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Revision: 1.126
Committed: Tue Jan 3 11:25:36 2012 UTC (12 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.125: +1 -1 lines
Log Message:
update copyrights to 2012

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 1.126 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 root 1.120 if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED]))
73 root 1.14 continue;
74 root 1.52
75 root 1.120 if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED]))
76 root 1.14 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 1.122 if (object *skop = find_skill_by_name (op, shstr_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 1.117 op->apply (inv, aflag);
195 root 1.14 else
196 root 1.119 op->failmsgf ("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 root 1.120 if (!sack->flag [FLAG_APPLIED])
215 root 1.14 {
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 1.120 if ((pl->move_type & MOVE_FLYING) && !pl->flag [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 1.120 if (tmp->flag [FLAG_NO_DROP])
278 root 1.14 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 1.120 if (tmp->flag [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 root 1.120 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
373 root 1.14 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 root 1.120 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
379 root 1.14 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 root 1.120 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [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 root 1.120 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [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 root 1.120 if (tmp->flag [FLAG_APPLIED])
561 root 1.118 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
562 root 1.18 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 root 1.120 if (obj->flag [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 1.120 if (dropper->is_in_shop () && !obj->flag [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 root 1.120 if (tmp->flag [FLAG_NO_DROP])
637 root 1.103 return;
638    
639 root 1.120 if (tmp->flag [FLAG_APPLIED])
640 root 1.118 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
641 root 1.103 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 1.120 if (tmp->flag [FLAG_INV_LOCKED])
689 root 1.14 {
690     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
691 elmex 1.1 return;
692     }
693 root 1.70
694 root 1.120 if (tmp->flag [FLAG_NO_DROP])
695 root 1.14 {
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 1.120 if (!curinv->flag [FLAG_INV_LOCKED]
762 root 1.125 && !curinv->invisible
763 root 1.103 && curinv->type != MONEY
764     && curinv->type != FOOD
765     && curinv->type != KEY
766     && curinv->type != SPECIAL_KEY
767     && curinv->type != GEM
768 root 1.125 && curinv->type != CONTAINER)
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 1.120 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
787 root 1.14 {
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 1.120 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
805 root 1.14 {
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 1.120 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
823 root 1.14 {
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 root 1.120 if (tmp->flag [FLAG_NO_DROP] || tmp->invisible)
911 root 1.14 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 root 1.42 std::string
956     object::describe_monster (object *who)
957 root 1.14 {
958 root 1.42 dynbuf_text buf (512, 512);
959    
960     object *mon = head ? head : this;
961 root 1.14
962 root 1.120 if (mon->flag [FLAG_UNDEAD])
963 root 1.77 buf << "It is an undead force.\r";
964 root 1.42
965     if (mon->level > who->level)
966 root 1.77 buf << "It is likely more powerful than you.\r";
967 root 1.42 else if (mon->level < who->level)
968 root 1.77 buf << "It is likely less powerful than you.\r";
969 root 1.14 else
970 root 1.77 buf << "It is probably as powerful as you.\r";
971 root 1.42
972 root 1.14 if (mon->attacktype & AT_ACID)
973 root 1.77 buf << "You seem to smell an acrid odor.\r";
974 elmex 1.1
975 root 1.14 /* Anyone know why this used to use the clone value instead of the
976     * maxhp field? This seems that it should give more accurate results.
