ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/item.c
Revision: 1.5
Committed: Sun Aug 13 17:16:06 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.4: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1
2 /*
3 * static char *rcsid_item_c =
4 * "$Id$";
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 if (pl->contr->transport)
225 for (tmp=pl->contr->transport->inv; tmp && tmp->above;tmp=tmp->above) ;
226 else
227 for (tmp=get_map_ob(pl->map,pl->x,pl->y); tmp && tmp->above;tmp=tmp->above) ;
228
229 sl.buf=malloc(MAXSOCKBUF);
230
231 Write_String_To_Socket(&pl->contr->socket, "delinv 0", strlen("delinv 0"));
232 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
233 sl.len=strlen((char*)sl.buf);
234
235 SockList_AddInt(&sl, 0);
236
237 if (!(pl->contr->socket.faces_sent[empty_face->number]&NS_FACESENT_FACE))
238 esrv_send_face(&pl->contr->socket, empty_face->number,0);
239
240 if (pl->contr->socket.look_position) {
241 SockList_AddInt(&sl, 0x80000000 | (pl->contr->socket.look_position- NUM_LOOK_OBJECTS));
242 SockList_AddInt(&sl, 0);
243 SockList_AddInt(&sl, -1);
244 SockList_AddInt(&sl, empty_face->number);
245 sprintf(buf,"Click here to see %d previous items", NUM_LOOK_OBJECTS);
246 add_stringlen_to_sockbuf(buf, &sl);
247 SockList_AddShort(&sl,0);
248 SockList_AddChar(&sl, 0);
249 SockList_AddInt(&sl, 0);
250 if (pl->contr->socket.itemcmd == 2)
251 SockList_AddShort(&sl, 0);
252 }
253
254 if (pl->contr->transport) {
255 add_object_to_socklist(&pl->contr->socket, &sl, pl->contr->transport);
256 got_one++;
257 }
258
259 for (last=NULL; tmp!=last; tmp=tmp->below) {
260 object *head;
261
262 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR) && !last) {
263 last = tmp->below; /* assumes double floor mode */
264 if (last && QUERY_FLAG(last, FLAG_IS_FLOOR))
265 last = last->below;
266 }
267 if (LOOK_OBJ(tmp)) {
268 if (++start_look < pl->contr->socket.look_position) continue;
269 end_look++;
270 if (end_look > NUM_LOOK_OBJECTS) {
271 /* What we basically do is make a 'fake' object - when the user applies it,
272 * we notice the special tag the object has, and act accordingly.
273 */
274 SockList_AddInt(&sl, 0x80000000 | (pl->contr->socket.look_position+ NUM_LOOK_OBJECTS));
275 SockList_AddInt(&sl, 0);
276 SockList_AddInt(&sl, -1);
277 SockList_AddInt(&sl, empty_face->number);
278 sprintf(buf,"Click here to see next group of items");
279 add_stringlen_to_sockbuf(buf, &sl);
280 SockList_AddShort(&sl,0);
281 SockList_AddChar(&sl, 0);
282 SockList_AddInt(&sl, 0);
283 if (pl->contr->socket.itemcmd == 2)
284 SockList_AddShort(&sl, 0);
285 break;
286 }
287 if (tmp->head) head = tmp->head;
288 else head = tmp;
289
290 add_object_to_socklist(&pl->contr->socket, &sl, head);
291 got_one++;
292
293 if (sl.len >= (MAXSOCKBUF-MAXITEMLEN)) {
294 Send_With_Handling(&pl->contr->socket, &sl);
295 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
296 sl.len=strlen((char*)sl.buf);
297 SockList_AddInt(&sl, 0);
298 got_one=0;
299 }
300 } /* If LOOK_OBJ() */
301 }
302 if (got_one)
303 Send_With_Handling(&pl->contr->socket, &sl);
304
305 free(sl.buf);
306 }
307
308 /**
309 * Sends whole inventory.
