case GLOVES:
1180 case BRACERS:
1181 case SCROLL:
1182 case ARMOUR_IMPROVER:
1183 case WEAPON_IMPROVER:
1184 case WAND:
1185 case ROD:
1186 case POTION:
1187 drop(op,curinv);
1188 curinv = nextinv;
1189 break;
1190 default:
1191 curinv = nextinv;
1192 break;
1193 }
1194 }
1195 curinv = nextinv;
1196 }
1197 }
1198 op->contr->socket.update_look=1;
1199 /* draw_look(op);*/
1200 return 0;
1201 }
1202
1203 /* Object op wants to drop object(s) params. params can be a
1204 * comma seperated list.
1205 */
1206
1207 int command_drop (object *op, char *params)
1208 {
1209 object *tmp, *next;
1210 int did_one=0;
1211
1212 if (!params) {
1213 new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
1214 return 0;
1215 } else {
1216 for (tmp=op->inv; tmp; tmp=next) {
1217 next=tmp->below;
1218 if (QUERY_FLAG(tmp,FLAG_NO_DROP) ||
1219 tmp->invisible) continue;
1220 if (item_matched_string(op,tmp,params)) {
1221 drop(op, tmp);
1222 did_one=1;
1223 }
1224 }
1225 if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
1226 }
1227 if (op->type==PLAYER)
1228 {
1229 op->contr->count=0;
1230 op->contr->socket.update_look=1;
1231 };
1232 /* draw_look(op);*/
1233 return 0;
1234 }
1235
1236 int command_examine (object *op, char *params)
1237 {
1238 if (!params) {
1239 object *tmp=op->below;
1240 while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
1241 if (tmp) examine(op,tmp);
1242 }
1243 else {
1244 object *tmp=find_best_object_match(op,params);
1245 if (tmp)
1246 examine(op,tmp);
1247 else
1248 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
1249 }
1250 return 0;
1251 }
1252
1253 /* op should be a player.
1254 * we return the object the player has marked with the 'mark' command
1255 * below. If no match is found (or object has changed), we return
1256 * NULL. We leave it up to the calling function to print messages if
1257 * nothing is found.
1258 */
1259 object *find_marked_object(object *op)
1260 {
1261 object *tmp;
1262
1263 if (!op || !op->contr) return NULL;
1264 if (!op->contr->mark) {
1265 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1266 return NULL;
1267 }
1268 /* This may seem like overkill, but we need to make sure that they
1269 * player hasn't dropped the item. We use count on the off chance that
1270 * an item got reincarnated at some point.
1271 */
1272 for (tmp=op->inv; tmp; tmp=tmp->below) {
1273 if (tmp->invisible) continue;
1274 if (tmp == op->contr->mark) {
1275 if (tmp->count == op->contr->mark_count)
1276 return tmp;
1277 else {
1278 op->contr->mark=NULL;
1279 op->contr->mark_count=0;
1280 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
1281 return NULL;
1282 }
1283 }
1284 }
1285 return NULL;
1286 }
1287
1288
1289 /* op should be a player, params is any params.
1290 * If no params given, we print out the currently marked object.
1291 * otherwise, try to find a matching object - try best match first.
1292 */
1293 int command_mark(object *op, char *params)
1294 {
1295 if (!op->contr) return 1;
1296 if (!params) {
1297 object *mark=find_marked_object(op);
1298 if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
1299 else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
1300 }
1301 else {
1302 object *mark1=find_best_object_match(op, params);
1303 if (!mark1) {
1304 new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
1305 return 1;
1306 }
1307 else {
1308 op->contr->mark=mark1;
1309 op->contr->mark_count=mark1->count;
1310 new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
1311 return 0;
1312 }
1313 }
1314 return 0; /*shouldnt get here */
1315 }
1316
1317
1318 /* op is the player
1319 * tmp is the monster being examined.
