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Revision: 1.116
Committed: Mon Apr 5 03:22:26 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.115: +29 -0 lines
Log Message:
optimisations

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.60 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.37 *
4 root 1.109 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.110 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.37 *
8 root 1.97 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.37 *
13 root 1.57 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.37 *
18 root 1.97 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.55 *
22 root 1.60 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.37 */
24 elmex 1.1
25 pippijn 1.37 /*
26     * Object (handling) commands
27     */
28 elmex 1.1
29     #include <global.h>
30     #include <skills.h>
31 root 1.32 #include <sproto.h>
32 elmex 1.1 #include <living.h>
33 root 1.14
34 elmex 1.1 /*
35     * Object id parsing functions
36     */
37    
38     #define ADD_ITEM(NEW,COUNT)\
39 root 1.10 if(!first) {\
40 root 1.21 first = new objectlink;\
41 root 1.10 last=first;\
42     } else {\
43 root 1.21 last->next = new objectlink;\
44 root 1.10 last=last->next;\
45     }\
46 root 1.21 last->next=0;\
47 root 1.10 last->ob=(NEW);\
48 elmex 1.1 last->id=(COUNT);
49    
50     /**
51     * Search the inventory of 'pl' for what matches best with params.
52     * we use item_matched_string above - this gives us consistent behaviour
53     * between many commands. Return the best match, or NULL if no match.
54     * aflag is used with apply -u , and apply -a to
55     * only unapply applied, or apply unapplied objects
56     **/
57 root 1.14 static object *
58     find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
59 elmex 1.1 {
60 root 1.52 object *best = 0;
61     int match_val = 0;
62 elmex 1.1
63 root 1.52 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
64 root 1.14 {
65     if (tmp->invisible)
66     continue;
67 root 1.52
68     int tmpmatch = item_matched_string (pl, tmp, params);
69    
70     if (tmpmatch > match_val)
71 root 1.14 {
72     if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
73     continue;
74 root 1.52
75 root 1.14 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
76     continue;
77 root 1.52
78 root 1.14 match_val = tmpmatch;
79     best = tmp;
80 elmex 1.1 }
81     }
82 root 1.52
83 root 1.14 return best;
84 elmex 1.1 }
85    
86     /**
87     * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
88     **/
89 root 1.14 object *
90     find_best_object_match (object *pl, const char *params)
91 elmex 1.1 {
92 root 1.54 return find_best_apply_object_match (pl, params, AP_TOGGLE);
93 elmex 1.1 }
94    
95 root 1.66 static bool
96     can_split (object *pl, object *&op, sint32 nrof)
97     {
98 root 1.69 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
99 root 1.66 {
100     op = tmp;
101     return true;
102     }
103     else
104     {
105 root 1.67 if (op->nrof > 1)
106     new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
107     else
108     new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
109    
110 root 1.66 return false;
111     }
112     }
113    
114 root 1.14 int
115     command_uskill (object *pl, char *params)
116     {
117     if (!params)
118     {
119     new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
120     return 0;
121     }
122 root 1.47
123 root 1.14 return use_skill (pl, params);
124 elmex 1.1 }
125    
126 root 1.14 int
127     command_rskill (object *pl, char *params)
128     {
129     object *skill;
130 elmex 1.1
131 root 1.14 if (!params)
132     {
133     new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
134     return 0;
135 elmex 1.1 }
136 root 1.47
137 root 1.87 skill = find_skill_by_name_fuzzy (pl, params);
138 elmex 1.1
139 root 1.14 if (!skill)
140     {
141 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params);
142 root 1.14 return 0;
143 elmex 1.1 }
144 root 1.47
145 root 1.112 pl->apply (skill);
146 root 1.54 return 1;
147 elmex 1.1 }
148    
149     /* A little special because we do want to pass the full params along
150     * as it includes the object to throw.
151 root 1.14 */
152     int
153     command_throw (object *op, char *params)
154 elmex 1.1 {
155 root 1.51 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
156 root 1.14 return do_skill (op, op, skop, op->facing, params);
157     else
158 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill.");
159 root 1.51
160 root 1.14 return 0;
161 elmex 1.1 }
162    
163 root 1.14 int
164     command_apply (object *op, char *params)
165 elmex 1.1 {
166 root 1.14 if (!params)
167     {
168     player_apply_below (op);
169     return 0;
170     }
171     else
172     {
173 root 1.51 apply_flag aflag = (apply_flag)0;
174 root 1.14
175     while (*params == ' ')
176     params++;
177 root 1.51
178 root 1.14 if (!strncmp (params, "-a ", 3))
179     {
180     aflag = AP_APPLY;
181     params += 3;
182     }
183 root 1.51
184 root 1.14 if (!strncmp (params, "-u ", 3))
185     {
186     aflag = AP_UNAPPLY;
187     params += 3;
188     }
189 root 1.51
190 root 1.14 while (*params == ' ')
191     params++;
192 elmex 1.1
193 root 1.51 if (object *inv = find_best_apply_object_match (op, params, aflag))
194 root 1.113 player_apply (op, inv, aflag);
195 root 1.14 else
196     new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
197 elmex 1.1 }
198 root 1.51
199 elmex 1.1 return 0;
200     }
201    
202     /*
203     * Check if an item op can be put into a sack. If pl exists then tell
204     * a player the reason of failure.