310 */
311 void esrv_send_inventory(object *pl, object *op)
312 {
313 object *tmp;
314 int got_one=0;
315 SockList sl;
316
317 sl.buf=malloc(MAXSOCKBUF);
318
319 sprintf((char*)sl.buf,"delinv %d", op->count);
320 sl.len=strlen((char*)sl.buf);
321 Send_With_Handling(&pl->contr->socket, &sl);
322
323 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
324 sl.len=strlen((char*)sl.buf);
325
326 SockList_AddInt(&sl, op->count);
327
328 for (tmp=op->inv; tmp; tmp=tmp->below) {
329 object *head;
330
331 if (tmp->head) head = tmp->head;
332 else head = tmp;
333
334 if (LOOK_OBJ(head)) {
335 add_object_to_socklist(&pl->contr->socket, &sl, head);
336
337 got_one++;
338
339 /* IT is possible for players to accumulate a huge amount of
340 * items (especially with some of the bags out there) to
341 * overflow the buffer. IF so, send multiple item commands.
342 */
343 if (sl.len >= (MAXSOCKBUF-MAXITEMLEN)) {
344 Send_With_Handling(&pl->contr->socket, &sl);
345 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
346 sl.len=strlen((char*)sl.buf);
347 SockList_AddInt(&sl, op->count);
348 got_one=0;
349 }
350 } /* If LOOK_OBJ() */
351 }
352 if (got_one)
353 Send_With_Handling(&pl->contr->socket, &sl);
354 free(sl.buf);
355 }
356
357 /**
358 * Updates object *op for player *pl.
359 *
360 * flags is a list of values to update
361 * to the client (as defined in newclient.h - might as well use the
362 * same value both places.
363 */
364
365 void esrv_update_item(int flags, object *pl, object *op)
366 {
367 SockList sl;
368
369 /* If we have a request to send the player item, skip a few checks. */
370 if (op!=pl) {
371 if (! LOOK_OBJ(op))
372 return;
373 /* we remove the check for op->env, because in theory, the object
374 * is hopefully in the same place, so the client should preserve
375 * order.
376 */
377 }
378 if (!QUERY_FLAG(op, FLAG_CLIENT_SENT)) {
379 /* FLAG_CLIENT_SENT is debug only. We are using it to see where
380 * this is happening - we can set a breakpoint here in the debugger
381 * and track back the call.
382 */
383 LOG(llevDebug,"We have not sent item %s (%d)\n", op->name, op->count);
384 }
385 sl.buf=malloc(MAXSOCKBUF);
386
387 strcpy((char*)sl.buf,"upditem ");
388 sl.len=strlen((char*)sl.buf);
389
390 SockList_AddChar(&sl, (char) flags);
391
392 if (op->head) op=op->head;
393
394 SockList_AddInt(&sl, op->count);
395
396 if (flags & UPD_LOCATION)
397 SockList_AddInt(&sl, op->env? op->env->count:0);
398
399 if (flags & UPD_FLAGS)
400 SockList_AddInt(&sl, query_flags(op));
401
402 if (flags & UPD_WEIGHT) {
403 sint32 weight = WEIGHT(op);
404
405 /* TRANSPORTS are odd - they sort of look like containers, yet can't be
406 * picked up. So we don't to send the weight, as it is odd that you see
407 * weight sometimes and not other (the draw_look won't send it
408 * for example.
