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/*
* static char *rcsid_item_c =
* "$Id: item.c 6930 2007-08-15 10:10:28Z ryo_saeba $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002 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
*/
/**
* \file
* Client/server logic.
*
* \date 2003-12-02
*
* This containes item logic for client/server. It doesn't contain
* the actual commands that send the data, but does contain
* the logic for what items should be sent.
*/
#include <global.h>
#include <object.h> /* LOOK_OBJ */
#include <newclient.h>
#include <newserver.h>
#include <sproto.h>
/** This is the maximum number of bytes we expect any one item to take up */
#define MAXITEMLEN 300
/*******************************************************************************
*
* Functions related to sending object data to the client.
*
******************************************************************************/
/**
* Adds string to socklist.
*
* This is a simple function that we use a lot here. It basically
* adds the specified buffer into the socklist, but prepends a
* single byte in length. If the data is longer than that byte, it is
* truncated approprately.
*/
static inline void add_stringlen_to_sockbuf(const char *buf, SockList *sl)
{
int len;
len=strlen(buf);
if (len>255) len=255;
SockList_AddChar(sl, (char) len);
strncpy((char*)sl->buf+sl->len, buf,len);
sl->len += len;
}
/**
* This is a similar to query_name, but returns flags
* to be sended to client.
*/
static unsigned int query_flags(const object *op)
{
unsigned int flags = 0;
if(QUERY_FLAG(op,FLAG_APPLIED)) {
switch(op->type) {
case BOW:
case WAND:
case ROD:
case HORN:
flags = a_readied;
break;
case WEAPON:
flags = a_wielded;
break;
case SKILL:
case ARMOUR:
case HELMET:
case SHIELD:
case RING:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BRACERS:
case CLOAK:
flags = a_worn;
break;
case CONTAINER:
flags = a_active;
break;
default:
flags = a_applied;
break;
}
}
if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
(!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
flags |= F_OPEN;
if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
if(QUERY_FLAG(op,FLAG_DAMNED))
flags |= F_DAMNED;
else if(QUERY_FLAG(op,FLAG_CURSED))
flags |= F_CURSED;
}
if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
flags |= F_MAGIC;
if (QUERY_FLAG(op,FLAG_UNPAID))
flags |= F_UNPAID;
if (QUERY_FLAG(op,FLAG_INV_LOCKED))
flags |= F_LOCKED;
return flags;
}
/**
* Used in the send_look to put object head into SockList
* sl for socket ns. Need socket to know if we need to send
* animation of face to the client.
*/
static void add_object_to_socklist(socket_struct *ns, SockList *sl, object *head)
{
int flags, len, anim_speed;
char item_n[MAX_BUF];
const char *item_p;
flags = query_flags (head);
if (QUERY_FLAG(head, FLAG_NO_PICK))
flags |= F_NOPICK;
if (!(ns->faces_sent[head->face->number] & NS_FACESENT_FACE))
esrv_send_face(ns, head->face->number,0);
if (QUERY_FLAG(head,FLAG_ANIMATE) && !ns->anims_sent[head->animation_id])
esrv_send_animation(ns, head->animation_id);
SockList_AddInt(sl, head->count);
SockList_AddInt(sl, flags);
SockList_AddInt(sl, QUERY_FLAG(head, FLAG_NO_PICK) ? -1 : WEIGHT(head));
SockList_AddInt(sl, head->face->number);
if (!head->custom_name) {
strncpy(item_n,query_base_name(head, 0),127);
item_n[127]=0;
len=strlen(item_n);
item_p=query_base_name(head, 1);
} else {
strncpy(item_n,head->custom_name,127);
item_n[127]=0;
len=strlen(item_n);
item_p=head->custom_name;
}
strncpy(item_n+len+1, item_p, 127);
item_n[254]=0;
len += strlen(item_n+1+len) + 1;
SockList_AddChar(sl, (char ) len);
memcpy(sl->buf+sl->len, item_n, len);