205     * returns 1 if it will fit, 0 if it will not. nrof is the number of
206     * objects (op) we want to put in. We specify it separately instead of
207     * using op->nrof because often times, a player may have specified a
208     * certain number of objects to drop, so we can pass that number, and
209     * not need to use split_ob and stuff.
210     */
211 root 1.14 int
212     sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
213     {
214     if (!QUERY_FLAG (sack, FLAG_APPLIED))
215     {
216     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
217     return 0;
218     }
219 root 1.66
220 root 1.14 if (sack == op)
221     {
222     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
223     return 0;
224     }
225 root 1.66
226 root 1.14 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
227     {
228 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack));
229 root 1.14 return 0;
230     }
231 root 1.66
232 root 1.14 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
233     {
234     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
235     return 0;
236     }
237 root 1.66
238 root 1.14 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
239     (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
240     * (100 - sack->stats.Str) / 100) > sack->weight_limit)
241     {
242     new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
243     return 0;
244 elmex 1.1 }
245 root 1.66
246 root 1.14 /* All other checks pass, must be OK */
247     return 1;
248 elmex 1.1 }
249    
250     /* Pick up commands follow */
251 root 1.14
252 elmex 1.1 /* pl = player (not always - monsters can use this now)
253     * op is the object to put tmp into,
254     * tmp is the object to pick up, nrof is the number to
255     * pick up (0 means all of them)
256     */
257 root 1.14 static void
258     pick_up_object (object *pl, object *op, object *tmp, int nrof)
259 elmex 1.1 {
260 root 1.14 object *env = tmp->env;
261     uint32 weight, effective_weight_limit;
262 root 1.66 int tmp_nrof = tmp->number_of ();
263 root 1.14
264     /* IF the player is flying & trying to take the item out of a container
265     * that is in his inventory, let him. tmp->env points to the container
266     * (sack, luggage, etc), tmp->env->env then points to the player (nested
267     * containers not allowed as of now)
268     */
269 root 1.29 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
270 root 1.14 {
271 root 1.72 pl->failmsg ("You are levitating, you can't reach the ground! "
272     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
273     "or waiting till the levitation effect wears off.>");
274 root 1.14 return;
275     }
276 root 1.18
277 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
278     return;
279 root 1.18
280 root 1.67 if (nrof > tmp_nrof || nrof <= 0)
281 root 1.14 nrof = tmp_nrof;
282 root 1.18
283 root 1.14 /* Figure out how much weight this object will add to the player */
284     weight = tmp->weight * nrof;
285     if (tmp->inv)
286     weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
287 root 1.18
288 root 1.64 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
289 root 1.18
290 root 1.14 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
291     {
292     new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
293     return;
294 elmex 1.1 }
295 root 1.18
296 root 1.66 if (!can_split (pl, tmp, nrof))
297     return;
298 root 1.39
299 root 1.14 if (QUERY_FLAG (tmp, FLAG_UNPAID))
300 root 1.69 {
301     tmp->flag.reset (FLAG_UNPAID);
302     new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
303     tmp->flag.set (FLAG_UNPAID);
304     }
305 root 1.14 else
306 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
307 root 1.14
308 root 1.69 op->insert (tmp);
309 elmex 1.1 }
310    
311 root 1.18 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
312 root 1.14 void
313     pick_up (object *op, object *alt)
314 elmex 1.1 {
315 root 1.14 int need_fix_tmp = 0;
316     object *tmp = NULL;
317 root 1.19 maptile *tmp_map = NULL;
318 root 1.14 int count;
319    
320     /* Decide which object to pick. */
321     if (alt)
322     {
323     if (!can_pick (op, alt))
324     {
325     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
326     goto leave;
327     }
328 root 1.64
329 root 1.14 tmp = alt;
330     }
331     else
332     {
333     if (op->below == NULL || !can_pick (op, op->below))
334     {
335     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
336     goto leave;
337 elmex 1.1 }
338 root 1.18
339 root 1.14 tmp = op->below;
340     }
341    
342     /* Try to catch it. */
343     tmp_map = tmp->map;
344     tmp = stop_item (tmp);
345     if (tmp == NULL)