409 */
410 SockList_AddInt(&sl, QUERY_FLAG(op, FLAG_NO_PICK) ? -1 : weight);
411 if (pl == op) {
412 op->contr->last_weight = weight;
413 }
414 }
415
416 if (flags & UPD_FACE) {
417 if (!(pl->contr->socket.faces_sent[op->face->number] & NS_FACESENT_FACE))
418 esrv_send_face(&pl->contr->socket, op->face->number,0);
419 SockList_AddInt(&sl, op->face->number);
420 }
421 if (flags & UPD_NAME) {
422 int len;
423 const char *item_p;
424 char item_n[MAX_BUF];
425
426 if (!op->custom_name) {
427 strncpy(item_n,query_base_name(op, 0),127);
428 item_n[127]=0;
429 len=strlen(item_n);
430 item_p=query_base_name(op, 1);
431 }
432 else {
433 strncpy(item_n,op->custom_name,127);
434 item_n[127]=0;
435 len=strlen(item_n);
436 item_p=op->custom_name;
437 }
438
439 strncpy(item_n+len+1, item_p, 127);
440 item_n[254]=0;
441 len += strlen(item_n+1+len) + 1;
442 SockList_AddChar(&sl, (char)len);
443 memcpy(sl.buf+sl.len, item_n, len);
444 sl.len += len;
445 }
446 if (flags & UPD_ANIM)
447 SockList_AddShort(&sl,op->animation_id);
448
449 if (flags & UPD_ANIMSPEED) {
450 int anim_speed=0;
451 if (QUERY_FLAG(op,FLAG_ANIMATE)) {
452 if (op->anim_speed) anim_speed=op->anim_speed;
453 else {
454 if (FABS(op->speed)<0.001) anim_speed=255;
455 else if (FABS(op->speed)>=1.0) anim_speed=1;
456 else anim_speed = (int) (1.0/FABS(op->speed));
457 }
458 if (anim_speed>255) anim_speed=255;
459 }
460 SockList_AddChar(&sl, (char)anim_speed);
461 }
462 if (flags & UPD_NROF)
463 SockList_AddInt(&sl, op->nrof);
464
465 Send_With_Handling(&pl->contr->socket, &sl);
466 free(sl.buf);
467 }
468
469 /**
470 * Sends item's info to player.
471 */
472 void esrv_send_item(object *pl, object*op)
473 {
474 SockList sl;
475
476 /* If this is not the player object, do some more checks */
477 if (op!=pl) {
478 /* We only send 'visibile' objects to the client */
479 if (! LOOK_OBJ(op))
480 return;
481 /* if the item is on the ground, mark that the look needs to
482 * be updated.
483 */
484 if (!op->env) {
485 pl->contr->socket.update_look=1;
486 return;
487 }
488 }
489
490 sl.buf=malloc(MAXSOCKBUF);
491
492 sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
493 sl.len=strlen((char*)sl.buf);
494
495 if (op->head) op=op->head;
496
497 SockList_AddInt(&sl, op->env? op->env->count:0);
498
499 add_object_to_socklist(&pl->contr->socket, &sl, op);
500
501 Send_With_Handling(&pl->contr->socket, &sl);
502 SET_FLAG(op, FLAG_CLIENT_SENT);
503 free(sl.buf);
504 }
505
506 /**
507 * Tells the client to delete an item. Uses the item
508 * command with a -1 location.
509 */
510
511 void esrv_del_item(player *pl, int tag)
512 {
513 SockList sl;
514
515 sl.buf=malloc(MAXSOCKBUF);
516
517 strcpy((char*)sl.buf,"delitem ");
518 sl.len=strlen((char*)sl.buf);
519 SockList_AddInt(&sl, tag);
520
521 Send_With_Handling(&pl->socket, &sl);
522 free(sl.buf);
523 }
524
525
526 /*******************************************************************************
527 *
528 * Client has requested us to do something with an object.
529 *
530 ******************************************************************************/
531
532 /**
533 * Takes a player and object count (tag) and returns the actual object
534 * pointer, or null if it can't be found.
535 */
536
537 object *esrv_get_ob_from_count(object *pl, tag_t count)
538 {
539 object *op, *tmp;
540
541 if (pl->count == count)
542 return pl;
543
544 for(op = pl->inv; op; op = op->below)
545 if (op->count == count)
546 return op;
547 else if (op->type == CONTAINER && pl->container == op)
548 for(tmp = op->inv; tmp; tmp = tmp->below)
549 if (tmp->count == count)
550 return tmp;
551
552 for(op = get_map_ob (pl->map, pl->x, pl->y); op; op = op->above)
553 if (op->head != NULL && op->head->count == count)
554 return op;
555 else if (op->count == count)
556 return op;
557 else if (op->type == CONTAINER && pl->container == op)
558 for(tmp = op->inv; tmp; tmp = tmp->below)
559 if (tmp->count == count)
560 return tmp;
561
562 if (pl->contr->transport) {
563 for(tmp = pl->contr->transport->inv; tmp; tmp = tmp->below)
564 if (tmp->count == count)
565 return tmp;
566 }
567 return NULL;
568 }
569
570
571 /** Client wants to examine some object. So lets do so. */
572 void ExamineCmd(char *buf, int len,player *pl)
573 {
574 long tag = atoi(buf);
575 object *op = esrv_get_ob_from_count(pl->ob, tag);
576
577 if (!op) {
578 LOG(llevDebug, "Player '%s' tried to examine the unknown object (%ld)\n",
579 pl->ob->name, tag);
580 return;
581 }
582 examine (pl->ob, op);
583 }
584
585 /** Client wants to apply some object. Lets do so. */
586 void ApplyCmd(char *buf, int len,player *pl)
587 {
588 uint32 tag = atoi(buf);
589 object *op = esrv_get_ob_from_count(pl->ob, tag);
590
591 /* sort of a hack, but if the player saves and the player then manually
592 * applies a savebed (or otherwise tries to do stuff), we run into trouble.
