ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_object.C
Revision: 1.131
Committed: Mon Nov 12 03:48:34 2012 UTC (11 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_1
Changes since 1.130: +1 -1 lines
Log Message:
respect mapspace limits in create food/missile

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.60 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.129 *
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 root 1.129 *
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 root 1.129 *
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 root 1.129 *
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 1.129 *
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 1.130 if (sack->weight_limit
239     && weight_t (sack->carrying
240     + sack->number_of ()
241     * (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242     * (100 - sack->stats.Str) / 100)
243     > sack->weight_limit)
244 root 1.14 {
245     new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
246     return 0;
247 elmex 1.1 }
248 root 1.66
249 root 1.14 /* All other checks pass, must be OK */
250     return 1;
251 elmex 1.1 }
252    
253     /* Pick up commands follow */
254 root 1.14
255 elmex 1.1 /* pl = player (not always - monsters can use this now)
256 root 1.130 * op is the object to put tmp into,
257 elmex 1.1 * tmp is the object to pick up, nrof is the number to
258     * pick up (0 means all of them)
259     */
260 root 1.14 static void
261     pick_up_object (object *pl, object *op, object *tmp, int nrof)
262 elmex 1.1 {
263 root 1.130 weight_t weight, effective_weight_limit;
264 root 1.66 int tmp_nrof = tmp->number_of ();
265 root 1.14
266 root 1.130 /* IF the player is flying & trying to take the item out of a container
267     * that is in his inventory, let him. tmp->env points to the container
268     * (sack, luggage, etc), tmp->env->env then points to the player (nested
269 root 1.14 * containers not allowed as of now)
270     */
271 root 1.120 if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl)
272 root 1.14 {
273 root 1.72 pl->failmsg ("You are levitating, you can't reach the ground! "
274     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275     "or waiting till the levitation effect wears off.>");
276 root 1.14 return;
277     }
278 root 1.18
279 root 1.120 if (tmp->flag [FLAG_NO_DROP])
280 root 1.14 return;
281 root 1.18
282 root 1.67 if (nrof > tmp_nrof || nrof <= 0)
283 root 1.14 nrof = tmp_nrof;
284 root 1.18
285 root 1.14 /* Figure out how much weight this object will add to the player */
286     weight = tmp->weight * nrof;
287     if (tmp->inv)
288     weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
289 root 1.18
290 root 1.64 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291 root 1.18
292 root 1.14 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293     {
294     new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
295     return;
296 elmex 1.1 }
297 root 1.18
298 root 1.66 if (!can_split (pl, tmp, nrof))
299     return;
300 root 1.39
301 root 1.120 if (tmp->flag [FLAG_UNPAID])
302 root 1.69 {
303     tmp->flag.reset (FLAG_UNPAID);
304     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));
305     tmp->flag.set (FLAG_UNPAID);
306     }
307 root 1.14 else
308 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309 root 1.14
310 root 1.69 op->insert (tmp);
311 elmex 1.1 }
312    
313 root 1.18 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 root 1.14 void
315     pick_up (object *op, object *alt)
316 elmex 1.1 {
317 root 1.14 int need_fix_tmp = 0;
318     object *tmp = NULL;
319 root 1.19 maptile *tmp_map = NULL;
320 root 1.14 int count;
321    
322     /* Decide which object to pick. */
323     if (alt)
324     {
325     if (!can_pick (op, alt))
326     {
327     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
328     goto leave;
329     }
330 root 1.64
331 root 1.14 tmp = alt;
332     }
333     else
334     {
335     if (op->below == NULL || !can_pick (op, op->below))
336     {
337     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338     goto leave;
339 elmex 1.1 }
340 root 1.18
341 root 1.14 tmp = op->below;
342     }
343    
344     /* Try to catch it. */
345     tmp_map = tmp->map;
346     tmp = stop_item (tmp);
347     if (tmp == NULL)
348     goto leave;
349 root 1.64
350 root 1.14 need_fix_tmp = 1;
351     if (!can_pick (op, tmp))
352     goto leave;
353    
354     if (op->type == PLAYER)
355     {
356     count = op->contr->count;
357     if (count == 0)
358     count = tmp->nrof;
359 elmex 1.1 }
360 root 1.14 else
361     count = tmp->nrof;
362 elmex 1.1
363 root 1.14 /* container is open, so use it */
364 root 1.64 if (tmp->flag [FLAG_STARTEQUIP])
365     alt = op;
366 root 1.100 else if ((alt = op->container_ ()))
367 root 1.14 {
368     if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
369 elmex 1.1 goto leave;
370 root 1.14 }
371     else
372     { /* non container pickup */
373     for (alt = op->inv; alt; alt = alt->below)
374 root 1.120 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] &&
375 root 1.14 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376     break; /* perfect match */
377    
378     if (!alt)
379     for (alt = op->inv; alt; alt = alt->below)
380 root 1.120 if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count))
381 root 1.14 break; /* General container comes next */
382 root 1.39
383 root 1.14 if (!alt)
384     alt = op; /* No free containers */
385     }
386 root 1.21
387 root 1.14 if (tmp->env == alt)
388     {
389     /* here it could be possible to check rent,
390     * if someone wants to implement it
391     */
392     alt = op;
393 elmex 1.1 }
394 root 1.64
395 elmex 1.1 #ifdef PICKUP_DEBUG
396 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);
397 elmex 1.1 #endif
398    
399 root 1.14 /* startequip items are not allowed to be put into containers: */
400 root 1.120 if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP])
401 elmex 1.1 {
402 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403     goto leave;
404 elmex 1.1 }
405    
406 root 1.14 pick_up_object (op, alt, tmp, count);
407 root 1.18
408     if (tmp->destroyed () || tmp->env)
409 root 1.14 need_fix_tmp = 0;
410 root 1.18
411 root 1.14 if (op->type == PLAYER)
412     op->contr->count = 0;
413 root 1.18
414 root 1.14 goto leave;
415 elmex 1.1
416 root 1.14 leave:
417     if (need_fix_tmp)
418     fix_stopped_item (tmp, tmp_map, op);
419 elmex 1.1 }
420    
421     /* This takes (picks up) and item. op is the player
422     * who issued the command. params is a string to
423     * match against the item name. Basically, always
424     * returns zero, but that should be improved.