346     goto leave;
347 root 1.64
348 root 1.14 need_fix_tmp = 1;
349     if (!can_pick (op, tmp))
350     goto leave;
351    
352     if (op->type == PLAYER)
353     {
354     count = op->contr->count;
355     if (count == 0)
356     count = tmp->nrof;
357 elmex 1.1 }
358 root 1.14 else
359     count = tmp->nrof;
360 elmex 1.1
361 root 1.14 /* container is open, so use it */
362 root 1.64 if (tmp->flag [FLAG_STARTEQUIP])
363     alt = op;
364 root 1.100 else if ((alt = op->container_ ()))
365 root 1.14 {
366     if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
367 elmex 1.1 goto leave;
368 root 1.14 }
369     else
370     { /* non container pickup */
371     for (alt = op->inv; alt; alt = alt->below)
372     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
373     alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
374     break; /* perfect match */
375    
376     if (!alt)
377     for (alt = op->inv; alt; alt = alt->below)
378     if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
379     break; /* General container comes next */
380 root 1.39
381 root 1.14 if (!alt)
382     alt = op; /* No free containers */
383     }
384 root 1.21
385 root 1.14 if (tmp->env == alt)
386     {
387     /* here it could be possible to check rent,
388     * if someone wants to implement it
389     */
390     alt = op;
391 elmex 1.1 }
392 root 1.64
393 elmex 1.1 #ifdef PICKUP_DEBUG
394 root 1.14 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
395 elmex 1.1 #endif
396    
397 root 1.14 /* startequip items are not allowed to be put into containers: */
398     if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
399 elmex 1.1 {
400 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
401     goto leave;
402 elmex 1.1 }
403    
404 root 1.14 pick_up_object (op, alt, tmp, count);
405 root 1.18
406     if (tmp->destroyed () || tmp->env)
407 root 1.14 need_fix_tmp = 0;
408 root 1.18
409 root 1.14 if (op->type == PLAYER)
410     op->contr->count = 0;
411 root 1.18
412 root 1.14 goto leave;
413 elmex 1.1
414 root 1.14 leave:
415     if (need_fix_tmp)
416     fix_stopped_item (tmp, tmp_map, op);
417 elmex 1.1 }
418    
419     /* This takes (picks up) and item. op is the player
420     * who issued the command. params is a string to
421     * match against the item name. Basically, always
422     * returns zero, but that should be improved.
423     */
424 root 1.14 int
425     command_take (object *op, char *params)
426 elmex 1.1 {
427 root 1.14 object *tmp, *next;
428 elmex 1.1
429 root 1.100 if (op->container_ ())
430     tmp = op->container_ ()->inv;
431 root 1.14 else
432     {
433     tmp = op->above;
434     if (tmp)
435     while (tmp->above)
436 root 1.21 tmp = tmp->above;
437    
438 root 1.14 if (!tmp)
439     tmp = op->below;
440 elmex 1.1 }
441    
442 root 1.39 if (!tmp)
443 root 1.14 {
444     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
445     return 0;
446 elmex 1.1 }
447    
448 root 1.14 /* Makes processing easier */
449     if (params && *params == '\0')
450 root 1.39 params = 0;
451 elmex 1.1
452 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
453 elmex 1.62
454 root 1.14 while (tmp)
455     {
456     next = tmp->below;
457 elmex 1.1
458 root 1.14 if (tmp->invisible)
459     {
460     tmp = next;
461     continue;
462     }
463 root 1.35
464 root 1.14 /* This following two if and else if could be merged into line
465     * but that probably will make it more difficult to read, and
466     * not make it any more efficient
467     */
468     if (params && item_matched_string (op, tmp, params))
469 elmex 1.62 {
470 root 1.74 if (--cnt < 0) break;
471 elmex 1.62 pick_up (op, tmp);
472     }
473 root 1.14 else if (can_pick (op, tmp) && !params)
474     {
475 root 1.74 if (--cnt < 0) break;
476 root 1.14 pick_up (op, tmp);
477     break;
478 root 1.10 }
479 root 1.35
480 root 1.14 tmp = next;
481     }
482 root 1.35
483 root 1.73 if (cnt < 0)
484 elmex 1.62 {
485     op->failmsg ("Couldn't pick up so many items at once.");
486     return 0;
487     }
488    
489 root 1.14 if (!params && !tmp)
490     {
491 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
492 root 1.14 if (!tmp->invisible)
493     {
494 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
495 root 1.10 break;
496 root 1.14 }
497 root 1.35
498 root 1.14 if (!tmp)
499     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
500 elmex 1.1 }
501 root 1.35
502 root 1.14 return 0;
503 elmex 1.1 }
504    
505     /*
506 root 1.83 * This function was part of drop, now is own function.
507     * Player 'op' tries to put object 'tmp' into sack 'sack',
508     * if nrof is non zero, then nrof objects is tried to put into sack.