593 */
594 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) return;
595
596 /* If the high bit is set, player applied a pseudo object. */
597 if (tag & 0x80000000) {
598 pl->socket.look_position = tag & 0x7fffffff;
599 pl->socket.update_look = 1;
600 return;
601 }
602
603 if (!op) {
604 LOG(llevDebug, "Player '%s' tried to apply the unknown object (%d)\n",
605 pl->ob->name, tag);
606 return;
607 }
608 player_apply (pl->ob, op, 0, 0);
609 }
610
611 /** Client wants to apply some object. Lets do so. */
612 void LockItem(uint8 *data, int len,player *pl)
613 {
614 int flag, tag;
615 object *op;
616
617 flag = data[0];
618 tag = GetInt_String(data+1);
619 op = esrv_get_ob_from_count(pl->ob, tag);
620
621 if (!op) {
622 new_draw_info(NDI_UNIQUE, 0, pl->ob,"Could not find object to lock/unlock");
623 return;
624 }
625 if (!flag)
626 CLEAR_FLAG(op,FLAG_INV_LOCKED);
627 else
628 SET_FLAG(op,FLAG_INV_LOCKED);
629 esrv_update_item(UPD_FLAGS, pl->ob, op);
630 }
631
632 /** Client wants to apply some object. Lets do so. */
633 void MarkItem(uint8 *data, int len,player *pl)
634 {
635 int tag;
636 object *op;
637
638 tag = GetInt_String(data);
639 op = esrv_get_ob_from_count(pl->ob, tag);
640 if (!op) {
641 new_draw_info(NDI_UNIQUE, 0, pl->ob,"Could not find object to mark");
642 return;
643 }
644 pl->mark = op;
645 pl->mark_count = op->count;
646 new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "Marked item %s", query_name(op));
647 }
648
649
650 /**
651 * look_at prints items on the specified square.
652 *
653 * [ removed EARTHWALL check and added check for containers inventory.