1320 */
1321 void examine_monster(object *op,object *tmp) {
1322 object *mon=tmp->head?tmp->head:tmp;
1323
1324 if(QUERY_FLAG(mon,FLAG_UNDEAD))
1325 new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
1326 if(mon->level>op->level)
1327 new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
1328 else if(mon->level<op->level)
1329 new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
1330 else
1331 new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
1332 if(mon->attacktype&AT_ACID)
1333 new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
1334
1335 /* Anyone know why this used to use the clone value instead of the
1336 * maxhp field? This seems that it should give more accurate results.
1337 */
1338 switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
1339 case 1:
1340 new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
1341 break;
1342 case 2:
1343 new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
1344 break;
1345 case 3:
1346 new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
1347 break;
1348 case 4:
1349 new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
1350 break;
1351 }
1352 if(present_in_ob(POISONING,mon)!=NULL)
1353 new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
1354 }
1355
1356
1357 /* tmp is the object being described, pl is who is examing it. */
1358 char *long_desc(object *tmp, object *pl) {
1359 static char buf[VERY_BIG_BUF];
1360 char *cp;
1361
1362 if(tmp==NULL)
1363 return "";
1364
1365 buf[0]='\0';
1366 switch(tmp->type) {
1367 case RING:
1368 case SKILL:
1369 case WEAPON:
1370 case ARMOUR:
1371 case BRACERS:
1372 case HELMET:
1373 case SHIELD:
1374 case BOOTS:
1375 case GLOVES:
1376 case AMULET:
1377 case GIRDLE:
1378 case BOW:
1379 case ARROW:
1380 case CLOAK:
1381 case FOOD:
1382 case DRINK:
1383 case FLESH:
1384 case SKILL_TOOL:
1385 case POWER_CRYSTAL:
1386 if(*(cp=describe_item(tmp, pl))!='\0') {
1387 int len;
1388
1389 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1390 buf[VERY_BIG_BUF-1]=0;
1391 len=strlen(buf);
1392 if (len<VERY_BIG_BUF-5) {
1393 /* Since we know the length, we save a few cpu cycles by using
1394 * it instead of calling strcat */
1395 strcpy(buf+len," ");
1396 len++;
1397 strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
1398 buf[VERY_BIG_BUF-1]=0;
1399 }
1400 }
1401 }
1402 if(buf[0]=='\0') {
1403 strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
1404 buf[VERY_BIG_BUF-1]=0;
1405 }
1406
1407 return buf;
1408 }
1409
1410 void examine(object *op, object *tmp) {
1411 char buf[VERY_BIG_BUF];
1412 int i;
1413
1414 if (tmp == NULL || tmp->type == CLOSE_CON)
1415 return;
1416
1417 strcpy(buf,"That is ");
1418 strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
1419 buf[VERY_BIG_BUF-1]=0;
1420
1421 new_draw_info(NDI_UNIQUE, 0,op,buf);
1422 buf[0]='\0';
1423
1424 if(tmp->custom_name) {
1425 strcpy(buf,"You name it ");
1426 strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
1427 buf[VERY_BIG_BUF-1]=0;
1428 new_draw_info(NDI_UNIQUE, 0,op,buf);
1429 buf[0]='\0';
1430 }
1431
1432 switch(tmp->type) {
1433 case SPELLBOOK:
1434 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
1435 sprintf(buf,"%s is a %s level %s spell",
1436 tmp->inv->name, get_levelnumber(tmp->inv->level),
1437 tmp->inv->skill);
1438 }
1439 break;
1440
1441 case BOOK:
1442 if(tmp->msg!=NULL)
1443 strcpy(buf,"Something is written in it.");
1444 break;
1445
1446 case CONTAINER:
1447 if(tmp->race!=NULL) {
1448 if(tmp->weight_limit && tmp->stats.Str<100)
1449 sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
1450 tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1451 else
1452 sprintf (buf,"It can hold only %s.", tmp->race);
1453 } else
1454 if(tmp->weight_limit && tmp->stats.Str<100)
1455 sprintf (buf,"Its weight limit is %.1f kg.",
1456 tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
1457 break;
1458
1459 case WAND:
1460 if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1461 sprintf(buf,"It has %d charges left.",tmp->stats.food);
1462 break;
1463 }
1464
1465 if(buf[0]!='\0')
1466 new_draw_info(NDI_UNIQUE, 0,op,buf);
1467
1468 if(tmp->materialname != NULL && !tmp->msg) {
1469 sprintf(buf, "It is made of: %s.", tmp->materialname);
1470 new_draw_info(NDI_UNIQUE, 0, op, buf);
1471 }
1472 /* Where to wear this item */
1473 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1474 if (tmp->body_info[i]<-1) {
1475 if (op->body_info[i])
1476 new_draw_info_format(NDI_UNIQUE, 0,op,