509     *
510 elmex 1.1 * Note that the 'sack' in question can now be a transport,
511     * so this function isn't named very good anymore.
512     */
513 root 1.14 void
514     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
515 elmex 1.1 {
516 root 1.14 object *tmp2, *sack2;
517     char buf[MAX_BUF];
518    
519     if (sack == tmp)
520     return; /* Can't put an object in itself */
521 root 1.18
522 sf-marcmagus 1.99 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
523 root 1.14 {
524     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
525     return;
526 elmex 1.1 }
527 root 1.18
528 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
529     {
530     /* Eneq(@csd.uu.se): If the object to be dropped is a container
531     * we instead move the contents of that container into the active
532     * container, this is only done if the object has something in it.
533     */
534     sack2 = tmp;
535     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
536 root 1.18
537 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
538     {
539     tmp = tmp2->below;
540 root 1.18
541 root 1.100 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
542 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
543 root 1.14 else
544     {
545     sprintf (buf, "Your %s fills up.", query_name (sack));
546     new_draw_info (NDI_UNIQUE, 0, op, buf);
547     break;
548 root 1.10 }
549     }
550 root 1.18
551 root 1.14 return;
552     }
553    
554     /* Don't worry about this for containers - our caller should have
555     * already checked this.
556     */
557     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
558     return;
559    
560     if (QUERY_FLAG (tmp, FLAG_APPLIED))
561 root 1.18 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
562     return;
563 elmex 1.1
564 root 1.14 /* we want to put some portion of the item into the container */
565 root 1.69 if (!can_split (op, tmp, nrof))
566     return;
567 root 1.14
568     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
569 root 1.69 sack->insert (tmp);
570 elmex 1.1 }
571    
572 elmex 1.81 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
573     * already split off object, and feeds it to the event handlers and does
574     * other magic with it.
575     *
576     * <droppper> is the object that dropped this object and <obj> is the
577     * object that was dropped.
578     *
579     * Make sure to check what happened with <obj> after this function returns!
580     * Otherwise you may leak this object.
581     */
582     void
583     drop_object (object *dropper, object *obj)
584     {
585     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
586 elmex 1.2 return;
587 elmex 1.81
588 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
589     return;
590 elmex 1.1
591 elmex 1.81 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
592 elmex 1.2 {
593 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
594     dropper->statusmsg ("The god who lent it to you retrieves it.");
595 root 1.28
596 elmex 1.81 obj->destroy ();
597     dropper->update_stats ();
598 elmex 1.1 return;
599     }
600    
601 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
602     floor;
603     floor = floor->above)
604     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
605 elmex 1.5 return;
606 elmex 1.1
607 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
608     return;
609 elmex 1.1
610 root 1.115 if (dropper->is_in_shop () && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
611 elmex 1.81 if (!sell_item (obj, dropper))
612     return;
613 elmex 1.1
614 root 1.103 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
615     return;
616    
617 elmex 1.81 /* If nothing special happened with this object, the default action is to
618     * insert it below the dropper:
619     */
620    
621     obj->x = dropper->x;
622     obj->y = dropper->y;
623    
624     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
625 elmex 1.1 }
626    
627 root 1.103 /*
628     * This function was part of drop, now is own function.
629     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
630     * nrof objects are tried to drop.
631     * This is used when dropping objects onto the floor.
632     */
633     void
634     drop_object (object *op, object *tmp, uint32 nrof)
635     {
636     if (QUERY_FLAG (tmp, FLAG_NO_DROP))
637     return;
638    
639     if (QUERY_FLAG (tmp, FLAG_APPLIED))
640     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
641     return; /* can't unapply it */
642    
643     /* We are only dropping some of the items. We split the current object
644     * off
645     */
646     if (!can_split (op, tmp, nrof))
647     return;
648    
649     drop_object (op, tmp);
650    
651     if (!tmp->destroyed () && !tmp->is_inserted ())
652     {
653     // if nothing happened with the object we give it back
654     op->insert (tmp);
655     }
656     }
657    
658 root 1.69 void
659 root 1.14 drop (object *op, object *tmp)
660 elmex 1.1 {
661 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
662     * somehow, players get an invisible object in the container, and the
663     * old logic would skip over invisible objects - works fine for the
664     * playes inventory, but drop inventory wants to use the next value.
