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/cvs/deliantra/server/socket/item.C
Revision: 1.7
Committed: Thu Sep 14 22:34:05 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.6: +1 -1 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /**
25 * \file
26 * Client/server logic.
27 *
28 * \date 2003-12-02
29 *
30 * This containes item logic for client/server. It doesn't contain
31 * the actual commands that send the data, but does contain
32 * the logic for what items should be sent.
33 */
34
35
36 #include <global.h>
37 #include <object.h> /* LOOK_OBJ */
38 #include <newclient.h>
39 #include <newserver.h>
40 #include <sproto.h>
41
42 /** This is the maximum number of bytes we expect any one item to take up */
43 #define MAXITEMLEN 300
44
45 /*******************************************************************************
46 *
47 * Functions related to sending object data to the client.
48 *
49 ******************************************************************************/
50
51 /**
52 * Adds string to socklist.
53 *
54 * This is a simple function that we use a lot here. It basically
55 * adds the specified buffer into the socklist, but prepends a
56 * single byte in length. If the data is longer than that byte, it is
57 * truncated approprately.
58 */
59 inline void
60 add_stringlen_to_sockbuf (const char *buf, SockList * sl)
61 {
62 int len;
63
64 len = strlen (buf);
65 if (len > 255)
66 len = 255;
67 SockList_AddChar (sl, (char) len);
68 strncpy ((char *) sl->buf + sl->len, buf, len);
69 sl->len += len;
70 }
71
72 /**
73 * This is a similar to query_name, but returns flags
74 * to be sended to client.
75 */
76 unsigned int
77 query_flags (object *op)
78 {
79 unsigned int flags = 0;
80
81 if (QUERY_FLAG (op, FLAG_APPLIED))
82 {
83 switch (op->type)
84 {
85 case BOW:
86 case WAND:
87 case ROD:
88 case HORN:
89 flags = a_readied;
90 break;
91 case WEAPON:
92 flags = a_wielded;
93 break;
94 case SKILL:
95 case ARMOUR:
96 case HELMET:
97 case SHIELD:
98 case RING:
99 case BOOTS:
100 case GLOVES:
101 case AMULET:
102 case GIRDLE:
103 case BRACERS:
104 case CLOAK:
105 flags = a_worn;
106 break;
107 case CONTAINER:
108 flags = a_active;
109 break;
110 default:
111 flags = a_applied;
112 break;
113 }
114 }
115 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
116 flags |= F_OPEN;
117
118 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
119 {
120 if (QUERY_FLAG (op, FLAG_DAMNED))
121 flags |= F_DAMNED;
122 else if (QUERY_FLAG (op, FLAG_CURSED))
123 flags |= F_CURSED;
124 }
125 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
126 flags |= F_MAGIC;
127 if (QUERY_FLAG (op, FLAG_UNPAID))
128 flags |= F_UNPAID;
129 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
130 flags |= F_LOCKED;
131
132 return flags;
133 }
134
135 /* Used in the send_look to put object head into SockList
136 * sl for socket ns. Need socket to know if we need to send
137 * animation of face to the client.
138 */
139 static void
140 add_object_to_socklist (NewSocket * ns, SockList * sl, object *head)
141 {
142 int flags, len, anim_speed;
143 char item_n[MAX_BUF];
144 const char *item_p;
145
146 flags = query_flags (head);
147 if (QUERY_FLAG (head, FLAG_NO_PICK))
148 flags |= F_NOPICK;
149
150 if (!(ns->faces_sent[head->face->number] & NS_FACESENT_FACE))
151 esrv_send_face (ns, head->face->number, 0);
152
153 if (QUERY_FLAG (head, FLAG_ANIMATE) && !ns->anims_sent[head->animation_id])
154 esrv_send_animation (ns, head->animation_id);
155
156 SockList_AddInt (sl, head->count);
157 SockList_AddInt (sl, flags);
158 SockList_AddInt (sl, QUERY_FLAG (head, FLAG_NO_PICK) ? -1 : WEIGHT (head));
