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/cvs/deliantra/server/socket/item.C
Revision: 1.4
Committed: Sun Sep 3 00:18:43 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +6 -10 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1
2 /*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.3 2006-08-29 08:01:38 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28 */
29
30 /**
31 * \file
32 * Client/server logic.
33 *
34 * \date 2003-12-02
35 *
36 * This containes item logic for client/server. It doesn't contain
37 * the actual commands that send the data, but does contain
38 * the logic for what items should be sent.
39 */
40
41
42 #include <global.h>
43 #include <object.h> /* LOOK_OBJ */
44 #include <newclient.h>
45 #include <newserver.h>
46 #include <sproto.h>
47
48 /** This is the maximum number of bytes we expect any one item to take up */
49 #define MAXITEMLEN 300
50
51 /*******************************************************************************
52 *
53 * Functions related to sending object data to the client.
54 *
55 ******************************************************************************/
56
57 /**
58 * Adds string to socklist.
59 *
60 * This is a simple function that we use a lot here. It basically
61 * adds the specified buffer into the socklist, but prepends a
62 * single byte in length. If the data is longer than that byte, it is
63 * truncated approprately.
64 */
65 inline void add_stringlen_to_sockbuf(const char *buf, SockList *sl)
66 {
67 int len;
68
69 len=strlen(buf);
70 if (len>255) len=255;
71 SockList_AddChar(sl, (char) len);
72 strncpy((char*)sl->buf+sl->len, buf,len);
73 sl->len += len;
74 }
75
76 /**
77 * This is a similar to query_name, but returns flags
78 * to be sended to client.
79 */
80 unsigned int query_flags (object *op)
81 {
82 unsigned int flags = 0;
83
84 if(QUERY_FLAG(op,FLAG_APPLIED)) {
85 switch(op->type) {
86 case BOW:
87 case WAND:
88 case ROD:
89 case HORN:
90 flags = a_readied;
91 break;
92 case WEAPON:
93 flags = a_wielded;
94 break;
95 case SKILL:
96 case ARMOUR:
97 case HELMET:
98 case SHIELD:
99 case RING:
100 case BOOTS:
101 case GLOVES:
102 case AMULET:
103 case GIRDLE:
104 case BRACERS:
105 case CLOAK:
106 flags = a_worn;
107 break;
108 case CONTAINER:
109 flags = a_active;
110 break;
111 default:
112 flags = a_applied;
113 break;
114 }
115 }
116 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
117 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
118 flags |= F_OPEN;
119
120 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
121 if(QUERY_FLAG(op,FLAG_DAMNED))
122 flags |= F_DAMNED;
123 else if(QUERY_FLAG(op,FLAG_CURSED))
124 flags |= F_CURSED;
125 }
126 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
127 flags |= F_MAGIC;
128 if (QUERY_FLAG(op,FLAG_UNPAID))
129 flags |= F_UNPAID;
130 if (QUERY_FLAG(op,FLAG_INV_LOCKED))
131 flags |= F_LOCKED;
132
133 return flags;
134 }
135
136 /* Used in the send_look to put object head into SockList
137 * sl for socket ns. Need socket to know if we need to send
138 * animation of face to the client.