665     */
666     if (tmp->invisible)
667     {
668     /* if the following is the case, it must be in an container. */
669     if (tmp->env && tmp->env->type != PLAYER)
670     {
671     /* Just toss the object - probably shouldn't be hanging
672     * around anyways
673     */
674 root 1.79 tmp->destroy ();
675 root 1.14 return;
676     }
677     else
678 root 1.103 while (tmp && tmp->invisible)
679     tmp = tmp->below;
680 elmex 1.1 }
681    
682 root 1.103 if (!tmp)
683 root 1.14 {
684     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
685 elmex 1.1 return;
686     }
687 root 1.70
688 root 1.14 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
689     {
690     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
691 elmex 1.1 return;
692     }
693 root 1.70
694 root 1.14 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
695     {
696 elmex 1.1 #if 0
697     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
698 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
699 elmex 1.1 #endif
700     return;
701     }
702    
703 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
704     op->contr->last_used = tmp->below ? tmp->below
705     : tmp->above ? tmp->above
706 root 1.91 : (object *)0;
707 elmex 1.1
708 root 1.100 if (op->container_ ())
709 root 1.14 {
710     if (op->type == PLAYER)
711 root 1.100 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
712 root 1.14 else
713 root 1.100 put_object_in_sack (op, op->container_ (), tmp, 0);
714 root 1.14 }
715     else
716     {
717     if (op->type == PLAYER)
718 root 1.26 drop_object (op, tmp, op->contr->count);
719 root 1.14 else
720 root 1.26 drop_object (op, tmp, 0);
721 elmex 1.1 }
722 root 1.26
723 root 1.14 if (op->type == PLAYER)
724     op->contr->count = 0;
725 elmex 1.1 }
726    
727     /* Command will drop all items that have not been locked */
728 root 1.14 int
729     command_dropall (object *op, char *params)
730     {
731    
732     if (op->inv == NULL)
733     {
734     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
735     return 0;
736     }
737 elmex 1.1
738 root 1.70 object *curinv = op->inv;
739     object *nextinv;
740 elmex 1.1
741     /*
742 root 1.14 This is the default. Drops everything not locked or considered
743     not something that should be dropped.
744     */
745 elmex 1.1 /*
746 root 1.14 Care must be taken that the next item pointer is not to money as
747     the drop() routine will do unknown things to it when dropping
748     in a shop. --Tero.Pelander@utu.fi
749     */
750 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
751 elmex 1.61
752 root 1.70 if (!params)
753 root 1.14 {
754 root 1.70 while (curinv)
755 root 1.14 {
756     nextinv = curinv->below;
757 root 1.70
758 root 1.14 while (nextinv && nextinv->type == MONEY)
759     nextinv = nextinv->below;
760 root 1.70
761 root 1.103 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED)
762     && curinv->type != MONEY
763     && curinv->type != FOOD
764     && curinv->type != KEY
765     && curinv->type != SPECIAL_KEY
766     && curinv->type != GEM
767     && !curinv->invisible
768     && (curinv->type != CONTAINER || op->container_ () != curinv))
769 root 1.14 {
770     drop (op, curinv);
771 elmex 1.61 if (--cnt <= 0) break;
772 root 1.14 }
773 root 1.70
774 root 1.14 curinv = nextinv;
775     }
776     }
777     else if (strcmp (params, "weapons") == 0)
778     {
779 root 1.70 while (curinv)
780 root 1.14 {
781     nextinv = curinv->below;
782 root 1.70
783 root 1.14 while (nextinv && nextinv->type == MONEY)
784     nextinv = nextinv->below;
785 root 1.70
786 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
787     {
788     drop (op, curinv);
789 elmex 1.61 if (--cnt <= 0) break;
790 root 1.14 }
791 root 1.70
792 root 1.14 curinv = nextinv;
793     }
794     }
795     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
796     {
797 root 1.70 while (curinv)
798 root 1.14 {
799     nextinv = curinv->below;
800 root 1.70
801 root 1.14 while (nextinv && nextinv->type == MONEY)
802     nextinv = nextinv->below;
803 root 1.70
804 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
805     {
806     drop (op, curinv);
807 elmex 1.61 if (--cnt <= 0) break;
808 root 1.14 }
809 root 1.70
810 root 1.10 curinv = nextinv;
811 root 1.14 }
812     }
813     else if (strcmp (params, "misc") == 0)
814     {
815 root 1.70 while (curinv)
816 root 1.14 {
817     nextinv = curinv->below;
818 root 1.70
819 root 1.14 while (nextinv && nextinv->type == MONEY)
820     nextinv = nextinv->below;
821 root 1.70
822 root 1.14 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
823     {
824     switch (curinv->type)
825     {
826 root 1.15 case HORN:
827     case BOOK:
828     case SPELLBOOK:
829     case GIRDLE:
830     case AMULET:
831     case RING:
832     case CLOAK:
833     case BOOTS:
834     case GLOVES:
835     case BRACERS:
836     case SCROLL:
837     case ARMOUR_IMPROVER:
838     case WEAPON_IMPROVER:
839     case WAND:
840     case ROD:
841     case POTION:
842     drop (op, curinv);
843     curinv = nextinv;
844     break;
845     default:
846     curinv = nextinv;
847     break;
848 root 1.14 }
849 root 1.70
850 elmex 1.61 if (--cnt <= 0) break;
851 root 1.14 }
852 root 1.70
853 root 1.10 curinv = nextinv;
854     }
855 elmex 1.1 }
856 root 1.28
857 elmex 1.61 if (cnt <= 0)
858 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
859 elmex 1.61
860 elmex 1.1 /* draw_look(op);*/
861     return 0;
862     }
863    
864 elmex 1.81
865     /* This function tries to drop all objects in the <objs> vector.