sl->len += len;
SockList_AddShort(sl,head->animation_id);
anim_speed=0;
if (QUERY_FLAG(head,FLAG_ANIMATE)) {
if (head->anim_speed) anim_speed=head->anim_speed;
else {
if (FABS(head->speed)<0.001) anim_speed=255;
else if (FABS(head->speed)>=1.0) anim_speed=1;
else anim_speed = (int) (1.0/FABS(head->speed));
}
if (anim_speed>255) anim_speed=255;
}
SockList_AddChar(sl, (char) anim_speed);
SockList_AddInt(sl, head->nrof);
if (ns->itemcmd == 2)
SockList_AddShort(sl, head->client_type);
SET_FLAG(head, FLAG_CLIENT_SENT);
}
/**
* Send the look window. Don't need to do animations here
* This sends all the faces to the client, not just updates. This is
* because object ordering would otherwise be inconsistent
*/
void esrv_draw_look(object *pl)
{
object *tmp, *last;
int got_one=0,start_look=0, end_look=0;
SockList sl;
char buf[MAX_BUF];
if (!pl->contr->socket.update_look) {
LOG(llevDebug,"esrv_draw_look called when update_look was not set\n");
return;
} else {
pl->contr->socket.update_look=0;
}
if(QUERY_FLAG(pl, FLAG_REMOVED) || pl->map == NULL ||
pl->map->in_memory != MAP_IN_MEMORY || out_of_map(pl->map,pl->x,pl->y))
return;
if (pl->contr->transport)
for (tmp=pl->contr->transport->inv; tmp && tmp->above;tmp=tmp->above) ;
else
for (tmp=get_map_ob(pl->map,pl->x,pl->y); tmp && tmp->above;tmp=tmp->above) ;
sl.buf=malloc(MAXSOCKSENDBUF);
Write_String_To_Socket(&pl->contr->socket, "delinv 0", strlen("delinv 0"));
sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
sl.len=strlen((char*)sl.buf);
SockList_AddInt(&sl, 0);
if (!(pl->contr->socket.faces_sent[empty_face->number]&NS_FACESENT_FACE))
esrv_send_face(&pl->contr->socket, empty_face->number,0);
if (pl->contr->socket.look_position) {
SockList_AddInt(&sl, 0x80000000 | (pl->contr->socket.look_position- NUM_LOOK_OBJECTS));
SockList_AddInt(&sl, 0);
SockList_AddInt(&sl, -1);
SockList_AddInt(&sl, empty_face->number);
sprintf(buf,"Click here to see %d previous items", NUM_LOOK_OBJECTS);
add_stringlen_to_sockbuf(buf, &sl);
SockList_AddShort(&sl,0);
SockList_AddChar(&sl, 0);
SockList_AddInt(&sl, 0);
if (pl->contr->socket.itemcmd == 2)
SockList_AddShort(&sl, 0);
}
if (pl->contr->transport) {
add_object_to_socklist(&pl->contr->socket, &sl, pl->contr->transport);
got_one++;
}
for (last=NULL; tmp!=last; tmp=tmp->below) {
object *head;
if (QUERY_FLAG(tmp, FLAG_IS_FLOOR) && !last) {
last = tmp->below; /* assumes double floor mode */
if (last && QUERY_FLAG(last, FLAG_IS_FLOOR))
last = last->below;
}
if (LOOK_OBJ(tmp)) {
if (++start_look < pl->contr->socket.look_position) continue;
end_look++;
if (end_look > NUM_LOOK_OBJECTS) {
/* What we basically do is make a 'fake' object - when the user applies it,
* we notice the special tag the object has, and act accordingly.
*/
SockList_AddInt(&sl, 0x80000000 | (pl->contr->socket.look_position+ NUM_LOOK_OBJECTS));
SockList_AddInt(&sl, 0);
SockList_AddInt(&sl, -1);
SockList_AddInt(&sl, empty_face->number);
sprintf(buf,"Click here to see next group of items");
add_stringlen_to_sockbuf(buf, &sl);
SockList_AddShort(&sl,0);
SockList_AddChar(&sl, 0);
SockList_AddInt(&sl, 0);
if (pl->contr->socket.itemcmd == 2)
SockList_AddShort(&sl, 0);
break;
}
if (tmp->head) head = tmp->head;
else head = tmp;
add_object_to_socklist(&pl->contr->socket, &sl, head);
got_one++;
if (sl.len > (MAXSOCKSENDBUF-MAXITEMLEN)) {
Send_With_Handling(&pl->contr->socket, &sl);
sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
sl.len=strlen((char*)sl.buf);
SockList_AddInt(&sl, 0);
got_one=0;
}
} /* If LOOK_OBJ() */
}
if (got_one)
Send_With_Handling(&pl->contr->socket, &sl);
free(sl.buf);
}
/**
* Sends whole inventory.