139 */
140 static void 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 strncpy(item_n,query_base_name(head, 0),127);
163 item_n[127]=0;
164 len=strlen(item_n);
165 item_p=query_base_name(head, 1);
166 } else {
167 strncpy(item_n,head->custom_name,127);
168 item_n[127]=0;
169 len=strlen(item_n);
170 item_p=head->custom_name;
171 }
172 strncpy(item_n+len+1, item_p, 127);
173 item_n[254]=0;
174 len += strlen(item_n+1+len) + 1;
175 SockList_AddChar(sl, (char ) len);
176 memcpy(sl->buf+sl->len, item_n, len);
177 sl->len += len;
178
179 SockList_AddShort(sl,head->animation_id);
180 anim_speed=0;
181 if (QUERY_FLAG(head,FLAG_ANIMATE)) {
182 if (head->anim_speed) anim_speed=head->anim_speed;
183 else {
184 if (FABS(head->speed)<0.001) anim_speed=255;
185 else if (FABS(head->speed)>=1.0) anim_speed=1;
186 else anim_speed = (int) (1.0/FABS(head->speed));
187 }
188 if (anim_speed>255) anim_speed=255;
189 }
190 SockList_AddChar(sl, (char) anim_speed);
191 SockList_AddInt(sl, head->nrof);
192
193 if (ns->itemcmd == 2)
194 SockList_AddShort(sl, head->client_type);
195
196 SET_FLAG(head, FLAG_CLIENT_SENT);
197 }
198
199
200 /**
201 * Send the look window. Don't need to do animations here
202 * This sends all the faces to the client, not just updates. This is
203 * because object ordering would otherwise be inconsistent
204 */
205
206 void esrv_draw_look(object *pl)
207 {
208 object *tmp, *last;
209 int got_one=0,start_look=0, end_look=0;
210 SockList sl;
211 char buf[MAX_BUF];
212
213 if (!pl->contr->socket.update_look) {
214 LOG(llevDebug,"esrv_draw_look called when update_look was not set\n");
215 return;
216 } else {
217 pl->contr->socket.update_look=0;
218 }
219
220 if(QUERY_FLAG(pl, FLAG_REMOVED) || pl->map == NULL ||
221 pl->map->in_memory != MAP_IN_MEMORY || out_of_map(pl->map,pl->x,pl->y))
222 return;
223
224 for (tmp=get_map_ob(pl->map,pl->x,pl->y); tmp && tmp->above;tmp=tmp->above) ;
225
226 sl.buf= (unsigned char *) malloc(MAXSOCKBUF);
227
228 Write_String_To_Socket(&pl->contr->socket, "delinv 0", strlen("delinv 0"));
229 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
230 sl.len=strlen((char*)sl.buf);
231
232 SockList_AddInt(&sl, 0);
233
234 if (!(pl->contr->socket.faces_sent[empty_face->number]&NS_FACESENT_FACE))
235 esrv_send_face(&pl->contr->socket, empty_face->number,0);
236
237 if (pl->contr->socket.look_position) {
238 SockList_AddInt(&sl, 0x80000000 | (pl->contr->socket.look_position- NUM_LOOK_OBJECTS));
239 SockList_AddInt(&sl, 0);
240 SockList_AddInt(&sl, (uint32) -1);
241 SockList_AddInt(&sl, empty_face->number);
242 sprintf(buf,"Click here to see %d previous items", NUM_LOOK_OBJECTS);
243 add_stringlen_to_sockbuf(buf, &sl);
244 SockList_AddShort(&sl,0);
245 SockList_AddChar(&sl, 0);
246 SockList_AddInt(&sl, 0);
247 if (pl->contr->socket.itemcmd == 2)
248 SockList_AddShort(&sl, 0);
249 }
250
251 for (last=NULL; tmp!=last; tmp=tmp->below) {
252 object *head;
253
254 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR) && !last) {
255 last = tmp->below; /* assumes double floor mode */
256 if (last && QUERY_FLAG(last, FLAG_IS_FLOOR))
257 last = last->below;
258 }
259 if (LOOK_OBJ(tmp)) {
260 if (++start_look < pl->contr->socket.look_position) continue;
261 end_look++;
262 if (end_look > NUM_LOOK_OBJECTS) {
263 /* What we basically do is make a 'fake' object - when the user applies it,
264 * we notice the special tag the object has, and act accordingly.
265 */
266 SockList_AddInt(&sl, 0x80000000 | (pl->contr->socket.look_position+ NUM_LOOK_OBJECTS));
267 SockList_AddInt(&sl, 0);
268 SockList_AddInt(&sl, (uint32) -1);
269 SockList_AddInt(&sl, empty_face->number);
270 sprintf(buf,"Click here to see next group of items");
271 add_stringlen_to_sockbuf(buf, &sl);
272 SockList_AddShort(&sl,0);
273 SockList_AddChar(&sl, 0);
274 SockList_AddInt(&sl, 0);
275 if (pl->contr->socket.itemcmd == 2)
276 SockList_AddShort(&sl, 0);
277 break;
278 }
279 if (tmp->head) head = tmp->head;
280 else head = tmp;
281
282 add_object_to_socklist(&pl->contr->socket, &sl, head);
283 got_one++;
284
285 if (sl.len >= (MAXSOCKBUF-MAXITEMLEN)) {
286 Send_With_Handling(&pl->contr->socket, &sl);
287 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
288 sl.len=strlen((char*)sl.buf);
289 SockList_AddInt(&sl, 0);
290 got_one=0;
291 }
292 } /* If LOOK_OBJ() */
293 }
294 if (got_one)
295 Send_With_Handling(&pl->contr->socket, &sl);
296
297 free(sl.buf);
298 }
299
300 /**
301 * Sends whole inventory.