866     * <dropper> is the object that wants to drop them.
867     * <cnt> can be a 0 pointer or a pointer to the maximum number of
868     * drop operations to perform.
869     *
870     * Returns true if at least one item was dropped.
871     */
872 root 1.101 static bool
873 elmex 1.81 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
874     {
875     vector<object *>::iterator i;
876    
877     bool did_one = false;
878    
879     for (i = objs.begin (); i != objs.end (); i++)
880     {
881     drop (dropper, *i);
882     if (cnt && --*cnt <= 0) break;
883     did_one = true;
884     }
885    
886     return did_one;
887     }
888    
889 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
890     * comma seperated list.
891     */
892 root 1.14 int
893     command_drop (object *op, char *params)
894 elmex 1.1 {
895 root 1.14 object *tmp, *next;
896     int did_one = 0;
897 elmex 1.1
898 root 1.14 if (!params)
899     {
900     new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
901     return 0;
902     }
903     else
904     {
905 elmex 1.81 vector<object *> matched_objs;
906 elmex 1.61
907 root 1.14 for (tmp = op->inv; tmp; tmp = next)
908     {
909     next = tmp->below;
910     if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
911     continue;
912 elmex 1.61
913 root 1.14 if (item_matched_string (op, tmp, params))
914 elmex 1.81 matched_objs.push_back (tmp);
915 root 1.10 }
916 elmex 1.61
917 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
918 elmex 1.81
919     if (!drop_vector (op, matched_objs, &cnt))
920 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
921 elmex 1.61
922     if (cnt <= 0)
923 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
924 elmex 1.1 }
925 root 1.14
926     return 0;
927 elmex 1.1 }
928    
929 root 1.14 int
930     command_examine (object *op, char *params)
931 elmex 1.1 {
932 root 1.14 if (!params)
933     {
934     object *tmp = op->below;
935    
936 root 1.36 while (tmp && !tmp->client_visible ())
937 root 1.14 tmp = tmp->below;
938 root 1.65
939 root 1.14 if (tmp)
940     examine (op, tmp);
941     }
942     else
943     {
944     object *tmp = find_best_object_match (op, params);
945    
946     if (tmp)
947     examine (op, tmp);
948     else
949 root 1.65 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
950 root 1.14 }
951 root 1.65
952 elmex 1.1 return 0;
953     }
954    
955     /* op should be a player.
956     * we return the object the player has marked with the 'mark' command
957     * below. If no match is found (or object has changed), we return
958     * NULL. We leave it up to the calling function to print messages if
959     * nothing is found.
960     */
961 root 1.14 object *
962     find_marked_object (object *op)
963 elmex 1.1 {
964 root 1.14 object *tmp;
965    
966     if (!op || !op->contr)
967     return NULL;
968 root 1.20
969 root 1.14 if (!op->contr->mark)
970     {
971 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
972 root 1.20 return 0;
973 elmex 1.1 }
974 root 1.20
975 root 1.14 /* This may seem like overkill, but we need to make sure that they
976     * player hasn't dropped the item. We use count on the off chance that
977     * an item got reincarnated at some point.
978     */
979     for (tmp = op->inv; tmp; tmp = tmp->below)
980     {
981     if (tmp->invisible)
982     continue;
983 root 1.20
984 root 1.14 if (tmp == op->contr->mark)
985     {
986 root 1.20 if (!tmp->destroyed ())
987 root 1.14 return tmp;
988     else
989     {
990 root 1.20 op->contr->mark = 0;
991 elmex 1.1 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
992 root 1.20 return 0;
993 root 1.10 }
994     }
995 elmex 1.1 }
996 root 1.20
997     return 0;
998 elmex 1.1 }
999 root 1.14
1000 root 1.42 std::string
1001     object::describe_monster (object *who)
1002 root 1.14 {
1003 root 1.42 dynbuf_text buf (512, 512);
1004    
1005     object *mon = head ? head : this;
1006 root 1.14
1007     if (QUERY_FLAG (mon, FLAG_UNDEAD))
1008 root 1.77 buf << "It is an undead force.\r";
1009 root 1.42
1010     if (mon->level > who->level)
1011 root 1.77 buf << "It is likely more powerful than you.\r";
1012 root 1.42 else if (mon->level < who->level)
1013 root 1.77 buf << "It is likely less powerful than you.\r";
1014 root 1.14 else
1015 root 1.77 buf << "It is probably as powerful as you.\r";
1016 root 1.42
1017 root 1.14 if (mon->attacktype & AT_ACID)
1018 root 1.77 buf << "You seem to smell an acrid odor.\r";
1019 elmex 1.1
1020 root 1.14 /* Anyone know why this used to use the clone value instead of the
1021     * maxhp field? This seems that it should give more accurate results.
