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/*
* static char *rcsid_c_object_c =
* "$Id: c_object.c 7634 2007-12-01 11:42:44Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002,2007 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The author can be reached via e-mail to crossfire-devel@real-time.com
Object (handling) commands
*/
#include <global.h>
#include <loader.h>
#include <skills.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <living.h>
#include <math.h>
static void set_pickup_mode(const object *op, int i);
/*
* Object id parsing functions
*/
#define OBLINKMALLOC(p) if(!((p)=(objectlink *)malloc(sizeof(objectlink))))\
fatal(OUT_OF_MEMORY);
/**
* Search the inventory of 'pl' for what matches best with params.
* we use item_matched_string above - this gives us consistent behaviour
* between many commands. Return the best match, or NULL if no match.
* aflag is used with apply -u , and apply -a to
* only unapply applied, or apply unapplied objects
**/
static object *find_best_apply_object_match(object *pl, const char *params, enum apply_flag aflag)
{
object *tmp, *best=NULL;
int match_val=0,tmpmatch;
for (tmp=pl->inv; tmp; tmp=tmp->below) {
if (tmp->invisible) continue;
if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val) {
if ((aflag==AP_APPLY) && (QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
if ((aflag==AP_UNAPPLY) && (!QUERY_FLAG(tmp,FLAG_APPLIED))) continue;
match_val=tmpmatch;
best=tmp;
}
}
return best;
}
/**
* Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
**/
static object *find_best_object_match(object *pl, const char *params)
{
return find_best_apply_object_match(pl, params, AP_NULL);
}
/*
* Notes about item creation:
* 1) It is similar in syntax to the dm create command.
* 2) It requires a player to have a buildfacility below him, a tool in his
* possesion, and materials to build with.
* 3) The random roll is done in a loop, so if the player tries to make 100,
* he makes 100 checks.
* 4) Exp is given only on succ. creations, but materials are used regardless.
* 5) The properties of the tool are stored in tooltype and weapontype.
* 6) The properties of the buildfacilities are stored in tooltype.
* 7) For now, all ingredients must be type 73 INORGANIC.
* 8) The player can attempt to create any arch, but item_power and value
* will prevent most artifacts from being built.
* 9) The code allows magic bonuses up to +5. It is not trivial to make a +5
* item.
*10) If you ever extend it beyond +5, add more gemtypes. Currently the code
* looks for gemcost gems per item, per plus. So a +5 item requires
* gemcost pearls,rubies,emeralds,sapphires and diamonds. Not cheap.
*11) There are a zillion if statements in this code. Alot of checking takes
* place here. All of them are needed.
*/
int command_build (object *pl, char *params) {
return 0;
#if 0
object *marked, *facility, *tool, *newobj, *tmp;
archetype *at;
int skillnr, obpow, number, bonus, mneed, nrof, magic, i, nummade, found;
int gemcost;
char *bp;
materialtype_t *mt;
/* NOTE THIS FUNCTION IS CURRENTLY DISABLED */
/* Given this is currently disabled, I'm not going to bother updating
* it with the new skill system. IT really needs to get the skill object
* pointer in a better fashion than it is currently doing.
*/
if (!params) {
new_draw_info(NDI_UNIQUE, 0, pl, "Usage:build [nr] [+magic] <object>");
return 0;
}
marked = find_marked_object(pl);
if (marked == NULL || !marked->material || marked->materialname == NULL ||
marked->type != INORGANIC) {
new_draw_info(NDI_UNIQUE, 0, pl, "You must mark some ingredients.");
return 0;
}
while (*params==' ')
params++;
bp = params;
nrof = 1;
magic = 0;
if (sscanf(bp, "%d ", &nrof)) {
if ((bp = strchr(params, ' ')) == NULL) {
new_draw_info(NDI_UNIQUE, 0, pl,
"Usage: build [nr] [+magic] <object>");
return 0;
}
bp++;
}
if (sscanf(bp, "+%d ", &magic)) {
if ((bp = strchr(bp, ' ')) == NULL) {
new_draw_info(NDI_UNIQUE, 0, pl,
"Usage: build [nr] [+magic] <object>");
return 0;
}
bp++;
}
while (*bp==' ')
bp++;
at=find_archetype_by_object_name(bp);
if (at == NULL) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"You don't know how to make a %s.", bp);
return 0;
}
newobj = get_object();
copy_object(&at->clone, newobj);
skillnr = -1;
if ((IS_ARMOR(newobj) && newobj->material != M_LEATHER) ||
newobj->type == WEAPON)
skillnr = SK_SMITH;
if (IS_ARMOR(newobj) && newobj->material == M_LEATHER)
skillnr = SK_WOODSMAN;
if (newobj->type == BOW || newobj->type == ARROW)
skillnr = SK_BOWYER;
if (skillnr == -1) {
new_draw_info(NDI_UNIQUE, 0, pl, "You don't know how to create that.");
return 0;
}
if (!change_skill(pl, skillnr, 0)) {
new_draw_info(NDI_UNIQUE, 0, pl,
"You lack the needed skill to make that item.");
return 0;
}
facility = NULL;
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == BUILDFAC && tmp->tooltype == newobj->type)
facility=tmp;
if (facility == NULL) {
new_draw_info(NDI_UNIQUE, 0, pl, "You lack a suitable workspace.");
return 0;
}
if (magic && !(IS_ARMOR(newobj) || IS_WEAPON(newobj))) {
new_draw_info(NDI_UNIQUE, 0, pl, "A magical bonus is only valid with "
"armour and weapons.");
return 0;
}
/* use newobj->weapontype == tool->weapontype for building weapons */
/* use newobj->material == tool->weapontype for building armour */
/* newobj->type == tool->tooltype */
tool = NULL;
for (tmp=pl->inv; tmp; tmp=tmp->below) {
if (tmp->type != TOOL)
continue;
if (IS_ARMOR(newobj) && (newobj->material & tmp->weapontype) &&
newobj->type == tmp->tooltype) {
if (tool == NULL ||
(tool->level + tool->magic) < (tmp->level + tmp->magic))
tool = tmp;
} else if (IS_WEAPON(newobj) && (newobj->weapontype&tmp->weapontype) &&
newobj->type == tmp->tooltype) {
if (tool == NULL ||
(tool->level + tool->magic) < (tmp->level + tmp->magic))
tool = tmp;
}
/* should split off bows arrows and probably bolts around here */
}
if (tool == NULL) {
new_draw_info(NDI_UNIQUE, 0, pl, "You lack the required tools.");
return 0;
}
mt = name_to_material(marked->materialname);
if (mt == NULL) {
new_draw_info(NDI_UNIQUE, 0, pl, "Your raw materials are garbage.");
return 0;
}
if (magic < 0) {
new_draw_info(NDI_UNIQUE, 0, pl, "You cannot create cursed objects.");
return 0;
}
if (magic > 0 && SK_level(pl)/20 < magic) {
new_draw_info(NDI_UNIQUE, 0, pl, "You are not powerful enough to "
"create such a magical item.");
return 0;
}
gemcost = 100;
if (newobj->type == ARROW)
gemcost = 1;
if (magic > 0) {
found = 0;
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
found++;
if (magic > 1)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
found++;
if (magic > 2)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
found++;
if (magic > 3)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
found++;
if (magic > 4)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
found++;
if (found < magic) {
new_draw_info(NDI_UNIQUE, 0, pl, "You did not provide a suitable "
"sacrifice of gems on the ground to add this much magic.");
return 0;
}
if (25*pow(3, magic)*mt->value/100 > pl->stats.sp) {
new_draw_info(NDI_UNIQUE, 0, pl, "You do not have enough mana "
"to create this object.");
return 0;
}
}
/* good lord. Now we have a tool, facilites, materials (marked) and an