302 */
303 void esrv_send_inventory(object *pl, object *op)
304 {
305 object *tmp;
306 int got_one=0;
307 SockList sl;
308
309 sl.buf= (unsigned char *) malloc(MAXSOCKBUF);
310
311 sprintf((char*)sl.buf,"delinv %d", op->count);
312 sl.len=strlen((char*)sl.buf);
313 Send_With_Handling(&pl->contr->socket, &sl);
314
315 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
316 sl.len=strlen((char*)sl.buf);
317
318 SockList_AddInt(&sl, op->count);
319
320 for (tmp=op->inv; tmp; tmp=tmp->below) {
321 object *head;
322
323 if (tmp->head) head = tmp->head;
324 else head = tmp;
325
326 if (LOOK_OBJ(head)) {
327 add_object_to_socklist(&pl->contr->socket, &sl, head);
328
329 got_one++;
330
331 /* IT is possible for players to accumulate a huge amount of
332 * items (especially with some of the bags out there) to
333 * overflow the buffer. IF so, send multiple item commands.
334 */
335 if (sl.len >= (MAXSOCKBUF-MAXITEMLEN)) {
336 Send_With_Handling(&pl->contr->socket, &sl);
337 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
338 sl.len=strlen((char*)sl.buf);
339 SockList_AddInt(&sl, op->count);
340 got_one=0;
341 }
342 } /* If LOOK_OBJ() */
343 }
344 if (got_one)
345 Send_With_Handling(&pl->contr->socket, &sl);
346 free(sl.buf);
347 }
348
349 /**
350 * Updates object *op for player *pl.
351 *
352 * flags is a list of values to update
353 * to the client (as defined in newclient.h - might as well use the
354 * same value both places.
355 */
356
357 void esrv_update_item(int flags, object *pl, object *op)
358 {
359 SockList sl;
360
361 /* If we have a request to send the player item, skip a few checks. */
362 if (op!=pl) {
363 if (! LOOK_OBJ(op))
364 return;
365 /* we remove the check for op->env, because in theory, the object
366 * is hopefully in the same place, so the client should preserve
367 * order.
368 */
369 }
370 if (!QUERY_FLAG(op, FLAG_CLIENT_SENT)) {
371 /* FLAG_CLIENT_SENT is debug only. We are using it to see where
372 * this is happening - we can set a breakpoint here in the debugger
373 * and track back the call.