1477 "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
1478 else
1479 new_draw_info_format(NDI_UNIQUE, 0,op,
1480 "It goes %s", body_locations[i].nonuse_name);
1481 } else if (tmp->body_info[i]) {
1482 if (op->body_info[i])
1483 new_draw_info_format(NDI_UNIQUE, 0,op,
1484 "It goes %s", body_locations[i].use_name);
1485 else
1486 new_draw_info_format(NDI_UNIQUE, 0,op,
1487 "It goes %s", body_locations[i].nonuse_name);
1488 }
1489 }
1490
1491 if(tmp->weight) {
1492 sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
1493 tmp->weight*(tmp->nrof?tmp->nrof:1)/1000.0);
1494 new_draw_info(NDI_UNIQUE, 0,op,buf);
1495 }
1496
1497 if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
1498 object *floor;
1499 sprintf(buf,"You reckon %s worth %s.",
1500 tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op, F_TRUE | F_APPROX));
1501 new_draw_info(NDI_UNIQUE, 0,op,buf);
1502 floor = get_map_ob (op->map, op->x, op->y);
1503 if (floor && floor->type == SHOP_FLOOR) {
1504 if(QUERY_FLAG(tmp, FLAG_UNPAID))
1505 sprintf(buf,"%s would cost you %s.",
1506 tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
1507 else
1508 sprintf(buf,"You are offered %s for %s.",
1509 query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
1510 new_draw_info(NDI_UNIQUE, 0,op,buf);
1511 }
1512 }
1513
1514 if(QUERY_FLAG(tmp, FLAG_MONSTER))
1515 examine_monster(op,tmp);
1516
1517 /* Is this item buildable? */
1518 if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
1519 new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
1520
1521 /* Does the object have a message? Don't show message for all object
1522 * types - especially if the first entry is a match
1523 */
1524 if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
1525 tmp->type != CORPSE && !tmp->move_on &&
1526 strncasecmp(tmp->msg, "@match",7)) {
1527
1528 /* This is just a hack so when identifying hte items, we print
1529 * out the extra message
1530 */
1531 if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1532 new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
1533
1534 new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
1535 }
1536 new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
1537 }
1538
1539 /*
1540 * inventory prints object's inventory. If inv==NULL then print player's
1541 * inventory.
1542 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1543 */
1544 void inventory(object *op,object *inv) {
1545 object *tmp;
1546 char *in;
1547 int items = 0, length;
1548
1549 if (inv==NULL && op==NULL) {
1550 new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
1551 return;
1552 }
1553 tmp = inv ? inv->inv : op->inv;
1554
1555 while (tmp) {
1556 if ((!tmp->invisible &&
1557 (inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
1558 || (!op || QUERY_FLAG(op, FLAG_WIZ)))
1559 items++;
1560 tmp=tmp->below;
1561 }
1562 if (inv==NULL) { /* player's inventory */
1563 if (items==0) {
1564 new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
1565 return;
1566 } else {
1567 length = 28;
1568 in = "";
1569 if (op)
1570 clear_win_info(op);
1571 new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
1572 }
1573 } else {
1574 if (items==0)
1575 return;
1576 else {
1577 length = 28;
1578 in = " ";
1579 }
1580 }
1581 for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
1582 if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
1583 (inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
1584 continue;
1585 if((!op || QUERY_FLAG(op, FLAG_WIZ)))
1586 new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
1587 query_name(tmp), tmp->count,query_weight(tmp));
1588 else
1589 new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
1590 length+8, query_name(tmp),
1591 query_weight(tmp));
1592 }
1593 if(!inv && op) {
1594 new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
1595 41,"Total weight :",query_weight(op));
1596 }
1597 }
1598
1599 static void display_new_pickup( object* op )
1600 {
1601 int i = op->contr->mode;
1602
1603 if(!(i & PU_NEWMODE)) return;
1604
1605 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
1606 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
1607 new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
1608 new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
1609
1610 new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
1611
1612 new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
1613 new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