object we want to create. Thats alot of if's */
obpow = (newobj->item_power + newobj->value/1000 + 1)*mt->value/100;
mneed = nrof*((newobj->weight * mt->weight)/80);
/* cost can be balanced out by cost to disassemble items for materials */
if ((marked->weight * MAX(1, marked->nrof)) < mneed) {
new_draw_info_format(NDI_UNIQUE, 0, pl, "You do not have enough %s.",
marked->name);
return 0;
}
if (obpow > (tool->level+tool->magic)) {
new_draw_info_format(NDI_UNIQUE, 0, pl, "Your %s is not capable of "
"crafting such a complex item.", tool->name);
return 0;
}
set_abs_magic(newobj, magic);
set_materialname(newobj, 1, mt);
for (i=0, nummade=0; i< nrof; i++) {
bonus = tool->level+tool->magic - obpow;
number = rndm(1, 3*obpow*magic);
LOG(llevDebug, "command_build: skill:%d obpow:%d rndm:%d tool:%s "
"newobj:%s marked:%s magic:%d\n", SK_level(pl)+bonus, obpow,
number, tool->name, newobj->name, marked->name, magic);
if (SK_level(pl)+bonus > number) {
/* wow, we actually created something */
newobj->x = pl->x;
newobj->y = pl->y;
newobj->map = pl->map;
SET_FLAG(newobj, FLAG_IDENTIFIED);
if (i == 0)
newobj = insert_ob_in_ob(newobj, pl);
else
newobj->nrof++;
esrv_send_item(pl, newobj);
nummade++;
} else {
free_object(newobj);
if (bonus < rndm(1, number-SK_level(pl)+bonus)) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"You broke your %s!\n", tool->name);
esrv_del_item(pl->contr, tool->count);
remove_ob(tool);
free_object(tool);
break;
}
}
/* take away materials too */
tmp = get_split_ob(marked, MAX(1, mneed/marked->weight));
if (tmp)
free_object(tmp);
if (marked->nrof < 1)
esrv_del_item(pl->contr, marked->count);
else
esrv_send_item(pl, marked);
}
if (magic)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "pearl") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
tmp->nrof -= gemcost*nrof*mt->value/100;
if (magic > 1)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "emerald") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
tmp->nrof -= gemcost*nrof*mt->value/100;
if (magic > 2)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "sapphire") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
tmp->nrof -= gemcost*nrof*mt->value/100;
if (magic > 3)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "ruby") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
tmp->nrof -= gemcost*nrof*mt->value/100;
if (magic > 4)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM && !strcmp(tmp->arch->name, "diamond") &&
tmp->nrof >= gemcost*nrof*mt->value/100)
tmp->nrof -= gemcost*nrof*mt->value/100;
if (magic)
for (tmp=GET_MAP_OB(pl->map, pl->x, pl->y); tmp; tmp=tmp->above)
if (tmp->type == GEM &&
(!strcmp(tmp->arch->name, "diamond") ||
!strcmp(tmp->arch->name, "ruby") ||
!strcmp(tmp->arch->name, "sapphire") ||
!strcmp(tmp->arch->name, "emerald") ||
!strcmp(tmp->arch->name, "pearl"))) {
if (tmp->nrof == 0) {
remove_ob(tmp);
free_object(tmp);
}
if (pl->contr)
pl->contr->socket.update_look=1;
}
pl->stats.sp -= 25*pow(3, magic)*mt->value/100;
fix_player(pl);
if (nummade > 1) {
new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created %d %s.",
nummade, query_base_name(newobj, 1));
} else if (nummade == 1) {
new_draw_info_format(NDI_UNIQUE, 0, pl, "You have created a %s.",
query_base_name(newobj, 0));
} else {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"You have failed to craft a %s.", query_base_name(newobj, 0));
return 0;
}
if (skills[skillnr].category != EXP_NONE)
add_exp(pl, obpow*nummade);
return 1;
#endif
}
int command_uskill ( object *pl, char *params) {
if (!params) {
new_draw_info(NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
return 0;
}
return use_skill(pl,params);
}
int command_rskill ( object *pl, char *params) {
object *skill;
if (!params) {
new_draw_info(NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
return 0;
}
skill = find_skill_by_name(pl, params);
if (!skill) {
new_draw_info_format(NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
return 0;
}
return change_skill(pl,skill, 0);
}
/* These functions (command_search, command_disarm) are really juse wrappers for
* things like 'use_skill ...'). In fact, they should really be obsoleted
* and replaced with those.
*/
int command_search (object *op, char *params) {
return use_skill(op, skill_names[SK_FIND_TRAPS]);
}
int command_disarm (object *op, char *params) {
return use_skill(op, skill_names[SK_DISARM_TRAPS]);
}
/* A little special because we do want to pass the full params along
* as it includes the object to throw.
*/
int command_throw (object *op, char *params)
{
object *skop;
skop = find_skill_by_name(op, skill_names[SK_THROWING]);
if (skop) return do_skill(op, op, skop, op->facing,params);
else {
new_draw_info(NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
}
return 0;
}
int command_apply (object *op, char *params)
{
if (!params) {
player_apply_below(op);
return 0;
}
else {
enum apply_flag aflag = 0;
object *inv;
while (*params==' ') params++;
if (!strncmp(params,"-a ",3)) {
aflag=AP_APPLY;
params+=3;
}
if (!strncmp(params,"-u ",3)) {
aflag=AP_UNAPPLY;
params+=3;
}
while (*params==' ') params++;
inv=find_best_apply_object_match(op, params, aflag);
if (inv) {
player_apply(op,inv,aflag,0);
} else
new_draw_info_format(NDI_UNIQUE, 0, op,
"Could not find any match to the %s.",params);
}
return 0;
}
/*
* Check if an item op can be put into a sack. If pl exists then tell
* a player the reason of failure.
* returns 1 if it will fit, 0 if it will not. nrof is the number of
* objects (op) we want to put in. We specify it separately instead of
* using op->nrof because often times, a player may have specified a
* certain number of objects to drop, so we can pass that number, and
* not need to use split_ob and stuff.
*/
int sack_can_hold(const object *pl, const object *sack, const object *op, uint32 nrof) {
if (! QUERY_FLAG (sack, FLAG_APPLIED)) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"The %s is not active.", query_name(sack));
return 0;
}
if (sack == op) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"You can't put the %s into itself.", query_name(sack));
return 0;
}
if (sack->race && (sack->race != op->race || op->type == CONTAINER
|| (sack->stats.food && sack->stats.food != op->type))) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"You can put only %s into the %s.", sack->race, query_name(sack));
return 0;
}
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"You can't want put the key into %s.", query_name(sack));
return 0;
}
if (sack->weight_limit && sack->carrying + (nrof ? nrof : 1) *
(op->weight + (op->type==CONTAINER?(op->carrying*op->stats.Str):0))
* (100 - sack->stats.Str) / 100 > sack->weight_limit) {
new_draw_info_format(NDI_UNIQUE, 0, pl,
"That won't fit in the %s!", query_name(sack));
return 0;
}
/* All other checks pass, must be OK */
return 1;
}
/* Pick up commands follow */
/* pl = player (not always - monsters can use this now)
* op is the object to put tmp into,
* tmp is the object to pick up, nrof is the number to
* pick up (0 means all of them)
*/
static void pick_up_object (object *pl, object *op, object *tmp, int nrof)
{
/* buf needs to be big (more than 256 chars) because you can get
* very long item names.