977     */
978     switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
979     { /* From 1-4 */
980 root 1.15 case 1:
981 root 1.77 buf << "It is in a bad shape.\r";
982 root 1.15 break;
983     case 2:
984 root 1.77 buf << "It is hurt.\r";
985 root 1.15 break;
986     case 3:
987 root 1.77 buf << "It is somewhat hurt.\r";
988 root 1.15 break;
989     case 4:
990 root 1.77 buf << "It is in excellent shape.\r";
991 root 1.15 break;
992 elmex 1.1 }
993 root 1.42
994     if (present_in_ob (POISONING, mon))
995 root 1.77 buf << "It looks very ill.\r";
996    
997     buf << '\n';
998 root 1.42
999     return buf;
1000 elmex 1.1 }
1001    
1002     /* tmp is the object being described, pl is who is examing it. */
1003 root 1.41 const char *
1004 root 1.14 long_desc (object *tmp, object *pl)
1005     {
1006 root 1.46 static std::string s;
1007    
1008     return (s = tmp->long_desc (pl)).c_str ();
1009 root 1.42 }
1010 elmex 1.1
1011 root 1.42 std::string
1012     object::long_desc (object *who)
1013     {
1014 root 1.88 std::string buf (query_name ());
1015 elmex 1.1
1016 root 1.42 switch (type)
1017 root 1.14 {
1018 root 1.15 case RING:
1019     case SKILL:
1020     case WEAPON:
1021     case ARMOUR:
1022     case BRACERS:
1023     case HELMET:
1024     case SHIELD:
1025     case BOOTS:
1026     case GLOVES:
1027     case AMULET:
1028     case GIRDLE:
1029 root 1.123 case RANGED:
1030 root 1.15 case BOW:
1031     case ARROW:
1032     case CLOAK:
1033     case FOOD:
1034     case DRINK:
1035     case FLESH:
1036     case SKILL_TOOL:
1037 elmex 1.89 case LAMP:
1038 root 1.15 case POWER_CRYSTAL:
1039 root 1.42 {
1040     const char *cp = ::describe_item (this, who);
1041 root 1.14
1042 root 1.42 if (*cp)
1043     {
1044     buf.append (" ");
1045     buf.append (cp);
1046     }
1047     }
1048 elmex 1.1 }
1049 root 1.15
1050 root 1.14 return buf;
1051 elmex 1.1 }
1052    
1053 root 1.42 /* op is the player
1054     * tmp is the monster being examined.
1055     */
1056 root 1.14 void
1057 root 1.42 examine_monster (object *op, object *tmp)
1058 root 1.14 {
1059 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1060     }
1061 root 1.14
1062 root 1.95 static void
1063 root 1.14 display_new_pickup (object *op)
1064     {
1065     int i = op->contr->mode;
1066 elmex 1.1
1067 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1068     new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1069     new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1070 elmex 1.1
1071 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1072 elmex 1.1
1073 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1074     new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1075     new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1076 elmex 1.1
1077 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1078     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1079 elmex 1.1
1080 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1081     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1082     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1083 elmex 1.1
1084 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1085     new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1086     new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1087     new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1088 elmex 1.1
1089 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1090     new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1091     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1092     new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1093 elmex 1.1
1094 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1095     new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1096     new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1097     new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1098 elmex 1.1
1099 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1100 elmex 1.1
1101 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1102 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1103 elmex 1.1
1104 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1105     }
1106 elmex 1.1
1107 root 1.14 int
1108     command_pickup (object *op, char *params)
1109 elmex 1.1 {
1110     uint32 i;
1111 root 1.14 static const char *names[] = {
1112     "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1113     "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1114 root 1.22 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1115     "jewels", "flesh", NULL
1116 root 1.14 };
1117     static uint32 modes[] = {
1118     PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1119     PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1120 root 1.22 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1121     PU_JEWELS, PU_FLESH, 0
1122 root 1.14 };
1123    
1124     if (!params)
1125     {
1126     /* if the new mode is used, just print the settings */
1127 root 1.85 display_new_pickup (op);
1128 root 1.14 return 0;
1129     }
1130 elmex 1.1
1131 root 1.14 while (*params == ' ' && *params)