1614 new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
1615
1616 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
1617 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
1618
1619 new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
1620 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
1621 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
1622
1623 new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
1624 new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
1625 new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
1626 new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
1627
1628 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
1629 new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
1630 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
1631 new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
1632
1633 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
1634 new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
1635 new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
1636 new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
1637
1638 new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
1639
1640 new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
1641
1642 new_draw_info_format(NDI_UNIQUE, 0,op,"");
1643 }
1644
1645 int command_pickup (object *op, char *params)
1646 {
1647 uint32 i;
1648 static const char* names[ ] = {
1649 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1650 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1651 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", "jewels", NULL };
1652 static uint32 modes[ ] = {
1653 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1654 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1655 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, PU_JEWELS, 0 };
1656
1657 if(!params) {
1658 /* if the new mode is used, just print the settings */
1659 if(op->contr->mode & PU_NEWMODE)
1660 {
1661 display_new_pickup( op );
1662 return 1;
1663 }
1664 if(1) LOG(llevDebug, "command_pickup: !params\n");
1665 set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
1666 return 0;
1667 }
1668
1669 while ( *params == ' ' && *params )
1670 params++;
1671
1672 if ( *params == '+' || *params == '-' )
1673 {
1674 int mode;
1675 for ( mode = 0; names[ mode ]; mode++ )
1676 {
1677 if ( !strcmp( names[ mode ], params + 1 ) )
1678 {
1679 i = op->contr->mode;
1680 if ( !( i & PU_NEWMODE ) )
1681 i = PU_NEWMODE;
1682 if ( *params == '+' )
1683 i = i | modes[ mode ];
1684 else
1685 i = i & ~modes[ mode ];
1686 op->contr->mode = i;
1687 display_new_pickup( op );
1688 return 1;
1689 }
1690 }
1691 new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
1692 return 1;
1693 }
1694
1695 if(sscanf(params, "%u", &i) != 1) {
1696 if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
1697 new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
1698 return 1;
1699 }
1700 set_pickup_mode(op,i);
1701 display_new_pickup( op );
1702
1703 return 1;
1704 }
1705
1706 void set_pickup_mode(object *op,int i) {
1707 switch(op->contr->mode=i) {
1708 case 0:
1709 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
1710 break;
1711 case 1:
1712 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
1713 break;
1714 case 2:
1715 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
1716 break;
1717 case 3:
1718 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
1719 break;
1720 case 4:
1721 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
1722 break;
1723 case 5:
1724 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
1725 break;
1726 case 6:
1727 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
1728 break;
1729 case 7:
1730 new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
1731 break;
1732 }
1733 }
1734
1735 int command_search_items (object *op, char *params)
1736 {
1737 char buf[MAX_BUF];
1738
1739 if (settings.search_items == FALSE)
1740 return 1;
1741
1742 if(params == NULL) {
1743 if(op->contr->search_str[0]=='\0') {
1744 new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
1745 new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
1746 new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
1747 return 1;
1748 }
1749 op->contr->search_str[0]='\0';
1750 new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
1751 fix_player(op);
1752 return 1;
1753 }
1754 if((int)strlen(params) >= MAX_BUF) {