374 */
375 LOG(llevDebug,"We have not sent item %s (%d)\n", &op->name, op->count);
376 }
377 sl.buf= (unsigned char *) malloc(MAXSOCKBUF);
378
379 strcpy((char*)sl.buf,"upditem ");
380 sl.len=strlen((char*)sl.buf);
381
382 SockList_AddChar(&sl, (char) flags);
383
384 if (op->head) op=op->head;
385
386 SockList_AddInt(&sl, op->count);
387
388 if (flags & UPD_LOCATION)
389 SockList_AddInt(&sl, op->env? op->env->count:0);
390
391 if (flags & UPD_FLAGS)
392 SockList_AddInt(&sl, query_flags(op));
393
394 if (flags & UPD_WEIGHT) {
395 sint32 weight = WEIGHT(op);
396
397 SockList_AddInt(&sl, QUERY_FLAG(op, FLAG_NO_PICK) ? -1 : weight);
398 if (pl == op) {
399 op->contr->last_weight = weight;
400 }
401 }
402
403 if (flags & UPD_FACE) {
404 if (!(pl->contr->socket.faces_sent[op->face->number] & NS_FACESENT_FACE))
405 esrv_send_face(&pl->contr->socket, op->face->number,0);
406 SockList_AddInt(&sl, op->face->number);
407 }
408 if (flags & UPD_NAME) {
409 int len;
410 const char *item_p;
411 char item_n[MAX_BUF];
412
413 if (!op->custom_name) {
414 strncpy(item_n,query_base_name(op, 0),127);
415 item_n[127]=0;
416 len=strlen(item_n);
417 item_p=query_base_name(op, 1);
418 }
419 else {
420 strncpy(item_n,op->custom_name,127);
421 item_n[127]=0;
422 len=strlen(item_n);
423 item_p=op->custom_name;
424 }
425
426 strncpy(item_n+len+1, item_p, 127);
427 item_n[254]=0;
428 len += strlen(item_n+1+len) + 1;
429 SockList_AddChar(&sl, (char)len);
430 memcpy(sl.buf+sl.len, item_n, len);
431 sl.len += len;
432 }
433 if (flags & UPD_ANIM)
434 SockList_AddShort(&sl,op->animation_id);
435
436 if (flags & UPD_ANIMSPEED) {
437 int anim_speed=0;
438 if (QUERY_FLAG(op,FLAG_ANIMATE)) {
439 if (op->anim_speed) anim_speed=op->anim_speed;
440 else {
441 if (FABS(op->speed)<0.001) anim_speed=255;
442 else if (FABS(op->speed)>=1.0) anim_speed=1;
443 else anim_speed = (int) (1.0/FABS(op->speed));
444 }
445 if (anim_speed>255) anim_speed=255;
446 }
447 SockList_AddChar(&sl, (char)anim_speed);
448 }
449 if (flags & UPD_NROF)
450 SockList_AddInt(&sl, op->nrof);
451
452 Send_With_Handling(&pl->contr->socket, &sl);
453 free(sl.buf);
454 }
455
456 /**
457 * Sends item's info to player.
458 */
459 void esrv_send_item(object *pl, object*op)
460 {
461 SockList sl;
462
463 /* If this is not the player object, do some more checks */
464 if (op!=pl) {
465 /* We only send 'visibile' objects to the client */
466 if (! LOOK_OBJ(op))
467 return;
468 /* if the item is on the ground, mark that the look needs to
469 * be updated.
470 */
471 if (!op->env) {
472 pl->contr->socket.update_look=1;
473 return;
474 }
475 }
476
477 sl.buf= (unsigned char *) malloc(MAXSOCKBUF);
478
479 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
480 sl.len=strlen((char*)sl.buf);
481
482 if (op->head) op=op->head;
483
484 SockList_AddInt(&sl, op->env? op->env->count:0);
485
486 add_object_to_socklist(&pl->contr->socket, &sl, op);
487
488 Send_With_Handling(&pl->contr->socket, &sl);
489 SET_FLAG(op, FLAG_CLIENT_SENT);
490 free(sl.buf);
491 }
492
493 /**
494 * Tells the client to delete an item. Uses the item
495 * command with a -1 location.
496 */
497
498 void esrv_del_item(player *pl, int tag)
499 {
500 SockList sl;
501
502 sl.buf= (unsigned char *) malloc(MAXSOCKBUF);
503
504 strcpy((char*)sl.buf,"delitem ");
505 sl.len=strlen((char*)sl.buf);
506 SockList_AddInt(&sl, tag);
507
508 Send_With_Handling(&pl->socket, &sl);
509 free(sl.buf);
510 }
511
512
513 /*******************************************************************************
514 *
515 * Client has requested us to do something with an object.
516 *
517 ******************************************************************************/
518
519 /**
520 * Takes a player and object count (tag) and returns the actual object
521 * pointer, or null if it can't be found.