1022     */
1023     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1024     { /* From 1-4 */
1025 root 1.15 case 1:
1026 root 1.77 buf << "It is in a bad shape.\r";
1027 root 1.15 break;
1028     case 2:
1029 root 1.77 buf << "It is hurt.\r";
1030 root 1.15 break;
1031     case 3:
1032 root 1.77 buf << "It is somewhat hurt.\r";
1033 root 1.15 break;
1034     case 4:
1035 root 1.77 buf << "It is in excellent shape.\r";
1036 root 1.15 break;
1037 elmex 1.1 }
1038 root 1.42
1039     if (present_in_ob (POISONING, mon))
1040 root 1.77 buf << "It looks very ill.\r";
1041    
1042     buf << '\n';
1043 root 1.42
1044     return buf;
1045 elmex 1.1 }
1046    
1047     /* tmp is the object being described, pl is who is examing it. */
1048 root 1.41 const char *
1049 root 1.14 long_desc (object *tmp, object *pl)
1050     {
1051 root 1.46 static std::string s;
1052    
1053     return (s = tmp->long_desc (pl)).c_str ();
1054 root 1.42 }
1055 elmex 1.1
1056 root 1.42 std::string
1057     object::long_desc (object *who)
1058     {
1059 root 1.88 std::string buf (query_name ());
1060 elmex 1.1
1061 root 1.42 switch (type)
1062 root 1.14 {
1063 root 1.15 case RING:
1064     case SKILL:
1065     case WEAPON:
1066     case ARMOUR:
1067     case BRACERS:
1068     case HELMET:
1069     case SHIELD:
1070     case BOOTS:
1071     case GLOVES:
1072     case AMULET:
1073     case GIRDLE:
1074     case BOW:
1075     case ARROW:
1076     case CLOAK:
1077     case FOOD:
1078     case DRINK:
1079     case FLESH:
1080     case SKILL_TOOL:
1081 elmex 1.89 case LAMP:
1082 root 1.15 case POWER_CRYSTAL:
1083 root 1.42 {
1084     const char *cp = ::describe_item (this, who);
1085 root 1.14
1086 root 1.42 if (*cp)
1087     {
1088     buf.append (" ");
1089     buf.append (cp);
1090     }
1091     }
1092 elmex 1.1 }
1093 root 1.15
1094 root 1.14 return buf;
1095 elmex 1.1 }
1096    
1097 root 1.42 /* op is the player
1098     * tmp is the monster being examined.
1099     */
1100 root 1.14 void
1101 root 1.42 examine_monster (object *op, object *tmp)
1102 root 1.14 {
1103 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1104     }
1105 root 1.14
1106 root 1.95 static void
1107 root 1.14 display_new_pickup (object *op)
1108     {
1109     int i = op->contr->mode;
1110 elmex 1.1
1111 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1112     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1113     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1114 elmex 1.1
1115 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1116 elmex 1.1
1117 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1118     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1119     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1120 elmex 1.1
1121 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1122     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1123 elmex 1.1
1124 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1125     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1126     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1127 elmex 1.1
1128 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1129     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1130     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1131     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1132 elmex 1.1
1133 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1134     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1135     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1136     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1137 elmex 1.1
1138 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1139     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1140     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1141     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1142 elmex 1.1
1143 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1144 elmex 1.1
1145 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1146 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1147 elmex 1.1
1148 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1149     }
1150 elmex 1.1
1151 root 1.14 int
1152     command_pickup (object *op, char *params)
1153 elmex 1.1 {
1154     uint32 i;
1155 root 1.14 static const char *names[] = {
1156     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1157     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1158 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1159     "jewels", "flesh", NULL
1160 root 1.14 };
1161     static uint32 modes[] = {
1162     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1163     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1164 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1165     PU_JEWELS, PU_FLESH, 0
1166 root 1.14 };
1167    
1168     if (!params)
1169     {
1170     /* if the new mode is used, just print the settings */
1171 root 1.85 display_new_pickup (op);
1172 root 1.14 return 0;
1173     }
1174 elmex 1.1