159 SockList_AddInt (sl, head->face->number);
160
161 if (!head->custom_name)
162 {
163 strncpy (item_n, query_base_name (head, 0), 127);
164 item_n[127] = 0;
165 len = strlen (item_n);
166 item_p = query_base_name (head, 1);
167 }
168 else
169 {
170 strncpy (item_n, head->custom_name, 127);
171 item_n[127] = 0;
172 len = strlen (item_n);
173 item_p = head->custom_name;
174 }
175 strncpy (item_n + len + 1, item_p, 127);
176 item_n[254] = 0;
177 len += strlen (item_n + 1 + len) + 1;
178 SockList_AddChar (sl, (char) len);
179 memcpy (sl->buf + sl->len, item_n, len);
180 sl->len += len;
181
182 SockList_AddShort (sl, head->animation_id);
183 anim_speed = 0;
184 if (QUERY_FLAG (head, FLAG_ANIMATE))
185 {
186 if (head->anim_speed)
187 anim_speed = head->anim_speed;
188 else
189 {
190 if (FABS (head->speed) < 0.001)
191 anim_speed = 255;
192 else if (FABS (head->speed) >= 1.0)
193 anim_speed = 1;
194 else
195 anim_speed = (int) (1.0 / FABS (head->speed));
196 }
197 if (anim_speed > 255)
198 anim_speed = 255;
199 }
200 SockList_AddChar (sl, (char) anim_speed);
201 SockList_AddInt (sl, head->nrof);
202
203 if (ns->itemcmd == 2)
204 SockList_AddShort (sl, head->client_type);
205
206 SET_FLAG (head, FLAG_CLIENT_SENT);
207 }
208
209
210 /**
211 * Send the look window. Don't need to do animations here
212 * This sends all the faces to the client, not just updates. This is
213 * because object ordering would otherwise be inconsistent
214 */
215
216 void
217 esrv_draw_look (object *pl)
218 {
219 object *tmp, *last;
220 int got_one = 0, start_look = 0, end_look = 0;
221 SockList sl;
222 char buf[MAX_BUF];
223
224 if (!pl->contr->socket.update_look)
225 {
226 LOG (llevDebug, "esrv_draw_look called when update_look was not set\n");
227 return;
228 }
229 else
230 {
231 pl->contr->socket.update_look = 0;
232 }
233
234 if (QUERY_FLAG (pl, FLAG_REMOVED) || pl->map == NULL || pl->map->in_memory != MAP_IN_MEMORY || out_of_map (pl->map, pl->x, pl->y))
235 return;
236
237 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp && tmp->above; tmp = tmp->above);
238
239 sl.buf = (unsigned char *) malloc (MAXSOCKBUF);
240
241 Write_String_To_Socket (&pl->contr->socket, "delinv 0", strlen ("delinv 0"));
242 sprintf ((char *) sl.buf, "item%d ", pl->contr->socket.itemcmd);
243 sl.len = strlen ((char *) sl.buf);
244
245 SockList_AddInt (&sl, 0);
246
247 if (!(pl->contr->socket.faces_sent[empty_face->number] & NS_FACESENT_FACE))
248 esrv_send_face (&pl->contr->socket, empty_face->number, 0);
249
250 if (pl->contr->socket.look_position)
251 {
252 SockList_AddInt (&sl, 0x80000000 | (pl->contr->socket.look_position - NUM_LOOK_OBJECTS));
253 SockList_AddInt (&sl, 0);
254 SockList_AddInt (&sl, (uint32) - 1);
255 SockList_AddInt (&sl, empty_face->number);
256 sprintf (buf, "Click here to see %d previous items", NUM_LOOK_OBJECTS);
257 add_stringlen_to_sockbuf (buf, &sl);
258 SockList_AddShort (&sl, 0);
259 SockList_AddChar (&sl, 0);
260 SockList_AddInt (&sl, 0);
261 if (pl->contr->socket.itemcmd == 2)
262 SockList_AddShort (&sl, 0);
263 }
264
265 for (last = NULL; tmp != last; tmp = tmp->below)
266 {
267 object *head;
268
269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) && !last)
270 {
271 last = tmp->below; /* assumes double floor mode */
272 if (last && QUERY_FLAG (last, FLAG_IS_FLOOR))
273 last = last->below;
274 }
275 if (LOOK_OBJ (tmp))
276 {
277 if (++start_look < pl->contr->socket.look_position)
278 continue;
279 end_look++;
280 if (end_look > NUM_LOOK_OBJECTS)
281 {
282 /* What we basically do is make a 'fake' object - when the user applies it,
283 * we notice the special tag the object has, and act accordingly.