*/
char buf[HUGE_BUF];
object *env=tmp->env;
uint32 weight, effective_weight_limit;
int tmp_nrof = tmp->nrof ? tmp->nrof : 1;
/* IF the player is flying & trying to take the item out of a container
* that is in his inventory, let him. tmp->env points to the container
* (sack, luggage, etc), tmp->env->env then points to the player (nested
* containers not allowed as of now)
*/
if((pl->move_type & MOVE_FLYING) && !QUERY_FLAG(pl, FLAG_WIZ) &&
get_player_container(tmp)!=pl) {
new_draw_info(NDI_UNIQUE, 0,pl, "You are levitating, you can't reach the ground!");
return;
}
if (QUERY_FLAG (tmp, FLAG_NO_DROP))
return;
if(QUERY_FLAG(tmp,FLAG_WAS_WIZ) && !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
new_draw_info(NDI_UNIQUE, 0,pl, "The object disappears in a puff of smoke!");
new_draw_info(NDI_UNIQUE, 0,pl, "It must have been an illusion.");
if (pl->type==PLAYER) esrv_del_item (pl->contr, tmp->count);
if ( ! QUERY_FLAG (tmp, FLAG_REMOVED))
remove_ob (tmp);
free_object(tmp);
return;
}
if (nrof > tmp_nrof || nrof == 0)
nrof = tmp_nrof;
/* Figure out how much weight this object will add to the player */
weight = tmp->weight * nrof;
if (tmp->inv) weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
if (pl->stats.Str <= MAX_STAT)
effective_weight_limit = weight_limit[pl->stats.Str];
else
effective_weight_limit = weight_limit[MAX_STAT];
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) {
new_draw_info(0, 0,pl,"That item is too heavy for you to pick up.");
return;
}
if (settings.real_wiz == FALSE && QUERY_FLAG(pl, FLAG_WAS_WIZ))
SET_FLAG(tmp, FLAG_WAS_WIZ);
if (nrof != tmp_nrof) {
object *tmp2 = tmp;
tag_t tmp2_tag = tmp2->count;
tmp = get_split_ob (tmp, nrof);
if(!tmp) {
new_draw_info(NDI_UNIQUE, 0,pl, errmsg);
return;
}
} else {
/* If the object is in a container, send a delete to the client.
* - we are moving all the items from the container to elsewhere,
* so it needs to be deleted.
*/
if ( ! QUERY_FLAG (tmp, FLAG_REMOVED)) {
remove_ob(tmp); /* Unlink it */
}
}
if(QUERY_FLAG(tmp, FLAG_UNPAID))
(void) sprintf(buf,"%s will cost you %s.", query_name(tmp),
query_cost_string(tmp,pl,F_BUY | F_SHOP));
else
(void) sprintf(buf,"You pick up the %s.", query_name(tmp));
/* Now item is about to be picked. */
if (execute_event(tmp, EVENT_PICKUP, pl, op, NULL, SCRIPT_FIX_ALL) != 0)
return;
new_draw_info(NDI_UNIQUE, 0,pl,buf);
tmp = insert_ob_in_ob(tmp, op);
/* All the stuff below deals with client/server code, and is only
* usable by players
*/
if(pl->type!=PLAYER) return;
/* Additional weight changes speed, etc */
fix_player(pl);
/* These are needed to update the weight for the container we
* are putting the object in.
*/
if (op!=pl) {
esrv_update_item (UPD_WEIGHT, pl, op);
esrv_update_item (UPD_WEIGHT, pl, pl);
}
/* Update the container the object was in */
if (env && env!=pl && env!=op) esrv_update_item (UPD_WEIGHT, pl, env);
}
void pick_up(object *op,object *alt)
/* modified slightly to allow monsters use this -b.t. 5-31-95 */
{
int need_fix_tmp = 0;
object *tmp=NULL;
mapstruct *tmp_map=NULL;
int count;
tag_t tag;
/* Decide which object to pick. */
if (alt)
{
if ( ! can_pick (op, alt)) {
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.",
alt->name);
goto leave;
}
tmp = alt;
}
else
{
if (op->below == NULL || ! can_pick (op, op->below)) {
new_draw_info (NDI_UNIQUE, 0, op,
"There is nothing to pick up here.");
goto leave;
}
tmp = op->below;
}
/* Try to catch it. */
tmp_map = tmp->map;
tmp = stop_item (tmp);
if (tmp == NULL)
goto leave;
need_fix_tmp = 1;
if ( ! can_pick (op, tmp))
goto leave;
if (op->type==PLAYER) {
count=op->contr->count;
if (count==0) count = tmp->nrof;
}
else
count=tmp->nrof;
/* container is open, so use it */
if (op->container) {
alt = op->container;
if (alt != tmp->env && !sack_can_hold (op, alt, tmp,count))
goto leave;
} else { /* non container pickup */
for (alt=op->inv; alt; alt=alt->below)
if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
alt->race && alt->race==tmp->race &&
sack_can_hold (NULL, alt, tmp,count))
break; /* perfect match */
if (!alt)
for (alt=op->inv; alt; alt=alt->below)
if (alt->type==CONTAINER && QUERY_FLAG(alt, FLAG_APPLIED) &&
sack_can_hold (NULL, alt, tmp,count))
break; /* General container comes next */
if (!alt)
alt = op; /* No free containers */
}
if(tmp->env == alt) {
/* here it could be possible to check rent,
* if someone wants to implement it
*/
alt = op;
}
#ifdef PICKUP_DEBUG
LOG(llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
#endif
/* startequip items are not allowed to be put into containers: */
if (op->type == PLAYER && alt->type == CONTAINER
&& QUERY_FLAG (tmp, FLAG_STARTEQUIP))
{
new_draw_info (NDI_UNIQUE, 0, op,
"This object cannot be put into containers!");
goto leave;
}
tag = tmp->count;
pick_up_object (op, alt, tmp, count);
if (was_destroyed (tmp, tag) || tmp->env)
need_fix_tmp = 0;
if (op->type == PLAYER)
op->contr->count=0;
goto leave;
leave:
if (need_fix_tmp)
fix_stopped_item (tmp, tmp_map, op);
}
/* This takes (picks up) and item. op is the player
* who issued the command. params is a string to
* match against the item name. Basically, always
* returns zero, but that should be improved.
*/
int command_take (object *op, char *params)
{
object *tmp, *next;
int ival;
int missed = 0;
if (op->container)
tmp=op->container->inv;
else {
tmp=op->above;
if (tmp) while (tmp->above) {
tmp=tmp->above;
}
if (!tmp)
tmp=op->below;
}
if (tmp==NULL) {
new_draw_info(NDI_UNIQUE, 0,op,"Nothing to take!");
return 0;
}
/* Makes processing easier */
if (params && *params=='\0') params=NULL;
while (tmp) {
next=tmp->below;
if (tmp->invisible) {
tmp=next;
continue;
}
/* This following two if and else if could be merged into line
* but that probably will make it more difficult to read, and
* not make it any more efficient
*/
if (params && (ival=item_matched_string(op, tmp, params))>0) {
if ((ival<=2)&&(!can_pick(op,tmp)))
{
if(!QUERY_FLAG(tmp, FLAG_IS_FLOOR))/* don't count floor tiles */
missed++;
}
else
pick_up(op, tmp);
}
else if (can_pick(op, tmp) && !params) {
pick_up(op,tmp);
break;
}
tmp=next;
/* Might as well just skip over the player immediately -
* we know it can't be picked up
*/
if (tmp == op) tmp=tmp->below;
}
if (!params && !tmp) {
for (tmp=op->below; tmp!=NULL; tmp=tmp->next)
if (!tmp->invisible) {
char buf[MAX_BUF];
sprintf(buf,"You can't pick up a %s.",
tmp->name? tmp->name:"null");
new_draw_info(NDI_UNIQUE, 0,op, buf);
break;
}
if (!tmp) new_draw_info(NDI_UNIQUE, 0,op, "There is nothing to pick up.");
}
if (missed==1)
new_draw_info(NDI_UNIQUE, 0, op, "You were unable to take one of the items.");
else if (missed>1)
new_draw_info_format(NDI_UNIQUE, 0, op,
"You were unable to take %d of the items.",missed);
return 0;
}
/*
* This function was part of drop, now is own function.