522 */
523
524 object *esrv_get_ob_from_count(object *pl, tag_t count)
525 {
526 object *op, *tmp;
527
528 if (pl->count == count)
529 return pl;
530
531 for(op = pl->inv; op; op = op->below)
532 if (op->count == count)
533 return op;
534 else if (op->type == CONTAINER && pl->container == op)
535 for(tmp = op->inv; tmp; tmp = tmp->below)
536 if (tmp->count == count)
537 return tmp;
538
539 for(op = get_map_ob (pl->map, pl->x, pl->y); op; op = op->above)
540 if (op->head != NULL && op->head->count == count)
541 return op;
542 else if (op->count == count)
543 return op;
544 else if (op->type == CONTAINER && pl->container == op)
545 for(tmp = op->inv; tmp; tmp = tmp->below)
546 if (tmp->count == count)
547 return tmp;
548
549 return NULL;
550 }
551
552
553 /** Client wants to examine some object. So lets do so. */
554 void ExamineCmd(char *buf, int len,player *pl)
555 {
556 long tag = atoi(buf);
557 object *op = esrv_get_ob_from_count(pl->ob, tag);
558
559 if (!op) {
560 LOG(llevDebug, "Player '%s' tried to examine the unknown object (%ld)\n", &pl->ob->name, tag);
561 return;
562 }
563 examine (pl->ob, op);
564 }
565
566 /** Client wants to apply some object. Lets do so. */
567 void ApplyCmd(char *buf, int len,player *pl)
568 {
569 uint32 tag = atoi(buf);
570 object *op = esrv_get_ob_from_count(pl->ob, tag);
571
572 /* sort of a hack, but if the player saves and the player then manually
573 * applies a savebed (or otherwise tries to do stuff), we run into trouble.
574 */
575 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) return;
576
577 /* If the high bit is set, player applied a pseudo object. */
578 if (tag & 0x80000000) {
579 pl->socket.look_position = tag & 0x7fffffff;
580 pl->socket.update_look = 1;
581 return;
582 }
583
584 if (!op) {
585 LOG(llevDebug, "Player '%s' tried to apply the unknown object (%d)\n", &pl->ob->name, tag);
586 return;
587 }
588 player_apply (pl->ob, op, 0, 0);
589 }
590
591 /** Client wants to apply some object. Lets do so. */
592 void LockItem(uint8 *data, int len,player *pl)
593 {
594 int flag, tag;
595 object *op;
596
597 flag = data[0];
598 tag = GetInt_String(data+1);
599 op = esrv_get_ob_from_count(pl->ob, tag);
600
601 if (!op) {
602 new_draw_info(NDI_UNIQUE, 0, pl->ob,"Could not find object to lock/unlock");
603 return;
604 }
605 if (!flag)
606 CLEAR_FLAG(op,FLAG_INV_LOCKED);
607 else
608 SET_FLAG(op,FLAG_INV_LOCKED);
609 esrv_update_item(UPD_FLAGS, pl->ob, op);
610 }
611
612 /** Client wants to apply some object. Lets do so. */
613 void MarkItem(uint8 *data, int len,player *pl)
614 {
615 int tag;
616 object *op;
617
618 tag = GetInt_String(data);
619 op = esrv_get_ob_from_count(pl->ob, tag);
620 if (!op) {
621 new_draw_info(NDI_UNIQUE, 0, pl->ob,"Could not find object to mark");
622 return;
623 }
624 pl->mark = op;
625 pl->mark_count = op->count;
626 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "Marked item %s", query_name(op));
627 }
628
629
630 /**
631 * look_at prints items on the specified square.
632 *
633 * [ removed EARTHWALL check and added check for containers inventory.