284 */
285 SockList_AddInt (&sl, 0x80000000 | (pl->contr->socket.look_position + NUM_LOOK_OBJECTS));
286 SockList_AddInt (&sl, 0);
287 SockList_AddInt (&sl, (uint32) - 1);
288 SockList_AddInt (&sl, empty_face->number);
289 sprintf (buf, "Click here to see next group of items");
290 add_stringlen_to_sockbuf (buf, &sl);
291 SockList_AddShort (&sl, 0);
292 SockList_AddChar (&sl, 0);
293 SockList_AddInt (&sl, 0);
294 if (pl->contr->socket.itemcmd == 2)
295 SockList_AddShort (&sl, 0);
296 break;
297 }
298 if (tmp->head)
299 head = tmp->head;
300 else
301 head = tmp;
302
303 add_object_to_socklist (&pl->contr->socket, &sl, head);
304 got_one++;
305
306 if (sl.len >= (MAXSOCKBUF - MAXITEMLEN))
307 {
308 Send_With_Handling (&pl->contr->socket, &sl);
309 sprintf ((char *) sl.buf, "item%d ", pl->contr->socket.itemcmd);
310 sl.len = strlen ((char *) sl.buf);
311 SockList_AddInt (&sl, 0);
312 got_one = 0;
313 }
314 } /* If LOOK_OBJ() */
315 }
316 if (got_one)
317 Send_With_Handling (&pl->contr->socket, &sl);
318
319 free (sl.buf);
320 }
321
322 /**
323 * Sends whole inventory.
324 */
325 void
326 esrv_send_inventory (object *pl, object *op)
327 {
328 object *tmp;
329 int got_one = 0;
330 SockList sl;
331
332 sl.buf = (unsigned char *) malloc (MAXSOCKBUF);
333
334 sprintf ((char *) sl.buf, "delinv %d", op->count);
335 sl.len = strlen ((char *) sl.buf);
336 Send_With_Handling (&pl->contr->socket, &sl);
337
338 sprintf ((char *) sl.buf, "item%d ", pl->contr->socket.itemcmd);
339 sl.len = strlen ((char *) sl.buf);
340
341 SockList_AddInt (&sl, op->count);
342
343 for (tmp = op->inv; tmp; tmp = tmp->below)
344 {
345 object *head;
346
347 if (tmp->head)
348 head = tmp->head;
349 else
350 head = tmp;
351
352 if (LOOK_OBJ (head))
353 {
354 add_object_to_socklist (&pl->contr->socket, &sl, head);
355
356 got_one++;
357
358 /* IT is possible for players to accumulate a huge amount of
359 * items (especially with some of the bags out there) to
360 * overflow the buffer. IF so, send multiple item commands.
361 */
362 if (sl.len >= (MAXSOCKBUF - MAXITEMLEN))
363 {
364 Send_With_Handling (&pl->contr->socket, &sl);
365 sprintf ((char *) sl.buf, "item%d ", pl->contr->socket.itemcmd);
366 sl.len = strlen ((char *) sl.buf);
367 SockList_AddInt (&sl, op->count);
368 got_one = 0;
369 }
370 } /* If LOOK_OBJ() */
371 }
372 if (got_one)
373 Send_With_Handling (&pl->contr->socket, &sl);
374 free (sl.buf);
375 }
376
377 /**
378 * Updates object *op for player *pl.
379 *
380 * flags is a list of values to update
381 * to the client (as defined in newclient.h - might as well use the
382 * same value both places.
383 */
384
385 void
386 esrv_update_item (int flags, object *pl, object *op)
387 {
388 SockList sl;
389
390 /* If we have a request to send the player item, skip a few checks. */
391 if (op != pl)
392 {
393 if (!LOOK_OBJ (op))
394 return;
395 /* we remove the check for op->env, because in theory, the object
396 * is hopefully in the same place, so the client should preserve
397 * order.
398 */
399 }
400 if (!QUERY_FLAG (op, FLAG_CLIENT_SENT))
401 {
402 /* FLAG_CLIENT_SENT is debug only. We are using it to see where
403 * this is happening - we can set a breakpoint here in the debugger
404 * and track back the call.