*/
void esrv_send_inventory(object *pl, object *op)
{
object *tmp;
int got_one=0;
SockList sl;
sl.buf=malloc(MAXSOCKSENDBUF);
sprintf((char*)sl.buf,"delinv %d", op->count);
sl.len=strlen((char*)sl.buf);
Send_With_Handling(&pl->contr->socket, &sl);
sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
sl.len=strlen((char*)sl.buf);
SockList_AddInt(&sl, op->count);
for (tmp=op->inv; tmp; tmp=tmp->below) {
object *head;
if (tmp->head) head = tmp->head;
else head = tmp;
if (LOOK_OBJ(head)) {
add_object_to_socklist(&pl->contr->socket, &sl, head);
got_one++;
/* IT is possible for players to accumulate a huge amount of
* items (especially with some of the bags out there) to
* overflow the buffer. IF so, send multiple item commands.
*/
if (sl.len > (MAXSOCKSENDBUF-MAXITEMLEN)) {
Send_With_Handling(&pl->contr->socket, &sl);
sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
sl.len=strlen((char*)sl.buf);
SockList_AddInt(&sl, op->count);
got_one=0;
}
} /* If LOOK_OBJ() */
}
if (got_one)
Send_With_Handling(&pl->contr->socket, &sl);
free(sl.buf);
}
/**
* Updates object *op for player *pl.
*
* flags is a list of values to update
* to the client (as defined in newclient.h - might as well use the
* same value both places.
*/
void esrv_update_item(int flags, object *pl, object *op)
{
SockList sl;
/* If we have a request to send the player item, skip a few checks. */
if (op!=pl) {
if (! LOOK_OBJ(op))
return;
/* we remove the check for op->env, because in theory, the object
* is hopefully in the same place, so the client should preserve
* order.
*/
}
if (!QUERY_FLAG(op, FLAG_CLIENT_SENT)) {
/* FLAG_CLIENT_SENT is debug only. We are using it to see where
* this is happening - we can set a breakpoint here in the debugger
* and track back the call.
*/
LOG(llevDebug,"We have not sent item %s (%d)\n", op->name, op->count);
}
sl.buf=malloc(MAXSOCKSENDBUF);
strcpy((char*)sl.buf,"upditem ");
sl.len=strlen((char*)sl.buf);
SockList_AddChar(&sl, (char) flags);
if (op->head) op=op->head;
SockList_AddInt(&sl, op->count);
if (flags & UPD_LOCATION)
SockList_AddInt(&sl, op->env? op->env->count:0);
if (flags & UPD_FLAGS)
SockList_AddInt(&sl, query_flags(op));
if (flags & UPD_WEIGHT) {
sint32 weight = WEIGHT(op);
/* TRANSPORTS are odd - they sort of look like containers, yet can't be
* picked up. So we don't to send the weight, as it is odd that you see
* weight sometimes and not other (the draw_look won't send it
* for example.
*/
SockList_AddInt(&sl, QUERY_FLAG(op, FLAG_NO_PICK) ? -1 : weight);
if (pl == op) {
op->contr->last_weight = weight;
}
}
if (flags & UPD_FACE) {
if (!(pl->contr->socket.faces_sent[op->face->number] & NS_FACESENT_FACE))
esrv_send_face(&pl->contr->socket, op->face->number,0);
SockList_AddInt(&sl, op->face->number);
}
if (flags & UPD_NAME) {
int len;
const char *item_p;
char item_n[MAX_BUF];
if (!op->custom_name) {
strncpy(item_n,query_base_name(op, 0),127);
item_n[127]=0;
len=strlen(item_n);
item_p=query_base_name(op, 1);
}
else {
strncpy(item_n,op->custom_name,127);
item_n[127]=0;
len=strlen(item_n);
item_p=op->custom_name;
}
strncpy(item_n+len+1, item_p, 127);
item_n[254]=0;
len += strlen(item_n+1+len) + 1;
SockList_AddChar(&sl, (char)len);
memcpy(sl.buf+sl.len, item_n, len);
sl.len += len;
}
if (flags & UPD_ANIM)
SockList_AddShort(&sl,op->animation_id);
if (flags & UPD_ANIMSPEED) {
int anim_speed=0;
if (QUERY_FLAG(op,FLAG_ANIMATE)) {
if (op->anim_speed) anim_speed=op->anim_speed;
else {
if (FABS(op->speed)<0.001) anim_speed=255;
else if (FABS(op->speed)>=1.0) anim_speed=1;
else anim_speed = (int) (1.0/FABS(op->speed));
}
if (anim_speed>255) anim_speed=255;
}
SockList_AddChar(&sl, (char)anim_speed);
}
if (flags & UPD_NROF)
SockList_AddInt(&sl, op->nrof);
Send_With_Handling(&pl->contr->socket, &sl);
free(sl.buf);
}
/**
* Sends item's info to player.