* Player 'op' tries to put object 'tmp' into sack 'sack',
* if nrof is non zero, then nrof objects is tried to put into sack.
* Note that the 'sack' in question can now be a transport,
* so this function isn't named very good anymore.
*/
void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
{
tag_t tmp_tag, tmp2_tag;
object *tmp2, *sack2;
char buf[MAX_BUF];
if (sack==tmp) return; /* Can't put an object in itself */
if (sack->type != CONTAINER && sack->type != TRANSPORT) {
new_draw_info_format(NDI_UNIQUE, 0,op,
"The %s is not a container.", query_name(sack));
return;
}
if (QUERY_FLAG(tmp,FLAG_STARTEQUIP)) {
new_draw_info_format(NDI_UNIQUE, 0,op,
"You cannot put the %s in the %s.", query_name(tmp),
query_name(sack));
return;
}
if (tmp->type == CONTAINER && tmp->inv) {
if (tmp->slaying)
return;
/* Eneq(@csd.uu.se): If the object to be dropped is a container
* and does not require a key to be opened,
* we instead move the contents of that container into the active
* container, this is only done if the object has something in it.
* If object is container but need a key, just don't do anything
*/
sack2 = tmp;
new_draw_info_format(NDI_UNIQUE, 0,op, "You move the items from %s into %s.",
query_name(tmp), query_name(sack));
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) {
tmp = tmp2->below;
if ((sack->type == CONTAINER && sack_can_hold(op, op->container, tmp2,tmp2->nrof)) ||
(sack->type == TRANSPORT && transport_can_hold(sack, tmp2, tmp2->nrof))) {
put_object_in_sack (op, sack, tmp2, 0);
} else {
sprintf(buf,"Your %s fills up.", query_name(sack));
new_draw_info(NDI_UNIQUE, 0,op, buf);
break;
}
}
esrv_update_item (UPD_WEIGHT, op, sack2);
return;
}
/* Don't worry about this for containers - our caller should have
* already checked this.
*/
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp,(nrof?nrof:tmp->nrof)))
return;
if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
return;
}
/* we want to put some portion of the item into the container */
if (nrof && tmp->nrof != nrof) {
object *tmp2 = tmp;
tmp2_tag = tmp2->count;
tmp = get_split_ob (tmp, nrof);
if(!tmp) {
new_draw_info(NDI_UNIQUE, 0,op, errmsg);
return;
}
} else
remove_ob(tmp);
new_draw_info_format(NDI_UNIQUE, 0,op, "You put the %s in %s.",
query_name(tmp), query_name(sack));
tmp_tag = tmp->count;
tmp2 = insert_ob_in_ob(tmp, sack);
if (!QUERY_FLAG(op, FLAG_NO_FIX_PLAYER))
fix_player(op); /* This is overkill, fix_player() is called somewhere */
/* in object.c */
/* If a transport, need to update all the players in the transport
* the view of what is in it.
*/
if (sack->type == TRANSPORT) {
for (tmp=sack->inv; tmp; tmp=tmp->below) {
if (tmp->type == PLAYER) tmp->contr->socket.update_look=1;
}
} else {
/* update the sacks weight */
esrv_update_item (UPD_WEIGHT, op, sack);
}
}
/*
* This function was part of drop, now is own function.
* Player 'op' tries to drop object 'tmp', if nrof is non zero, then
* nrof objects is tried to dropped.
* This is used when dropping objects onto the floor.
*/
object *drop_object (object *op, object *tmp, uint32 nrof)
{
char buf[MAX_BUF];
tag_t tmp_tag;
if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
#if 0
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
#endif
return NULL;
}
if(QUERY_FLAG(tmp, FLAG_APPLIED)) {
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
return NULL; /* can't unapply it */
}
/* We are only dropping some of the items. We split the current objec
* off
*/
if(nrof && tmp->nrof != nrof) {
object *tmp2 = tmp;
tag_t tmp2_tag = tmp2->count;
tmp = get_split_ob (tmp, nrof);
if(!tmp) {
new_draw_info(NDI_UNIQUE, 0,op, errmsg);
return NULL;
}
} else
remove_ob (tmp);
/* Lauwenmark: Handle for plugin drop event */
if (execute_event(tmp, EVENT_DROP,op,NULL,NULL,SCRIPT_FIX_ALL)!= 0)
return NULL;
if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) {
sprintf(buf,"You drop the %s.", query_name(tmp));
new_draw_info(NDI_UNIQUE, 0,op,buf);
new_draw_info(NDI_UNIQUE, 0,op,"The gods who lent it to you retrieves it.");
free_object(tmp);
if (!QUERY_FLAG(op, FLAG_NO_FIX_PLAYER))
fix_player(op);
return NULL;
}
/* If SAVE_INTERVAL is commented out, we never want to save
* the player here.
*/
#ifdef SAVE_INTERVAL
/* I'm not sure why there is a value check - since the save
* is done every SAVE_INTERVAL seconds, why care the value
* of what he is dropping?
*/
if (op->type == PLAYER && !QUERY_FLAG(tmp, FLAG_UNPAID) &&
(tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) &&
(op->contr->last_save_time + SAVE_INTERVAL) <= time(NULL)) {
save_player(op, 1);
op->contr->last_save_time = time(NULL);
}
#endif /* SAVE_INTERVAL */
tmp->x = op->x;
tmp->y = op->y;
tmp_tag = tmp->count;
insert_ob_in_map(tmp, op->map, op,0);
if (!was_destroyed(tmp, tmp_tag) && !QUERY_FLAG(tmp, FLAG_UNPAID) && tmp->type != MONEY && is_in_shop(op)) {
sell_item(tmp, op);
}
SET_FLAG (op, FLAG_NO_APPLY);
remove_ob(op);
insert_ob_in_map(op, op->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
CLEAR_FLAG (op, FLAG_NO_APPLY);
/* Call this before we update the various windows/players. At least
* that we, we know the weight is correct.
*/
if (!QUERY_FLAG(op, FLAG_NO_FIX_PLAYER)) {
fix_player(op); /* This is overkill, fix_player() is called somewhere */
/* in object.c */
/* Need to update weight of player */
if (op->type == PLAYER)
esrv_update_item(UPD_WEIGHT, op, op);
}
return tmp;
}
void drop(object *op, object *tmp)
{
/* Hopeful fix for disappearing objects when dropping from a container -
* somehow, players get an invisible object in the container, and the
* old logic would skip over invisible objects - works fine for the
* playes inventory, but drop inventory wants to use the next value.