405 */
406 LOG (llevDebug, "We have not sent item %s (%d)\n", &op->name, op->count);
407 }
408 sl.buf = (unsigned char *) malloc (MAXSOCKBUF);
409
410 strcpy ((char *) sl.buf, "upditem ");
411 sl.len = strlen ((char *) sl.buf);
412
413 SockList_AddChar (&sl, (char) flags);
414
415 if (op->head)
416 op = op->head;
417
418 SockList_AddInt (&sl, op->count);
419
420 if (flags & UPD_LOCATION)
421 SockList_AddInt (&sl, op->env ? op->env->count : 0);
422
423 if (flags & UPD_FLAGS)
424 SockList_AddInt (&sl, query_flags (op));
425
426 if (flags & UPD_WEIGHT)
427 {
428 sint32 weight = WEIGHT (op);
429
430 SockList_AddInt (&sl, QUERY_FLAG (op, FLAG_NO_PICK) ? -1 : weight);
431 if (pl == op)
432 {
433 op->contr->last_weight = weight;
434 }
435 }
436
437 if (flags & UPD_FACE)
438 {
439 if (!(pl->contr->socket.faces_sent[op->face->number] & NS_FACESENT_FACE))
440 esrv_send_face (&pl->contr->socket, op->face->number, 0);
441 SockList_AddInt (&sl, op->face->number);
442 }
443 if (flags & UPD_NAME)
444 {
445 int len;
446 const char *item_p;
447 char item_n[MAX_BUF];
448
449 if (!op->custom_name)
450 {
451 strncpy (item_n, query_base_name (op, 0), 127);
452 item_n[127] = 0;
453 len = strlen (item_n);
454 item_p = query_base_name (op, 1);
455 }
456 else
457 {
458 strncpy (item_n, op->custom_name, 127);
459 item_n[127] = 0;
460 len = strlen (item_n);
461 item_p = op->custom_name;
462 }
463
464 strncpy (item_n + len + 1, item_p, 127);
465 item_n[254] = 0;
466 len += strlen (item_n + 1 + len) + 1;
467 SockList_AddChar (&sl, (char) len);
468 memcpy (sl.buf + sl.len, item_n, len);
469 sl.len += len;
470 }
471 if (flags & UPD_ANIM)
472 SockList_AddShort (&sl, op->animation_id);
473
474 if (flags & UPD_ANIMSPEED)
475 {
476 int anim_speed = 0;
477
478 if (QUERY_FLAG (op, FLAG_ANIMATE))
479 {
480 if (op->anim_speed)
481 anim_speed = op->anim_speed;
482 else
483 {
484 if (FABS (op->speed) < 0.001)
485 anim_speed = 255;
486 else if (FABS (op->speed) >= 1.0)
487 anim_speed = 1;
488 else
489 anim_speed = (int) (1.0 / FABS (op->speed));
490 }
491 if (anim_speed > 255)
492 anim_speed = 255;
493 }
494 SockList_AddChar (&sl, (char) anim_speed);
495 }
496 if (flags & UPD_NROF)
497 SockList_AddInt (&sl, op->nrof);
498
499 Send_With_Handling (&pl->contr->socket, &sl);
500 free (sl.buf);
501 }
502
503 /**
504 * Sends item's info to player.
505 */
506 void
507 esrv_send_item (object *pl, object *op)
508 {
509 SockList sl;
510
511 /* If this is not the player object, do some more checks */
512 if (op != pl)
513 {
514 /* We only send 'visibile' objects to the client */
515 if (!LOOK_OBJ (op))
516 return;
517 /* if the item is on the ground, mark that the look needs to
518 * be updated.
519 */
520 if (!op->env)
521 {
522 pl->contr->socket.update_look = 1;
523 return;
524 }
525 }
526
527 sl.buf = (unsigned char *) malloc (MAXSOCKBUF);
528
529 sprintf ((char *) sl.buf, "item%d ", pl->contr->socket.itemcmd);
530 sl.len = strlen ((char *) sl.buf);
531
532 if (op->head)
533 op = op->head;
534
535 SockList_AddInt (&sl, op->env ? op->env->count : 0);
536
537 add_object_to_socklist (&pl->contr->socket, &sl, op);
538
539 Send_With_Handling (&pl->contr->socket, &sl);
540 SET_FLAG (op, FLAG_CLIENT_SENT);
541 free (sl.buf);
542 }
543
544 /**
545 * Tells the client to delete an item. Uses the item
546 * command with a -1 location.
547 */
548
549 void
550 esrv_del_item (player *pl, int tag)
551 {
552 SockList sl;
553
554 sl.buf = (unsigned char *) malloc (MAXSOCKBUF);
555
556 strcpy ((char *) sl.buf, "delitem ");
557 sl.len = strlen ((char *) sl.buf);
558 SockList_AddInt (&sl, tag);
559
560 Send_With_Handling (&pl->socket, &sl);
561 free (sl.buf);
562 }
563
564
565 /*******************************************************************************
566 *
567 * Client has requested us to do something with an object.