654 * Tero.Haatanen@lut.fi ]
655 */
656 void look_at(object *op,int dx,int dy) {
657 object *tmp;
658 int flag=0;
659 sint16 x,y;
660 mapstruct *m;
661
662 x = op->x + dx;
663 y = op->y + dy;
664
665 if (out_of_map(op->map, x, y)) return;
666
667 m = get_map_from_coord(op->map, &x, &y);
668 if (!m) return;
669
670 for(tmp=get_map_ob(m, x ,y);tmp!=NULL&&tmp->above!=NULL;
671 tmp=tmp->above);
672
673 for ( ; tmp != NULL; tmp=tmp->below ) {
674 if (tmp->invisible && !QUERY_FLAG(op, FLAG_WIZ)) continue;
675
676 if(!flag) {
677 if(dx||dy)
678 new_draw_info(NDI_UNIQUE, 0,op,"There you see:");
679 else {
680 clear_win_info(op);
681 new_draw_info(NDI_UNIQUE, 0,op,"You see:");
682 }
683 flag=1;
684 }
685
686 if (QUERY_FLAG(op, FLAG_WIZ))
687 new_draw_info_format(NDI_UNIQUE,0, op, "- %s (%d).",query_name(tmp),tmp->count);
688 else
689 new_draw_info_format(NDI_UNIQUE,0, op, "- %s.",query_name(tmp));
690
691 if (((tmp->inv!=NULL || (tmp->head && tmp->head->inv)) &&
692 (tmp->type != CONTAINER && tmp->type!=FLESH)) || QUERY_FLAG(op, FLAG_WIZ))
693 inventory(op,tmp->head==NULL?tmp:tmp->head);
694
695 if(QUERY_FLAG(tmp, FLAG_IS_FLOOR)&&!QUERY_FLAG(op, FLAG_WIZ)) /* don't continue under the floor */
696 break;
697 }
698
699 if(!flag) {
700 if(dx||dy)
701 new_draw_info(NDI_UNIQUE, 0,op,"You see nothing there.");
702 else
703 new_draw_info(NDI_UNIQUE, 0,op,"You see nothing.");
704 }
705 }
706
707
708
709 /** Client wants to look at some object. Lets do so. */
710 void LookAt(char *buf, int len,player *pl)
711 {
712 int dx, dy;
713 char *cp;
714
715 dx=atoi(buf);
716 if (!(cp=strchr(buf,' '))) {
717 return;
718 }
719 dy=atoi(cp);
720
721 if (FABS(dx) > pl->socket.mapx / 2 || FABS(dy) > pl->socket.mapy / 2)
722 return;
723
724 if(pl->blocked_los[dx + pl->socket.mapx / 2][dy + pl->socket.mapy / 2])
725 return;
726
727 look_at(pl->ob, dx, dy);
728 }
729
730 /** Move an object to a new location */
731 void esrv_move_object (object *pl, tag_t to, tag_t tag, long nrof)
732 {
733 object *op, *env;
734
735 op = esrv_get_ob_from_count(pl, tag);
736 if (!op) {
737 LOG(llevDebug, "Player '%s' tried to move an unknown object (%ld)\n",
738 pl->name, tag);
739 return;
740 }
741
742 /* If on a transport, you don't drop to the ground - you drop to the
743 * transport.
744 */
745 if (!to && !pl->contr->transport) { /* drop it to the ground */
746 /* LOG(llevDebug, "Drop it on the ground.\n");*/
747
748 if (op->map && !op->env) {
749 /* LOG(llevDebug,"Dropping object to ground that is already on ground\n");*/
750 return;
751 }
752 /* If it is an active container, then we should drop all objects
753 * in the container and not the container itself.
754 */
755 if (op->inv && QUERY_FLAG(op, FLAG_APPLIED)) {
756 object *current, *next;
757 for (current=op->inv; current!=NULL; current=next) {
758 next=current->below;
759 drop_object(pl, current, 0);
760 }
761 esrv_update_item(UPD_WEIGHT, pl, op);
762 }
763 else {
764 drop_object (pl, op, nrof);
765 }
766 return;
767 } else if (to == pl->count) { /* pick it up to the inventory */
768 /* return if player has already picked it up */
769 if (op->env == pl) return;
770
771 pl->contr->count = nrof;
772 pick_up(pl, op);
773 return ;
774 }
775 /* If not dropped or picked up, we are putting it into a sack */
776 if (pl->contr->transport) {
777 if (can_pick(pl, op) && transport_can_hold(pl->contr->transport, op, nrof)) {
778 put_object_in_sack (pl, pl->contr->transport, op, nrof);
779 }
780 } else {
781 env = esrv_get_ob_from_count(pl, to);
782 if (!env) {
783 LOG(llevDebug,
784 "Player '%s' tried to move object to the unknown location (%d)\n",
785 pl->name, to);
786 return;
787 }
788 /* put_object_in_sack presumes that necessary sanity checking
789 * has already been done (eg, it can be picked up and fits in
790 * in a sack, so check for those things. We should also check
791 * an make sure env is in fact a container for that matter.
792 */
793 if (env->type == CONTAINER
794 && can_pick(pl, op) && sack_can_hold(pl, env, op, nrof)) {
795 put_object_in_sack (pl, env, op, nrof);
796 }
797 }
798 }
799
800