*/
if (tmp->invisible) {
/* if the following is the case, it must be in an container. */
if (tmp->env && tmp->env->type != PLAYER) {
/* Just toss the object - probably shouldn't be hanging
* around anyways
*/
remove_ob(tmp);
free_object(tmp);
return;
} else {
while(tmp!=NULL && tmp->invisible)
tmp=tmp->below;
}
}
if (tmp==NULL) {
new_draw_info(NDI_UNIQUE, 0,op,"You don't have anything to drop.");
return;
}
if (QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
new_draw_info(NDI_UNIQUE, 0,op,"This item is locked");
return;
}
if (QUERY_FLAG(tmp, FLAG_NO_DROP)) {
#if 0
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
new_draw_info(NDI_UNIQUE, 0,op, "This item can't be dropped.");
#endif
return;
}
if (op->type == PLAYER)
{
if (op->contr->last_used==tmp && op->contr->last_used_id == tmp->count) {
object *n=NULL;
if(tmp->below != NULL)
n = tmp->below;
else if(tmp->above != NULL)
n = tmp->above;
op->contr->last_used = n;
if (n != NULL)
op->contr->last_used_id = n->count;
else
op->contr->last_used_id = 0;
}
};
if (op->container) {
if (op->type == PLAYER)
{
put_object_in_sack (op, op->container, tmp, op->contr->count);
} else {
put_object_in_sack(op, op->container, tmp, 0);
};
} else {
if (op->type == PLAYER)
{
drop_object (op, tmp, op->contr->count);
} else {
drop_object(op,tmp,0);
};
}
if (op->type == PLAYER)
op->contr->count = 0;
}
/* Command will drop all items that have not been locked */
int command_dropall (object *op, char *params) {
object * curinv, *nextinv;
int count=0;
if(op->inv == NULL) {
new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop!");
return 0;
}
curinv = op->inv;
/*
This is the default. Drops everything not locked or considered
not something that should be dropped.
*/
/*
Care must be taken that the next item pointer is not to money as
the drop() routine will do unknown things to it when dropping
in a shop. --Tero.Pelander@utu.fi
*/
if (op->contr) count=op->contr->count;
/* Set this so we don't call it for _every_ object that
* is dropped.
*/
SET_FLAG(op, FLAG_NO_FIX_PLAYER);
/*
* This is the default. Drops everything not locked or considered
* not something that should be dropped.
* Care must be taken that the next item pointer is not to money as
* the drop() routine will do unknown things to it when dropping
* in a shop. --Tero.Pelander@utu.fi
*/
if(params==NULL) {
while(curinv != NULL) {
nextinv = curinv->below;
while (nextinv && nextinv->type==MONEY)
nextinv = nextinv->below;
if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED) && curinv->type != MONEY
&& curinv->type != FOOD && curinv->type != KEY
&& curinv->type != SPECIAL_KEY && curinv->type != GEM
&& !curinv->invisible
&& (curinv->type!=CONTAINER || op->container!=curinv))
{
drop(op,curinv);
if (op->contr) op->contr->count=count;
}
curinv = nextinv;
}
}
else if(strcmp(params, "weapons") == 0) {
while(curinv != NULL) {
nextinv = curinv->below;
while (nextinv && nextinv->type==MONEY)
nextinv = nextinv->below;
if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED)
&& ((curinv->type == WEAPON)
|| (curinv->type == BOW) || (curinv->type == ARROW)))
{
drop(op,curinv);
if (op->contr) op->contr->count=count;
}
curinv = nextinv;
}
}
else if(strcmp(params, "armor") == 0 || strcmp(params, "armour") == 0)
{
while(curinv != NULL)
{
nextinv = curinv->below;
while (nextinv && nextinv->type==MONEY)
nextinv = nextinv->below;
if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED)
&& ((curinv->type == ARMOUR)
|| curinv->type == SHIELD || curinv->type==HELMET))
{
drop(op,curinv);
if (op->contr) op->contr->count=count;
}
curinv = nextinv;
}
}
else if(strcmp(params, "misc") == 0)
{
while(curinv != NULL) {
nextinv = curinv->below;
while (nextinv && nextinv->type==MONEY)
nextinv = nextinv->below;
if(! QUERY_FLAG(curinv,FLAG_INV_LOCKED)
&& ! QUERY_FLAG(curinv,FLAG_APPLIED))
{
switch(curinv->type) {
case HORN:
case BOOK:
case SPELLBOOK:
case GIRDLE:
case AMULET:
case RING:
case CLOAK:
case BOOTS:
case GLOVES:
case BRACERS:
case SCROLL:
case ARMOUR_IMPROVER:
case WEAPON_IMPROVER:
case WAND:
case ROD:
case POTION:
drop(op,curinv);
curinv = nextinv;
if (op->contr) op->contr->count=count;
break;
default:
curinv = nextinv;
break;
}
}
curinv = nextinv;
}
}
op->contr->socket.update_look=1;
CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER);
/* call it now, once */
fix_player(op);
/* Need to update weight of player. Likewise, only do it once */
if (op->type == PLAYER)
esrv_update_item(UPD_WEIGHT, op, op);
return 0;
}
/* Object op wants to drop object(s) params. params can be a
* comma seperated list.
*/
int command_drop (object *op, char *params)
{
object *tmp, *next;
int did_one=0;
int ival=0;
int missed = 0;
if (!params) {
new_draw_info(NDI_UNIQUE,0, op, "Drop what?");
return 0;
} else {
for (tmp=op->inv; tmp; tmp=next) {
next=tmp->below;
if (QUERY_FLAG(tmp,FLAG_NO_DROP) || tmp->invisible) continue;
if ((ival = item_matched_string(op,tmp,params))>0) {
if ((QUERY_FLAG(tmp, FLAG_INV_LOCKED))&&((ival==1)||(ival==2)))
missed++;
else
drop(op, tmp);
did_one=1;
}
}
if (!did_one) new_draw_info(NDI_UNIQUE, 0,op,"Nothing to drop.");
if (missed==1)
new_draw_info(NDI_UNIQUE, 0,op,
"One item couldn't be dropped because it was locked.");
else if (missed>1)
new_draw_info_format(NDI_UNIQUE, 0, op,
"%d items couldn't be dropped because they were locked.",missed);
}
if (op->type==PLAYER)
{
op->contr->count=0;
op->contr->socket.update_look=1;
}
/* draw_look(op);*/
return 0;
}
/**
* Put all contents of the container on the ground below the player or in opened container, except locked items.
*
* @param container
* what to empty.
* @param pl
* player to drop for.
*/
static void empty_container(object* container, object* pl) {
object* inv;
object* next;
int left = 0;
if (!container->inv)
return;
for (inv = container->inv; inv; inv = next) {
next = inv->below;
if (QUERY_FLAG(inv, FLAG_INV_LOCKED)) {
/* you can have locked items in container. */
left++;
continue;
}
drop(pl, inv);
if (inv->below == next)
/* item couldn't be dropped for some reason. */
left++;
}
esrv_update_item(UPD_WEIGHT, pl, container);
if (left)
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You empty the %s except %d items.", NULL, query_name(container), left);
else
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You empty the %s.", NULL, query_name(container));
}
/**
* 'empty' command.
*
* @param op
* player.
* @param params
* item specifier.
* @return
* 0.
*/
int command_empty(object *op, char *params) {
object* inv;
object* container;
if (!params) {
draw_ext_info(NDI_UNIQUE,0,op,MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"Empty what?", NULL);
return 0;
}
if (strcmp(params, "all") == 0) {
for (inv = op->inv; inv; inv = inv->below)
if (inv->type == CONTAINER)
empty_container(inv, op);
return 0;
}
container = find_best_object_match(op, params);
if (!container) {
draw_ext_info(NDI_UNIQUE,0,op,MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"No such item.", NULL);
return 0;
}
if (container->type != CONTAINER) {
draw_ext_info(NDI_UNIQUE,0,op,MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR,
"This is not a container!", NULL);
return 0;
}
empty_container(container, op);
return 0;
}
/**
* 'examine' command.