*/
void esrv_send_item(object *pl, object*op)
{
SockList sl;
/* If this is not the player object, do some more checks */
if (op!=pl) {
/* We only send 'visibile' objects to the client */
if (! LOOK_OBJ(op))
return;
/* if the item is on the ground, mark that the look needs to
* be updated.
*/
if (!op->env) {
pl->contr->socket.update_look=1;
return;
}
}
sl.buf=malloc(MAXSOCKSENDBUF);
sprintf((char*)sl.buf,"item%d ", pl->contr->socket.itemcmd);
sl.len=strlen((char*)sl.buf);
if (op->head) op=op->head;
SockList_AddInt(&sl, op->env? op->env->count:0);
add_object_to_socklist(&pl->contr->socket, &sl, op);
Send_With_Handling(&pl->contr->socket, &sl);
SET_FLAG(op, FLAG_CLIENT_SENT);
free(sl.buf);
}
/**
* Tells the client to delete an item. Uses the item
* command with a -1 location.
*/
void esrv_del_item(player *pl, int tag)
{
SockList sl;
sl.buf=malloc(MAXSOCKSENDBUF);
strcpy((char*)sl.buf,"delitem ");
sl.len=strlen((char*)sl.buf);
SockList_AddInt(&sl, tag);
Send_With_Handling(&pl->socket, &sl);
free(sl.buf);
}
/*******************************************************************************
*
* Client has requested us to do something with an object.
*
******************************************************************************/
/**
* Takes a player and object count (tag) and returns the actual object
* pointer, or null if it can't be found.
*/
static object *esrv_get_ob_from_count(object *pl, tag_t count)
{
object *op, *tmp;
if (pl->count == count)
return pl;
for(op = pl->inv; op; op = op->below)
if (op->count == count)
return op;
else if (op->type == CONTAINER && pl->container == op)
for(tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->count == count)
return tmp;
for(op = get_map_ob (pl->map, pl->x, pl->y); op; op = op->above)
if (op->head != NULL && op->head->count == count)
return op;
else if (op->count == count)
return op;
else if (op->type == CONTAINER && pl->container == op)
for(tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->count == count)
return tmp;
if (pl->contr->transport) {
for(tmp = pl->contr->transport->inv; tmp; tmp = tmp->below)
if (tmp->count == count)
return tmp;
}
return NULL;
}
/** Client wants to examine some object. So lets do so. */
void examine_cmd(char *buf, int len,player *pl)
{
long tag;
object* op;
if (len <= 0 || !buf) {
LOG(llevDebug, "Player '%s' sent bogus examine_cmd information", pl->ob->name);
return;
}
tag = atoi(buf);
op = esrv_get_ob_from_count(pl->ob, tag);
if (!op) {
LOG(llevDebug, "Player '%s' tried to examine the unknown object (%ld)\n",
pl->ob->name, tag);
return;
}
examine (pl->ob, op);
}
/** Client wants to apply some object. Lets do so. */
void apply_cmd(char *buf, int len,player *pl)
{
uint32 tag;
object *op;
if (!buf || len <= 0) {
LOG(llevDebug, "Player '%s' sent bogus apply_cmd information", pl->ob->name);
return;
}
tag = atoi(buf);
op = esrv_get_ob_from_count(pl->ob, tag);
/* sort of a hack, but if the player saves and the player then manually
* applies a savebed (or otherwise tries to do stuff), we run into trouble.