568 *
569 ******************************************************************************/
570
571 /**
572 * Takes a player and object count (tag) and returns the actual object
573 * pointer, or null if it can't be found.
574 */
575
576 object *
577 esrv_get_ob_from_count (object *pl, tag_t count)
578 {
579 object *op, *tmp;
580
581 if (pl->count == count)
582 return pl;
583
584 for (op = pl->inv; op; op = op->below)
585 if (op->count == count)
586 return op;
587 else if (op->type == CONTAINER && pl->container == op)
588 for (tmp = op->inv; tmp; tmp = tmp->below)
589 if (tmp->count == count)
590 return tmp;
591
592 for (op = get_map_ob (pl->map, pl->x, pl->y); op; op = op->above)
593 if (op->head != NULL && op->head->count == count)
594 return op;
595 else if (op->count == count)
596 return op;
597 else if (op->type == CONTAINER && pl->container == op)
598 for (tmp = op->inv; tmp; tmp = tmp->below)
599 if (tmp->count == count)
600 return tmp;
601
602 return NULL;
603 }
604
605
606 /** Client wants to examine some object. So lets do so. */
607 void
608 ExamineCmd (char *buf, int len, player *pl)
609 {
610 long tag = atoi (buf);
611 object *op = esrv_get_ob_from_count (pl->ob, tag);
612
613 if (!op)
614 {
615 LOG (llevDebug, "Player '%s' tried to examine the unknown object (%ld)\n", &pl->ob->name, tag);
616 return;
617 }
618 examine (pl->ob, op);
619 }
620
621 /** Client wants to apply some object. Lets do so. */
622 void
623 ApplyCmd (char *buf, int len, player *pl)
624 {
625 uint32 tag = atoi (buf);
626 object *op = esrv_get_ob_from_count (pl->ob, tag);
627
628 /* sort of a hack, but if the player saves and the player then manually
629 * applies a savebed (or otherwise tries to do stuff), we run into trouble.
630 */
631 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
632 return;
633
634 /* If the high bit is set, player applied a pseudo object. */
635 if (tag & 0x80000000)
636 {
637 pl->socket.look_position = tag & 0x7fffffff;
638 pl->socket.update_look = 1;
639 return;
640 }
641
642 if (!op)
643 {
644 LOG (llevDebug, "Player '%s' tried to apply the unknown object (%d)\n", &pl->ob->name, tag);
645 return;
646 }
647 player_apply (pl->ob, op, 0, 0);
648 }
649
650 /** Client wants to apply some object. Lets do so. */
651 void
652 LockItem (uint8 * data, int len, player *pl)
653 {
654 int flag, tag;
655 object *op;
656
657 flag = data[0];
658 tag = GetInt_String (data + 1);
659 op = esrv_get_ob_from_count (pl->ob, tag);
660
661 if (!op)
662 {
663 new_draw_info (NDI_UNIQUE, 0, pl->ob, "Could not find object to lock/unlock");
664 return;
665 }
666 if (!flag)
667 CLEAR_FLAG (op, FLAG_INV_LOCKED);
668 else
669 SET_FLAG (op, FLAG_INV_LOCKED);
670 esrv_update_item (UPD_FLAGS, pl->ob, op);
671 }
672
673 /** Client wants to apply some object. Lets do so. */
674 void
675 MarkItem (uint8 * data, int len, player *pl)
676 {
677 int tag;
678 object *op;
679
680 tag = GetInt_String (data);
681 op = esrv_get_ob_from_count (pl->ob, tag);
682 if (!op)
683 {
684 new_draw_info (NDI_UNIQUE, 0, pl->ob, "Could not find object to mark");
685 return;
686 }
687 pl->mark = op;
688 pl->mark_count = op->count;
689 new_draw_info_format (NDI_UNIQUE, 0, pl->ob, "Marked item %s", query_name (op));
690 }
691
692
693 /**
694 * look_at prints items on the specified square.
695 *
696 * [ removed EARTHWALL check and added check for containers inventory.