1175 root 1.14 while (*params == ' ' && *params)
1176     params++;
1177 elmex 1.1
1178 root 1.14 if (*params == '+' || *params == '-')
1179     {
1180 elmex 1.1 int mode;
1181 root 1.14
1182     for (mode = 0; names[mode]; mode++)
1183     {
1184     if (!strcmp (names[mode], params + 1))
1185     {
1186 elmex 1.1 i = op->contr->mode;
1187 root 1.85
1188 root 1.14 if (*params == '+')
1189     i = i | modes[mode];
1190 elmex 1.1 else
1191 root 1.14 i = i & ~modes[mode];
1192 root 1.85
1193 elmex 1.1 op->contr->mode = i;
1194 root 1.14 display_new_pickup (op);
1195 elmex 1.1 return 1;
1196 root 1.14 }
1197     }
1198     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1199 elmex 1.1 return 1;
1200 root 1.14 }
1201 elmex 1.1
1202 root 1.14 if (sscanf (params, "%u", &i) != 1)
1203     {
1204 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1205 root 1.14 return 1;
1206     }
1207 root 1.85
1208 root 1.86 if (i <= PU_RATIO)
1209     i |= op->contr->mode & ~PU_RATIO;
1210    
1211 root 1.85 op->contr->mode = i;
1212 elmex 1.1
1213     return 1;
1214     }
1215    
1216 root 1.14 int
1217     command_search_items (object *op, char *params)
1218 elmex 1.1 {
1219 root 1.14 if (params == NULL)
1220     {
1221     if (op->contr->search_str[0] == '\0')
1222     {
1223 root 1.85 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1224 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1225     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1226 root 1.10 return 1;
1227     }
1228 root 1.42
1229 root 1.14 op->contr->search_str[0] = '\0';
1230     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1231 root 1.106 op->contr->queue_stats_update ();
1232 elmex 1.1 return 1;
1233 root 1.14 }
1234 root 1.42
1235 root 1.106 if (strlen (params) >= sizeof (op->contr->search_str))
1236 root 1.14 {
1237     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1238     return 1;
1239     }
1240 root 1.42
1241 root 1.14 strcpy (op->contr->search_str, params);
1242 root 1.106 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1243     op->contr->queue_stats_update ();
1244 root 1.85
1245 root 1.14 return 1;
1246 elmex 1.1 }
1247    
1248 elmex 1.107 int
1249     command_unlock (object *op, char *params)
1250     {
1251     /* if the unlock command typed with nothing, unlock everything,
1252     * this might be bad
1253     */
1254     if (params == NULL)
1255     {
1256     for (object *item = op->inv; item; item = item->below)
1257     {
1258     CLEAR_FLAG(item, FLAG_INV_LOCKED);
1259     //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1260     esrv_update_item (UPD_FLAGS, op, item);
1261     }
1262     return 0;
1263     }
1264    
1265     /* if the unlock command is used with a param,
1266     * unlock what matches. i.e. unlock material, should unlock all the materials
1267     */
1268     for (object *item = op->inv; item; item = item->below)
1269     if (item->name.contains (params))
1270     {
1271     CLEAR_FLAG (item, FLAG_INV_LOCKED);
1272     //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1273     esrv_update_item (UPD_FLAGS, op, item);
1274     }
1275    
1276     return 0;
1277     }
1278    
1279     int
1280     command_lock (object *op, char *params)
1281     {
1282     /* if the lock command is typed by itself, lock everything
1283     */
1284     if (params == NULL)
1285     {
1286     for (object *item = op->inv; item; item = item->below)
1287     {
1288     SET_FLAG (item, FLAG_INV_LOCKED);
1289     //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1290     esrv_update_item (UPD_FLAGS, op, item);
1291     }
1292     return 0;
1293     }
1294    
1295     /* if the lock command is used with a param, lock what matches.
1296     * i.e. lock material, should lock all the materials
1297     */
1298     for (object *item = op->inv; item; item = item->below)
1299     if (item->name.contains (params))
1300     {
1301     SET_FLAG (item, FLAG_INV_LOCKED);
1302     //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1303     esrv_update_item (UPD_FLAGS, op, item);
1304     }
1305    
1306     return 0;
1307     }
1308 root 1.116
1309     /* op should be a player, params is any params.
1310     * If no params given, we print out the currently marked object.
1311     * otherwise, try to find a matching object - try best match first.
1312     */
1313     int
1314     command_mark (object *op, char *params)
1315     {
1316     if (!params)
1317     {
1318     if (object *mark = find_marked_object (op))
1319     op->statusmsg (format ("%s is marked.", query_name (mark)));
1320     else
1321     op->failmsg ("You have no marked object.");
1322     }
1323     else
1324     {
1325     if (object *mark = find_best_object_match (op, params))
1326     {
1327     op->contr->mark = mark;
1328     op->statusmsg (format ("Marked item %s", query_name (mark)));
1329     }
1330     else
1331     op->failmsg (format ("Could not find an object that matches %s", params));
1332     }
1333    
1334     return 0; /*shouldnt get here */
1335     }
1336