*
* @param op
* player.
* @param params
* optional item specifier.
* @return
* 0.
*/
int command_examine (object *op, char *params)
{
if (!params) {
object *tmp=op->below;
while (tmp && !LOOK_OBJ(tmp)) tmp=tmp->below;
if (tmp) examine(op,tmp);
}
else {
object *tmp=find_best_object_match(op,params);
if (tmp)
examine(op,tmp);
else
new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
}
return 0;
}
/* op should be a player.
* we return the object the player has marked with the 'mark' command
* below. If no match is found (or object has changed), we return
* NULL. We leave it up to the calling function to print messages if
* nothing is found.
*/
object *find_marked_object(object *op)
{
object *tmp;
if (!op || !op->contr) return NULL;
if (!op->contr->mark) {
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
return NULL;
}
/* This may seem like overkill, but we need to make sure that they
* player hasn't dropped the item. We use count on the off chance that
* an item got reincarnated at some point.
*/
for (tmp=op->inv; tmp; tmp=tmp->below) {
if (tmp->invisible) continue;
if (tmp == op->contr->mark) {
if (tmp->count == op->contr->mark_count)
return tmp;
else {
op->contr->mark=NULL;
op->contr->mark_count=0;
/* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
return NULL;
}
}
}
return NULL;
}
/* op should be a player, params is any params.
* If no params given, we print out the currently marked object.
* otherwise, try to find a matching object - try best match first.
*/
int command_mark(object *op, char *params)
{
if (!op->contr) return 1;
if (!params) {
object *mark=find_marked_object(op);
if (!mark) new_draw_info(NDI_UNIQUE,0,op,"You have no marked object.");
else new_draw_info_format(NDI_UNIQUE,0,op,"%s is marked.", query_name(mark));
}
else {
object *mark1=find_best_object_match(op, params);
if (!mark1) {
new_draw_info_format(NDI_UNIQUE,0,op,"Could not find an object that matches %s",params);
return 1;
}
else {
op->contr->mark=mark1;
op->contr->mark_count=mark1->count;
new_draw_info_format(NDI_UNIQUE,0,op,"Marked item %s", query_name(mark1));
return 0;
}
}
return 0; /*shouldnt get here */
}
/* op is the player
* tmp is the monster being examined.
*/
void examine_monster(object *op,object *tmp) {
object *mon=tmp->head?tmp->head:tmp;
if(QUERY_FLAG(mon,FLAG_UNDEAD))
new_draw_info(NDI_UNIQUE, 0,op,"It is an undead force.");
if(mon->level>op->level)
new_draw_info(NDI_UNIQUE, 0,op,"It is likely more powerful than you.");
else if(mon->level<op->level)
new_draw_info(NDI_UNIQUE, 0,op,"It is likely less powerful than you.");
else
new_draw_info(NDI_UNIQUE, 0,op,"It is probably as powerful as you.");
if(mon->attacktype&AT_ACID)
new_draw_info(NDI_UNIQUE, 0,op,"You seem to smell an acrid odor.");
/* Anyone know why this used to use the clone value instead of the
* maxhp field? This seems that it should give more accurate results.
*/
switch((mon->stats.hp+1)*4/(mon->stats.maxhp+1)) { /* From 1-4 */
case 1:
new_draw_info(NDI_UNIQUE, 0,op,"It is in a bad shape.");
break;
case 2:
new_draw_info(NDI_UNIQUE, 0,op,"It is hurt.");
break;
case 3:
new_draw_info(NDI_UNIQUE, 0,op,"It is somewhat hurt.");
break;
case 4:
new_draw_info(NDI_UNIQUE, 0,op,"It is in excellent shape.");
break;
}
if(present_in_ob(POISONING,mon)!=NULL)
new_draw_info(NDI_UNIQUE, 0,op,"It looks very ill.");
}
/* tmp is the object being described, pl is who is examing it. */
const char *long_desc(const object *tmp, const object *pl) {
static char buf[VERY_BIG_BUF];
char *cp;
if(tmp==NULL)
return "";
buf[0]='\0';
switch(tmp->type) {
case RING:
case SKILL:
case WEAPON:
case ARMOUR:
case BRACERS:
case HELMET:
case SHIELD:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BOW:
case ARROW:
case CLOAK:
case FOOD:
case DRINK:
case FLESH:
case SKILL_TOOL:
case POWER_CRYSTAL:
if(*(cp=describe_item(tmp, pl))!='\0') {
int len;
strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
buf[VERY_BIG_BUF-1]=0;
len=strlen(buf);
if (len<VERY_BIG_BUF-5) {
/* Since we know the length, we save a few cpu cycles by using
* it instead of calling strcat */
strcpy(buf+len," ");
len++;
strncpy(buf+len, cp, VERY_BIG_BUF-len-1);
buf[VERY_BIG_BUF-1]=0;
}
}
}
if(buf[0]=='\0') {
strncpy(buf,query_name(tmp), VERY_BIG_BUF-1);
buf[VERY_BIG_BUF-1]=0;
}
return buf;
}
void examine(object *op, object *tmp) {
char buf[VERY_BIG_BUF];
int in_shop;
int i;
if (tmp == NULL || tmp->type == CLOSE_CON)
return;
strcpy(buf,"That is ");
strncat(buf, long_desc(tmp, op), VERY_BIG_BUF-strlen(buf)-1);
buf[VERY_BIG_BUF-1]=0;
new_draw_info(NDI_UNIQUE, 0,op,buf);
buf[0]='\0';
if(tmp->custom_name) {
strcpy(buf,"You name it ");
strncat(buf, tmp->custom_name, VERY_BIG_BUF-strlen(buf)-1);
buf[VERY_BIG_BUF-1]=0;
new_draw_info(NDI_UNIQUE, 0,op,buf);
buf[0]='\0';
}
switch(tmp->type) {
case SPELLBOOK:
if(QUERY_FLAG(tmp, FLAG_IDENTIFIED) && tmp->inv ) {
sprintf(buf,"%s is a %s level %s spell",
tmp->inv->name, get_levelnumber(tmp->inv->level),
tmp->inv->skill);
}
break;
case BOOK:
if(tmp->msg!=NULL)
strcpy(buf,"Something is written in it.");
break;
case CONTAINER:
if(tmp->race!=NULL) {
if(tmp->weight_limit && tmp->stats.Str<100)
sprintf (buf,"It can hold only %s and its weight limit is %.1f kg.",
tmp->race, tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
else
sprintf (buf,"It can hold only %s.", tmp->race);
} else
if(tmp->weight_limit && tmp->stats.Str<100)
sprintf (buf,"Its weight limit is %.1f kg.",
tmp->weight_limit/(10.0 * (100 - tmp->stats.Str)));
break;
case WAND:
if(QUERY_FLAG(tmp, FLAG_IDENTIFIED))
sprintf(buf,"It has %d charges left.",tmp->stats.food);
break;
}
if(buf[0]!='\0')
new_draw_info(NDI_UNIQUE, 0,op,buf);
if(tmp->materialname != NULL && !tmp->msg) {
sprintf(buf, "It is made of: %s.", tmp->materialname);
new_draw_info(NDI_UNIQUE, 0, op, buf);
}
/* Where to wear this item */
for (i=0; i < NUM_BODY_LOCATIONS; i++) {
if (tmp->body_info[i]<-1) {
if (op->body_info[i])
new_draw_info_format(NDI_UNIQUE, 0,op,
"It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]);
else
new_draw_info_format(NDI_UNIQUE, 0,op,
"It goes %s", body_locations[i].nonuse_name);
} else if (tmp->body_info[i]) {
if (op->body_info[i])
new_draw_info_format(NDI_UNIQUE, 0,op,
"It goes %s", body_locations[i].use_name);
else
new_draw_info_format(NDI_UNIQUE, 0,op,
"It goes %s", body_locations[i].nonuse_name);
}
}
if(tmp->weight) {
sprintf(buf,tmp->nrof>1?"They weigh %3.3f kg.":"It weighs %3.3f kg.",
tmp->weight*((float)(tmp->nrof?tmp->nrof:1)/1000.0));
new_draw_info(NDI_UNIQUE, 0,op,buf);
}
in_shop = is_in_shop(op);