697 * Tero.Haatanen@lut.fi ]
698 */
699 void
700 look_at (object *op, int dx, int dy)
701 {
702 object *tmp;
703 int flag = 0;
704 sint16 x, y;
705 mapstruct *m;
706
707 x = op->x + dx;
708 y = op->y + dy;
709
710 if (out_of_map (op->map, x, y))
711 return;
712
713 m = get_map_from_coord (op->map, &x, &y);
714 if (!m)
715 return;
716
717 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
718
719 for (; tmp != NULL; tmp = tmp->below)
720 {
721 if (tmp->invisible && !QUERY_FLAG (op, FLAG_WIZ))
722 continue;
723
724 if (!flag)
725 {
726 if (dx || dy)
727 new_draw_info (NDI_UNIQUE, 0, op, "There you see:");
728 else
729 {
730 clear_win_info (op);
731 new_draw_info (NDI_UNIQUE, 0, op, "You see:");
732 }
733 flag = 1;
734 }
735
736 if (QUERY_FLAG (op, FLAG_WIZ))
737 new_draw_info_format (NDI_UNIQUE, 0, op, "- %s (%d).", query_name (tmp), tmp->count);
738 else
739 new_draw_info_format (NDI_UNIQUE, 0, op, "- %s.", query_name (tmp));
740
741 if (((tmp->inv != NULL || (tmp->head && tmp->head->inv)) &&
742 (tmp->type != CONTAINER && tmp->type != FLESH)) || QUERY_FLAG (op, FLAG_WIZ))
743 inventory (op, tmp->head == NULL ? tmp : tmp->head);
744
745 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) && !QUERY_FLAG (op, FLAG_WIZ)) /* don't continue under the floor */
746 break;
747 }
748
749 if (!flag)
750 {
751 if (dx || dy)
752 new_draw_info (NDI_UNIQUE, 0, op, "You see nothing there.");
753 else
754 new_draw_info (NDI_UNIQUE, 0, op, "You see nothing.");
755 }
756 }
757
758
759
760 /** Client wants to look at some object. Lets do so. */
761 void
762 LookAt (char *buf, int len, player *pl)
763 {
764 int dx, dy;
765 char *cp;
766
767 dx = atoi (buf);
768 if (!(cp = strchr (buf, ' ')))
769 {
770 return;
771 }
772 dy = atoi (cp);
773
774 if (FABS (dx) > pl->socket.mapx / 2 || FABS (dy) > pl->socket.mapy / 2)
775 return;
776
777 if (pl->blocked_los[dx + pl->socket.mapx / 2][dy + pl->socket.mapy / 2])
778 return;
779
780 look_at (pl->ob, dx, dy);
781 }
782
783 /** Move an object to a new location */
784 void
785 esrv_move_object (object *pl, tag_t to, tag_t tag, long nrof)
786 {
787 object *op, *env;
788
789 op = esrv_get_ob_from_count (pl, tag);
790 if (!op)
791 {
792 LOG (llevDebug, "Player '%s' tried to move an unknown object (%ld)\n", &pl->name, tag);
793 return;
794 }
795
796 if (!to)
797 { /* drop it to the ground */
798
799 /* LOG(llevDebug, "Drop it on the ground.\n");*/
800
801 if (op->map && !op->env)
802 {
803
804 /* LOG(llevDebug,"Dropping object to ground that is already on ground\n");*/
805 return;
806 }
807 /* If it is an active container, then we should drop all objects
808 * in the container and not the container itself.
809 */
810 if (op->inv && QUERY_FLAG (op, FLAG_APPLIED))
811 {
812 object *current, *next;
813
814 for (current = op->inv; current != NULL; current = next)
815 {
816 next = current->below;
817 drop_object (pl, current, 0);
818 }
819 esrv_update_item (UPD_WEIGHT, pl, op);
820 }
821 else
822 {
823 drop_object (pl, op, nrof);
824 }
825 return;
826 }
827 else if (to == pl->count)
828 { /* pick it up to the inventory */
829 /* return if player has already picked it up */
830 if (op->env == pl)
831 return;
832
833 pl->contr->count = nrof;
834 pick_up (pl, op);
835 return;
836 }
837 env = esrv_get_ob_from_count (pl, to);
838 if (!env)
839 {
840 LOG (llevDebug, "Player '%s' tried to move object to the unknown location (%d)\n", &pl->name, to);
841 return;
842 }
843 /* put_object_in_sack presumes that necessary sanity checking
844 * has already been done (eg, it can be picked up and fits in
845 * in a sack, so check for those things. We should also check
846 * an make sure env is in fact a container for that matter.
847 */
848 if (env->type == CONTAINER && can_pick (pl, op) && sack_can_hold (pl, env, op, nrof))
849 {
850 put_object_in_sack (pl, env, op, nrof);
851 }
852 }