1755 new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
1756 return 1;
1757 }
1758 strcpy(op->contr->search_str, params);
1759 sprintf(buf,"Searching for '%s'.",op->contr->search_str);
1760 new_draw_info(NDI_UNIQUE, 0,op,buf);
1761 fix_player(op);
1762 return 1;
1763 }
1764
1765 /*
1766 * Changing the custom name of an item
1767 *
1768 * Syntax is: rename <what object> to <new name>
1769 * if '<what object>' is omitted, marked object is used
1770 * if 'to <new name>' is omitted, custom name is cleared
1771 *
1772 * Names are considered for all purpose having a length <=127 (max length sent to client
1773 * by server) */
1774
1775 int command_rename_item(object *op, char *params)
1776 {
1777 char buf[VERY_BIG_BUF];
1778 int itemnumber;
1779 object *item=NULL;
1780 char *closebrace;
1781 size_t counter;
1782
1783 if (params) {
1784 /* Let's skip white spaces */
1785 while(' '==*params) params++;
1786
1787 /* Checking the first part */
1788 if ((itemnumber = atoi(params))!=0) {
1789 for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
1790 if (!item) {
1791 new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
1792 return 1;
1793 }
1794 while(isdigit(*params) || ' '==*params) params++;
1795 }
1796 else if ('<'==*params) {
1797 /* Got old name, let's get it & find appropriate matching item */
1798 closebrace=strchr(params,'>');
1799 if(!closebrace) {
1800 new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
1801 return 1;
1802 }
1803 /* Sanity check for buffer overruns */
1804 if((closebrace-params)>127) {
1805 new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
1806 return 1;
1807 }
1808 /* Copy the old name */
1809 strncpy(buf,params+1,closebrace-params-1);
1810 buf[closebrace-params-1]='\0';
1811
1812 /* Find best matching item */
1813 item=find_best_object_match(op,buf);
1814 if(!item) {
1815 new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
1816 return 1;
1817 }
1818
1819 /* Now need to move pointer to just after > */
1820 params=closebrace+1;
1821 while(' '==*params) params++;
1822
1823 } else {
1824 /* Use marked item */
1825 item=find_marked_object(op);
1826 if(!item) {
1827 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1828 return 1;
1829 }
1830 }
1831
1832 /* Now let's find the new name */
1833 if(!strncmp(params,"to ",3)) {
1834 params+=3;
1835 while(' '==*params) params++;
1836 if('<'!=*params) {
1837 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
1838 return 1;
1839 }
1840 closebrace=strchr(params+1,'>');
1841 if(!closebrace) {
1842 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
1843 return 1;
1844 }
1845
1846 /* Sanity check for buffer overruns */
1847 if((closebrace-params)>127) {
1848 new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
1849 return 1;
1850 }
1851
1852 /* Copy the new name */
1853 strncpy(buf,params+1,closebrace-params-1);
1854 buf[closebrace-params-1]='\0';
1855
1856 /* Let's check it for weird characters */
1857 for(counter=0;counter<strlen(buf);counter++) {
1858 if(isalnum(buf[counter])) continue;
1859 if(' '==buf[counter]) continue;
1860 if('\''==buf[counter]) continue;
1861 if('+'==buf[counter]) continue;
1862 if('_'==buf[counter]) continue;
1863 if('-'==buf[counter]) continue;
1864
1865 /* If we come here, then the name contains an invalid character...
1866 tell the player & exit */
1867 new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
1868 return 1;
1869 }
1870
1871 } else {
1872 /* If param contains something, then syntax error... */
1873 if(strlen(params)) {
1874 new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
1875 return 1;
1876 }
1877 /* New name is empty */
1878 buf[0]='\0';
1879 }
1880 } else {
1881 /* Last case: params==NULL */
1882 item=find_marked_object(op);
1883 if(!item) {
1884 new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
1885 return 1;
1886 }
1887 buf[0]='\0';
1888 }
1889
1890 /* Coming here, everything is fine... */
1891 if(!strlen(buf)) {
1892 /* Clear custom name */
1893 if(item->custom_name) {
1894 FREE_AND_CLEAR_STR(item->custom_name);
1895
1896 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));
1897 esrv_update_item(UPD_NAME,op,item);
1898 } else {
1899 new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
1900 }
1901 } else {
1902 /* Set custom name */
1903 FREE_AND_COPY(item->custom_name,buf);
1904
1905 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);
1906 esrv_update_item(UPD_NAME,op,item);
1907 }
1908
1909 return 1;
1910 }