if (tmp->value && !QUERY_FLAG(tmp, FLAG_STARTEQUIP) && !QUERY_FLAG(tmp, FLAG_NO_PICK)) {
sprintf(buf,"You reckon %s worth %s.",
tmp->nrof>1?"they are":"it is",query_cost_string(tmp,op,F_SELL | F_APPROX));
new_draw_info(NDI_UNIQUE, 0,op,buf);
if (in_shop) {
if(QUERY_FLAG(tmp, FLAG_UNPAID))
sprintf(buf,"%s would cost you %s.",
tmp->nrof>1?"They":"It",query_cost_string(tmp,op,F_BUY | F_SHOP));
else
sprintf(buf,"You are offered %s for %s.",
query_cost_string(tmp,op,F_SELL+F_SHOP), tmp->nrof>1?"them":"it");
new_draw_info(NDI_UNIQUE, 0,op,buf);
}
}
if(QUERY_FLAG(tmp, FLAG_MONSTER))
examine_monster(op,tmp);
/* Is this item buildable? */
if ( QUERY_FLAG( tmp, FLAG_IS_BUILDABLE ) )
new_draw_info( NDI_UNIQUE, 0, op, "This is a buildable item." );
/* Does the object have a message? Don't show message for all object
* types - especially if the first entry is a match
*/
if(tmp->msg && tmp->type != EXIT && tmp->type != BOOK &&
tmp->type != CORPSE && !tmp->move_on &&
strncasecmp(tmp->msg, "@match",6)) {
/* This is just a hack so when identifying hte items, we print
* out the extra message
*/
if (need_identify(tmp) && QUERY_FLAG(tmp, FLAG_IDENTIFIED))
new_draw_info(NDI_UNIQUE, 0,op, "The object has a story:");
new_draw_info(NDI_UNIQUE, 0,op,tmp->msg);
}
new_draw_info(NDI_UNIQUE, 0,op," "); /* Blank line */
}
/*
* inventory prints object's inventory. If inv==NULL then print player's
* inventory.
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
*/
void inventory(object *op,object *inv) {
object *tmp;
const char *in;
int items = 0, length;
if (inv==NULL && op==NULL) {
new_draw_info(NDI_UNIQUE, 0,op,"Inventory of what object?");
return;
}
tmp = inv ? inv->inv : op->inv;
while (tmp) {
if ((!tmp->invisible &&
(inv==NULL || inv->type == CONTAINER || QUERY_FLAG(tmp, FLAG_APPLIED)))
|| (!op || QUERY_FLAG(op, FLAG_WIZ)))
items++;
tmp=tmp->below;
}
if (inv==NULL) { /* player's inventory */
if (items==0) {
new_draw_info(NDI_UNIQUE, 0,op,"You carry nothing.");
return;
} else {
length = 28;
in = "";
if (op)
clear_win_info(op);
new_draw_info(NDI_UNIQUE, 0,op,"Inventory:");
}
} else {
if (items==0)
return;
else {
length = 28;
in = " ";
}
}
for (tmp=inv?inv->inv:op->inv; tmp; tmp=tmp->below) {
if((!op||!QUERY_FLAG(op, FLAG_WIZ)) && (tmp->invisible ||
(inv && inv->type != CONTAINER && !QUERY_FLAG(tmp, FLAG_APPLIED))))
continue;
if((!op || QUERY_FLAG(op, FLAG_WIZ)))
new_draw_info_format(NDI_UNIQUE, 0,op ,"%s- %-*.*s (%5d) %-8s", in, length, length,
query_name(tmp), tmp->count,query_weight(tmp));
else
new_draw_info_format(NDI_UNIQUE,0, op, "%s- %-*.*s %-8s", in, length+8,
length+8, query_name(tmp),
query_weight(tmp));
}
if(!inv && op) {
new_draw_info_format(NDI_UNIQUE,0, op ,"%-*s %-8s",
41,"Total weight :",query_weight(op));
}
}
static void display_new_pickup(const object* op)
{
int i = op->contr->mode;
if(!(i & PU_NEWMODE)) return;
new_draw_info_format(NDI_UNIQUE, 0,op,"%d NEWMODE",i & PU_NEWMODE?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d DEBUG",i & PU_DEBUG?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d INHIBIT",i & PU_INHIBIT?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d STOP",i & PU_STOP?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d <= x pickup weight/value RATIO (0==off)",(i & PU_RATIO)*5);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d FOOD",i & PU_FOOD?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d DRINK",i & PU_DRINK?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d VALUABLES",i & PU_VALUABLES?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOW",i & PU_BOW?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARROW",i & PU_ARROW?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d HELMET",i & PU_HELMET?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d SHIELD",i & PU_SHIELD?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d ARMOUR",i & PU_ARMOUR?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d BOOTS",i & PU_BOOTS?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d GLOVES",i & PU_GLOVES?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d CLOAK",i & PU_CLOAK?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d KEY",i & PU_KEY?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d MISSILEWEAPON",i & PU_MISSILEWEAPON?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d ALLWEAPON",i & PU_ALLWEAPON?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICAL",i & PU_MAGICAL?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d POTION",i & PU_POTION?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d SPELLBOOK",i & PU_SPELLBOOK?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d SKILLSCROLL",i & PU_SKILLSCROLL?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d READABLES",i & PU_READABLES?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d MAGICDEVICE", i & PU_MAGIC_DEVICE?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d NOT CURSED", i & PU_NOT_CURSED?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"%d JEWELS", i & PU_JEWELS?1:0);
draw_ext_info_format(NDI_UNIQUE, 0,op,MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO,
"%d FLESH",
"%d FLESH",
i & PU_FLESH?1:0);
new_draw_info_format(NDI_UNIQUE, 0,op,"");
}
int command_pickup (object *op, char *params)
{
uint32 i;
static const char* names[ ] = {
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice",
"notcursed", "jewels", "flesh", NULL };
static uint32 modes[ ] = {
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE,
PU_NOT_CURSED, PU_JEWELS, PU_FLESH, 0 };
if(!params) {
/* if the new mode is used, just print the settings */
if(op->contr->mode & PU_NEWMODE)
{
display_new_pickup( op );
return 1;
}
if(1) LOG(llevDebug, "command_pickup: !params\n");
set_pickup_mode(op, (op->contr->mode > 6)? 0: op->contr->mode+1);
return 0;
}
while ( *params == ' ' )
params++;
if ( *params == '+' || *params == '-' )
{
int mode;
for ( mode = 0; names[ mode ]; mode++ )
{
if ( !strcmp( names[ mode ], params + 1 ) )
{
i = op->contr->mode;
if ( !( i & PU_NEWMODE ) )
i = PU_NEWMODE;
if ( *params == '+' )
i = i | modes[ mode ];
else
i = i & ~modes[ mode ];
op->contr->mode = i;
display_new_pickup( op );
return 1;
}
}
new_draw_info_format( NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params );
return 1;
}
if(sscanf(params, "%u", &i) != 1) {
if(1) LOG(llevDebug, "command_pickup: params==NULL\n");
new_draw_info(NDI_UNIQUE, 0,op,"Usage: pickup <0-7> or <value_density> .");
return 1;
}
set_pickup_mode(op,i);
display_new_pickup( op );
return 1;
}
static void set_pickup_mode(const object *op, int i) {
switch(op->contr->mode=i) {