*/
if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) return;
/* If the high bit is set, player applied a pseudo object. */
if (tag & 0x80000000) {
pl->socket.look_position = tag & 0x7fffffff;
pl->socket.update_look = 1;
return;
}
if (!op) {
LOG(llevDebug, "Player '%s' tried to apply the unknown object (%d)\n",
pl->ob->name, tag);
return;
}
player_apply (pl->ob, op, 0, 0);
}
/** Client wants to apply some object. Lets do so. */
void lock_item_cmd(uint8 *data, int len,player *pl)
{
int flag, tag;
object *op;
object *tmp;
if (len != 5) {
LOG(llevDebug, "Player '%s' sent bogus lock_item_cmd information", pl->ob->name);
return;
}
flag = data[0];
tag = GetInt_String(data+1);
op = esrv_get_ob_from_count(pl->ob, tag);
if (!op) {
new_draw_info(NDI_UNIQUE, 0, pl->ob,"Could not find object to lock/unlock");
return;
}
if (!flag)
CLEAR_FLAG(op,FLAG_INV_LOCKED);
else
SET_FLAG(op,FLAG_INV_LOCKED);
tmp = merge_ob(op, NULL);
if (tmp == NULL) {
/* object was not merged - if it was, merge_ob sent updates for us. */
esrv_update_item(UPD_FLAGS, pl->ob, op);
}
}
/**
* Client wants to mark some object. Lets do so.
*
* @param data
* object tag (4 chars).
* @param len
* data size.
* @param pl
* player.
*/
void mark_item_cmd(uint8 *data, int len,player *pl)
{
int tag;
object *op;
if (len != 4) {
LOG(llevDebug, "Player '%s' sent bogus mark_item_cmd information", pl->ob->name);
return;
}
tag = GetInt_String(data);
op = esrv_get_ob_from_count(pl->ob, tag);
if (!op) {
new_draw_info(NDI_UNIQUE, 0, pl->ob,"Could not find object to mark");
return;
}
pl->mark = op;
pl->mark_count = op->count;
new_draw_info_format(NDI_UNIQUE, 0, pl->ob, "Marked item %s", query_name(op));
}
/**
* Prints items on the specified square.
*
* [ removed EARTHWALL check and added check for containers inventory.
* Tero.Haatanen@lut.fi ]
*/
void look_at(object *op,int dx,int dy) {
object *tmp;
int flag=0;
sint16 x,y;
mapstruct *m;
if (out_of_map(op->map, op->x+dx, op->y+dy)) return;
x = op->x + dx;
y = op->y + dy;
m = get_map_from_coord(op->map, &x, &y);
if (!m) return;
for(tmp=get_map_ob(m, x ,y);tmp!=NULL&&tmp->above!=NULL;
tmp=tmp->above);
for ( ; tmp != NULL; tmp=tmp->below ) {
if (tmp->invisible && !QUERY_FLAG(op, FLAG_WIZ)) continue;
if(!flag) {
if(dx||dy)
new_draw_info(NDI_UNIQUE, 0,op,"There you see:");
else {
clear_win_info(op);
new_draw_info(NDI_UNIQUE, 0,op,"You see:");
}
flag=1;
}
if (QUERY_FLAG(op, FLAG_WIZ))
new_draw_info_format(NDI_UNIQUE,0, op, "- %s (%d).",query_name(tmp),tmp->count);
else
new_draw_info_format(NDI_UNIQUE,0, op, "- %s.",query_name(tmp));
if (((tmp->inv!=NULL || (tmp->head && tmp->head->inv)) &&
(tmp->type != CONTAINER && tmp->type!=FLESH)) || QUERY_FLAG(op, FLAG_WIZ))
inventory(op,tmp->head==NULL?tmp:tmp->head);
if(QUERY_FLAG(tmp, FLAG_IS_FLOOR)&&!QUERY_FLAG(op, FLAG_WIZ)) /* don't continue under the floor */
break;
}
if(!flag) {
if(dx||dy)
new_draw_info(NDI_UNIQUE, 0,op,"You see nothing there.");
else
new_draw_info(NDI_UNIQUE, 0,op,"You see nothing.");
}
}
/** Client wants to look at some object. Lets do so. */
void look_at_cmd(char *buf, int len,player *pl)
{
int dx, dy;
char *cp;
dx=atoi(buf);
if (!(cp=strchr(buf,' '))) {
return;
}
dy=atoi(cp);
if (FABS(dx)>MAP_CLIENT_X/2 || FABS(dy)>MAP_CLIENT_Y/2)
return;
if(pl->blocked_los[dx+(pl->socket.mapx/2)][dy+(pl->socket.mapy/2)])
return;
look_at(pl->ob, dx, dy);
}
/** Move an object to a new location */
void esrv_move_object (object *pl, tag_t to, tag_t tag, long nrof)
{
object *op, *env;
op = esrv_get_ob_from_count(pl, tag);
if (!op) {
LOG(llevDebug, "Player '%s' tried to move an unknown object (%ld)\n",
pl->name, tag);
return;
}
/* If on a transport, you don't drop to the ground - you drop to the
* transport.