634 * Tero.Haatanen@lut.fi ]
635 */
636 void look_at(object *op,int dx,int dy) {
637 object *tmp;
638 int flag=0;
639 sint16 x,y;
640 mapstruct *m;
641
642 x = op->x + dx;
643 y = op->y + dy;
644
645 if (out_of_map(op->map, x, y)) return;
646
647 m = get_map_from_coord(op->map, &x, &y);
648 if (!m) return;
649
650 for(tmp=get_map_ob(m, x ,y);tmp!=NULL&&tmp->above!=NULL;
651 tmp=tmp->above);
652
653 for ( ; tmp != NULL; tmp=tmp->below ) {
654 if (tmp->invisible && !QUERY_FLAG(op, FLAG_WIZ)) continue;
655
656 if(!flag) {
657 if(dx||dy)
658 new_draw_info(NDI_UNIQUE, 0,op,"There you see:");
659 else {
660 clear_win_info(op);
661 new_draw_info(NDI_UNIQUE, 0,op,"You see:");
662 }
663 flag=1;
664 }
665
666 if (QUERY_FLAG(op, FLAG_WIZ))
667 new_draw_info_format(NDI_UNIQUE,0, op, "- %s (%d).",query_name(tmp),tmp->count);
668 else
669 new_draw_info_format(NDI_UNIQUE,0, op, "- %s.",query_name(tmp));
670
671 if (((tmp->inv!=NULL || (tmp->head && tmp->head->inv)) &&
672 (tmp->type != CONTAINER && tmp->type!=FLESH)) || QUERY_FLAG(op, FLAG_WIZ))
673 inventory(op,tmp->head==NULL?tmp:tmp->head);
674
675 if(QUERY_FLAG(tmp, FLAG_IS_FLOOR)&&!QUERY_FLAG(op, FLAG_WIZ)) /* don't continue under the floor */
676 break;
677 }
678
679 if(!flag) {
680 if(dx||dy)
681 new_draw_info(NDI_UNIQUE, 0,op,"You see nothing there.");
682 else
683 new_draw_info(NDI_UNIQUE, 0,op,"You see nothing.");
684 }
685 }
686
687
688
689 /** Client wants to look at some object. Lets do so. */
690 void LookAt(char *buf, int len,player *pl)
691 {
692 int dx, dy;
693 char *cp;
694
695 dx=atoi(buf);
696 if (!(cp=strchr(buf,' '))) {
697 return;
698 }
699 dy=atoi(cp);
700
701 if (FABS(dx) > pl->socket.mapx / 2 || FABS(dy) > pl->socket.mapy / 2)
702 return;
703
704 if(pl->blocked_los[dx + pl->socket.mapx / 2][dy + pl->socket.mapy / 2])
705 return;
706
707 look_at(pl->ob, dx, dy);
708 }
709
710 /** Move an object to a new location */
711 void esrv_move_object (object *pl, tag_t to, tag_t tag, long nrof)
712 {
713 object *op, *env;
714
715 op = esrv_get_ob_from_count(pl, tag);
716 if (!op) {
717 LOG(llevDebug, "Player '%s' tried to move an unknown object (%ld)\n", &pl->name, tag);
718 return;
719 }
720
721 if (!to) { /* drop it to the ground */
722 /* LOG(llevDebug, "Drop it on the ground.\n");*/
723
724 if (op->map && !op->env) {
725 /* LOG(llevDebug,"Dropping object to ground that is already on ground\n");*/
726 return;
727 }
728 /* If it is an active container, then we should drop all objects
729 * in the container and not the container itself.
730 */
731 if (op->inv && QUERY_FLAG(op, FLAG_APPLIED)) {
732 object *current, *next;
733 for (current=op->inv; current!=NULL; current=next) {
734 next=current->below;
735 drop_object(pl, current, 0);
736 }
737 esrv_update_item(UPD_WEIGHT, pl, op);
738 }
739 else {
740 drop_object (pl, op, nrof);
741 }
742 return;
743 } else if (to == pl->count) { /* pick it up to the inventory */
744 /* return if player has already picked it up */
745 if (op->env == pl) return;
746
747 pl->contr->count = nrof;
748 pick_up(pl, op);
749 return ;
750 }
751 env = esrv_get_ob_from_count(pl, to);
752 if (!env) {
753 LOG(llevDebug,
754 "Player '%s' tried to move object to the unknown location (%d)\n", &pl->name, to);
755 return;
756 }
757 /* put_object_in_sack presumes that necessary sanity checking
758 * has already been done (eg, it can be picked up and fits in
759 * in a sack, so check for those things. We should also check
760 * an make sure env is in fact a container for that matter.
761 */
762 if (env->type == CONTAINER
763 && can_pick(pl, op) && sack_can_hold(pl, env, op, nrof)) {
764 put_object_in_sack (pl, env, op, nrof);
765 }
766 }
767
768