case 0:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Don't pick up.");
break;
case 1:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item.");
break;
case 2:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up one item and stop.");
break;
case 3:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Stop before picking up.");
break;
case 4:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items.");
break;
case 5:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all items and stop.");
break;
case 6:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all magic items.");
break;
case 7:
new_draw_info(NDI_UNIQUE, 0,op,"Mode: Pick up all coins and gems");
break;
}
}
int command_search_items (object *op, char *params)
{
char buf[MAX_BUF];
if (settings.search_items == FALSE)
return 1;
if(params == NULL) {
if(op->contr->search_str[0]=='\0') {
new_draw_info(NDI_UNIQUE, 0,op,"Example: search magic+1");
new_draw_info(NDI_UNIQUE, 0,op,"Would automatically pick up all");
new_draw_info(NDI_UNIQUE, 0,op,"items containing the word 'magic+1'.");
return 1;
}
op->contr->search_str[0]='\0';
new_draw_info(NDI_UNIQUE, 0,op,"Search mode turned off.");
fix_player(op);
return 1;
}
if((int)strlen(params) >= MAX_BUF) {
new_draw_info(NDI_UNIQUE, 0,op,"Search string too long.");
return 1;
}
strcpy(op->contr->search_str, params);
sprintf(buf,"Searching for '%s'.",op->contr->search_str);
new_draw_info(NDI_UNIQUE, 0,op,buf);
fix_player(op);
return 1;
}
/*
* Changing the custom name of an item
*
* Syntax is: rename <what object> to <new name>
* if '<what object>' is omitted, marked object is used
* if 'to <new name>' is omitted, custom name is cleared
*
* Names are considered for all purpose having a length <=127 (max length sent to client
* by server) */
int command_rename_item(object *op, char *params)
{
char buf[VERY_BIG_BUF];
int itemnumber;
object *item=NULL;
object *tmp;
char *closebrace;
size_t counter;
tag_t tag;
if (params) {
/* Let's skip white spaces */
while(' '==*params) params++;
/* Checking the first part */
if ((itemnumber = atoi(params))!=0) {
for (item=op->inv; item && ((item->count != itemnumber) || item->invisible); item=item->below);
if (!item) {
new_draw_info(NDI_UNIQUE,0,op,"Tried to rename an invalid item.");
return 1;
}
while(isdigit(*params) || ' '==*params) params++;
}
else if ('<'==*params) {
/* Got old name, let's get it & find appropriate matching item */
closebrace=strchr(params,'>');
if(!closebrace) {
new_draw_info(NDI_UNIQUE,0,op,"Syntax error!");
return 1;
}
/* Sanity check for buffer overruns */
if((closebrace-params)>127) {
new_draw_info(NDI_UNIQUE,0,op,"Old name too long (up to 127 characters allowed)!");
return 1;
}
/* Copy the old name */
strncpy(buf,params+1,closebrace-params-1);
buf[closebrace-params-1]='\0';
/* Find best matching item */
item=find_best_object_match(op,buf);
if(!item) {
new_draw_info(NDI_UNIQUE,0,op,"Could not find a matching item to rename.");
return 1;
}
/* Now need to move pointer to just after > */
params=closebrace+1;
while(' '==*params) params++;
} else {
/* Use marked item */
item=find_marked_object(op);
if(!item) {
new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
return 1;
}
}
/* Now let's find the new name */
if(!strncmp(params,"to ",3)) {
params+=3;
while(' '==*params) params++;
if('<'!=*params) {
new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting < at start of new name!");
return 1;
}
closebrace=strchr(params+1,'>');
if(!closebrace) {
new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expecting > at end of new name!");
return 1;
}
/* Sanity check for buffer overruns */
if((closebrace-params)>127) {
new_draw_info(NDI_UNIQUE,0,op,"New name too long (up to 127 characters allowed)!");
return 1;
}
/* Copy the new name */
strncpy(buf,params+1,closebrace-params-1);
buf[closebrace-params-1]='\0';
/* Let's check it for weird characters */
for(counter=0;counter<strlen(buf);counter++) {
if(isalnum(buf[counter])) continue;
if(' '==buf[counter]) continue;
if('\''==buf[counter]) continue;
if('+'==buf[counter]) continue;
if('_'==buf[counter]) continue;
if('-'==buf[counter]) continue;
/* If we come here, then the name contains an invalid character...
tell the player & exit */
new_draw_info(NDI_UNIQUE,0,op,"Invalid new name!");
return 1;
}
} else {
/* If param contains something, then syntax error... */
if(strlen(params)) {
new_draw_info(NDI_UNIQUE,0,op,"Syntax error, expected 'to <' after old name!");
return 1;
}
/* New name is empty */
buf[0]='\0';
}
} else {
/* Last case: params==NULL */
item=find_marked_object(op);
if(!item) {
new_draw_info(NDI_UNIQUE,0,op,"No marked item to rename.");
return 1;
}
buf[0]='\0';
}
/* Coming here, everything is fine... */
if(!strlen(buf)) {
/* Clear custom name */
if(item->custom_name == NULL) {
new_draw_info(NDI_UNIQUE,0,op,"This item has no custom name.");
return 1;
}
FREE_AND_CLEAR_STR(item->custom_name);
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));
} else {
if(item->custom_name != NULL && strcmp(item->custom_name, buf) == 0) {
new_draw_info_format(NDI_UNIQUE, 0, op,"You keep calling your %s %s.",query_base_name(item,item->nrof>1?1:0),buf);
return 1;
}
/* Set custom name */
FREE_AND_COPY(item->custom_name,buf);
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);
}
tag = item->count;
tmp = merge_ob(item, NULL);
if (tmp == NULL) {
/* object was not merged - if it was, merge_ob handles updating for us. */
esrv_update_item(UPD_NAME, op, item);
}
return 1;
}
/**
* Alternate way to lock/unlock items (command line).
*
* @param op
* player
* @param params
* sent command line.
*/
int command_lock_item(object *op, char *params) {
object* item;
object* tmp;
tag_t tag;
if (!params || strlen(params) == 0) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Lock what item?", "Lock what item?");
return 1;
}
item = find_best_object_match(op, params);
if (!item) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Can't find any matching item.", "Can't find any matching item.");
return 1;
}
if (QUERY_FLAG(item, FLAG_INV_LOCKED)) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Unlocked %s.", "Unlocked %s.", query_short_name(item));
CLEAR_FLAG(item,FLAG_INV_LOCKED);
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"Locked %s.", "Locked %s.", query_short_name(item));
SET_FLAG(item,FLAG_INV_LOCKED);
}
tag = item->count;
tmp = merge_ob(item, NULL);
if (tmp == NULL) {
/* object was not merged, if it was merge_ob handles updates for us */
esrv_update_item(UPD_FLAGS, op, item);
}
return 1;
}
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