*/
if (!to && !pl->contr->transport) { /* drop it to the ground */
/* LOG(llevDebug, "Drop it on the ground.\n");*/
if (op->map && !op->env) {
/* LOG(llevDebug,"Dropping object to ground that is already on ground\n");*/
return;
}
/* If it is an active container, then we should drop all objects
* in the container and not the container itself.
*/
if (op->inv && QUERY_FLAG(op, FLAG_APPLIED)) {
object *current, *next;
for (current=op->inv; current!=NULL; current=next) {
next=current->below;
drop_object(pl, current, 0);
}
esrv_update_item(UPD_WEIGHT, pl, op);
}
else {
drop_object (pl, op, nrof);
}
return;
} else if (to == pl->count) { /* pick it up to the inventory */
/* return if player has already picked it up */
if (op->env == pl) return;
pl->contr->count = nrof;
pick_up(pl, op);
return ;
}
/* If not dropped or picked up, we are putting it into a sack */
if (pl->contr->transport) {
if (can_pick(pl, op) && transport_can_hold(pl->contr->transport, op, nrof)) {
put_object_in_sack (pl, pl->contr->transport, op, nrof);
}
} else {
env = esrv_get_ob_from_count(pl, to);
if (!env) {
LOG(llevDebug,
"Player '%s' tried to move object to the unknown location (%d)\n",
pl->name, to);
return;
}
/* put_object_in_sack presumes that necessary sanity checking
* has already been done (eg, it can be picked up and fits in
* in a sack, so check for those things. We should also check
* an make sure env is in fact a container for that matter.
*/
if (env->type == CONTAINER
&& can_pick(pl, op) && sack_can_hold(pl, env, op, nrof)) {
put_object_in_sack (pl, env, op, nrof);
}
}
}
void inscribe_scroll_cmd(char* buf, int len, player* pl) {
object *scroll, *spell, *marked, *inscription, *currentspell;
tag_t tscroll, tspell, tmarked;
char type;
if (len < 1) {
LOG(llevDebug, "Player %s sent an invalid inscribe command.\n", pl->ob->name);
return;
}
type = buf[0];
inscription = find_skill_by_name(pl->ob, "inscription");
if (!inscription) {
draw_ext_info(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE, "You don't know how to write!", NULL);
return;
}
if (type == 0) {
if (len != 9) {
LOG(llevDebug, "Player %s sent an invalid inscribe command.\n", pl->ob->name);
return;
}
tscroll = GetInt_String(buf+1);
tspell = GetInt_String(buf+5);
scroll = esrv_get_ob_from_count(pl->ob, tscroll);
if (!scroll) {
LOG(llevDebug, "Player %s sent an invalid scroll for inscribe command.\n", pl->ob->name);
return;
}
spell = esrv_get_ob_from_count(pl->ob, tspell);
if (!spell) {
LOG(llevDebug, "Player %s sent an invalid spell for inscribe command.\n", pl->ob->name);
return;
}
tmarked = pl->mark_count;
marked = pl->mark;
currentspell = pl->ranges[range_magic];
pl->mark_count = tscroll;
pl->mark = scroll;
pl->ranges[range_magic] = spell;
write_on_item(pl->ob, "", inscription);
pl->mark_count = tmarked;
pl->mark = marked;
pl->ranges[range_magic] = currentspell;
} else {
}
}
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