1132     params++;
1133 elmex 1.1
1134 root 1.14 if (*params == '+' || *params == '-')
1135     {
1136 elmex 1.1 int mode;
1137 root 1.14
1138     for (mode = 0; names[mode]; mode++)
1139     {
1140     if (!strcmp (names[mode], params + 1))
1141     {
1142 elmex 1.1 i = op->contr->mode;
1143 root 1.85
1144 root 1.14 if (*params == '+')
1145     i = i | modes[mode];
1146 elmex 1.1 else
1147 root 1.14 i = i & ~modes[mode];
1148 root 1.85
1149 elmex 1.1 op->contr->mode = i;
1150 root 1.14 display_new_pickup (op);
1151 elmex 1.1 return 1;
1152 root 1.14 }
1153     }
1154     new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1155 elmex 1.1 return 1;
1156 root 1.14 }
1157 elmex 1.1
1158 root 1.14 if (sscanf (params, "%u", &i) != 1)
1159     {
1160 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1161 root 1.14 return 1;
1162     }
1163 root 1.85
1164 root 1.86 if (i <= PU_RATIO)
1165     i |= op->contr->mode & ~PU_RATIO;
1166    
1167 root 1.85 op->contr->mode = i;
1168 elmex 1.1
1169     return 1;
1170     }
1171    
1172 root 1.14 int
1173     command_search_items (object *op, char *params)
1174 elmex 1.1 {
1175 root 1.14 if (params == NULL)
1176     {
1177     if (op->contr->search_str[0] == '\0')
1178     {
1179 root 1.85 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1180 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1181     new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1182 root 1.10 return 1;
1183     }
1184 root 1.42
1185 root 1.14 op->contr->search_str[0] = '\0';
1186     new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1187 root 1.106 op->contr->queue_stats_update ();
1188 elmex 1.1 return 1;
1189 root 1.14 }
1190 root 1.42
1191 root 1.106 if (strlen (params) >= sizeof (op->contr->search_str))
1192 root 1.14 {
1193     new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1194     return 1;
1195     }
1196 root 1.42
1197 root 1.14 strcpy (op->contr->search_str, params);
1198 root 1.106 new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str));
1199     op->contr->queue_stats_update ();
1200 root 1.85
1201 root 1.14 return 1;
1202 elmex 1.1 }
1203    
1204 elmex 1.107 int
1205     command_unlock (object *op, char *params)
1206     {
1207     /* if the unlock command typed with nothing, unlock everything,
1208     * this might be bad
1209     */
1210     if (params == NULL)
1211     {
1212     for (object *item = op->inv; item; item = item->below)
1213     {
1214 root 1.120 item->clr_flag (FLAG_INV_LOCKED);
1215 elmex 1.107 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param.");
1216     esrv_update_item (UPD_FLAGS, op, item);
1217     }
1218     return 0;
1219     }
1220    
1221     /* if the unlock command is used with a param,
1222     * unlock what matches. i.e. unlock material, should unlock all the materials
1223     */
1224     for (object *item = op->inv; item; item = item->below)
1225     if (item->name.contains (params))
1226     {
1227 root 1.120 item->clr_flag (FLAG_INV_LOCKED);
1228 elmex 1.107 //d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param.");
1229     esrv_update_item (UPD_FLAGS, op, item);
1230     }
1231    
1232     return 0;
1233     }
1234    
1235     int
1236     command_lock (object *op, char *params)
1237     {
1238     /* if the lock command is typed by itself, lock everything
1239     */
1240     if (params == NULL)
1241     {
1242     for (object *item = op->inv; item; item = item->below)
1243     {
1244 root 1.120 item->set_flag (FLAG_INV_LOCKED);
1245 elmex 1.107 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param.");
1246     esrv_update_item (UPD_FLAGS, op, item);
1247     }
1248     return 0;
1249     }
1250    
1251     /* if the lock command is used with a param, lock what matches.
1252     * i.e. lock material, should lock all the materials
1253     */
1254     for (object *item = op->inv; item; item = item->below)
1255     if (item->name.contains (params))
1256     {
1257 root 1.120 item->set_flag (FLAG_INV_LOCKED);
1258 elmex 1.107 //d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param.");
1259     esrv_update_item (UPD_FLAGS, op, item);
1260     }
1261    
1262     return 0;
1263     }
1264 root 1.116
1265     /* op should be a player, params is any params.
1266     * If no params given, we print out the currently marked object.
1267     * otherwise, try to find a matching object - try best match first.
1268     */
1269     int
1270     command_mark (object *op, char *params)
1271     {
1272     if (!params)
1273     {
1274 root 1.121 if (object *mark = op->mark ())
1275 root 1.116 op->statusmsg (format ("%s is marked.", query_name (mark)));
1276     else
1277     op->failmsg ("You have no marked object.");
1278     }
1279     else
1280     {
1281     if (object *mark = find_best_object_match (op, params))
1282     {
1283     op->contr->mark = mark;
1284     op->statusmsg (format ("Marked item %s", query_name (mark)));
1285     }
1286     else
1287 root 1.119 op->failmsgf ("Could not find an object that matches %s", params);
1288 root 1.116 }
1289    
1290     return 0; /*shouldnt get here */
1291     }
1292