425     */
426 root 1.14 int
427     command_take (object *op, char *params)
428 elmex 1.1 {
429 root 1.14 object *tmp, *next;
430 elmex 1.1
431 root 1.100 if (op->container_ ())
432     tmp = op->container_ ()->inv;
433 root 1.14 else
434     {
435     tmp = op->above;
436     if (tmp)
437     while (tmp->above)
438 root 1.21 tmp = tmp->above;
439    
440 root 1.14 if (!tmp)
441     tmp = op->below;
442 elmex 1.1 }
443    
444 root 1.39 if (!tmp)
445 root 1.14 {
446     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
447     return 0;
448 elmex 1.1 }
449    
450 root 1.14 /* Makes processing easier */
451     if (params && *params == '\0')
452 root 1.39 params = 0;
453 elmex 1.1
454 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
455 elmex 1.62
456 root 1.14 while (tmp)
457     {
458     next = tmp->below;
459 elmex 1.1
460 root 1.14 if (tmp->invisible)
461     {
462     tmp = next;
463     continue;
464     }
465 root 1.35
466 root 1.14 /* This following two if and else if could be merged into line
467     * but that probably will make it more difficult to read, and
468     * not make it any more efficient
469     */
470     if (params && item_matched_string (op, tmp, params))
471 elmex 1.62 {
472 root 1.74 if (--cnt < 0) break;
473 elmex 1.62 pick_up (op, tmp);
474     }
475 root 1.14 else if (can_pick (op, tmp) && !params)
476     {
477 root 1.74 if (--cnt < 0) break;
478 root 1.14 pick_up (op, tmp);
479     break;
480 root 1.10 }
481 root 1.35
482 root 1.14 tmp = next;
483     }
484 root 1.35
485 root 1.73 if (cnt < 0)
486 elmex 1.62 {
487     op->failmsg ("Couldn't pick up so many items at once.");
488     return 0;
489     }
490    
491 root 1.14 if (!params && !tmp)
492     {
493 root 1.35 for (tmp = op->below; tmp; tmp = tmp->below)
494 root 1.14 if (!tmp->invisible)
495     {
496 root 1.64 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 root 1.10 break;
498 root 1.14 }
499 root 1.35
500 root 1.14 if (!tmp)
501     new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 elmex 1.1 }
503 root 1.35
504 root 1.14 return 0;
505 elmex 1.1 }
506    
507     /*
508 root 1.83 * This function was part of drop, now is own function.
509     * Player 'op' tries to put object 'tmp' into sack 'sack',
510     * if nrof is non zero, then nrof objects is tried to put into sack.
511     *
512 elmex 1.1 * Note that the 'sack' in question can now be a transport,
513     * so this function isn't named very good anymore.
514     */
515 root 1.14 void
516     put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
517 elmex 1.1 {
518 root 1.128 object *tmp2;
519 root 1.14 char buf[MAX_BUF];
520    
521     if (sack == tmp)
522     return; /* Can't put an object in itself */
523 root 1.18
524 root 1.120 if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP])
525 root 1.14 {
526     new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
527     return;
528 elmex 1.1 }
529 root 1.18
530 root 1.14 if (tmp->type == CONTAINER && tmp->inv)
531     {
532     /* Eneq(@csd.uu.se): If the object to be dropped is a container
533     * we instead move the contents of that container into the active
534     * container, this is only done if the object has something in it.
535     */
536     new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
537 root 1.18
538 root 1.14 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
539     {
540     tmp = tmp2->below;
541 root 1.18
542 root 1.100 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
543 root 1.69 put_object_in_sack (op, sack, tmp2, 0);
544 root 1.14 else
545     {
546     sprintf (buf, "Your %s fills up.", query_name (sack));
547     new_draw_info (NDI_UNIQUE, 0, op, buf);
548     break;
549 root 1.10 }
550     }
551 root 1.18
552 root 1.14 return;
553     }
554    
555     /* Don't worry about this for containers - our caller should have
556     * already checked this.
557     */
558     if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
559     return;
560    
561 root 1.120 if (tmp->flag [FLAG_APPLIED])
562 root 1.118 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
563 root 1.18 return;
564 elmex 1.1
565 root 1.14 /* we want to put some portion of the item into the container */
566 root 1.69 if (!can_split (op, tmp, nrof))
567     return;
568 root 1.14
569     new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
570 root 1.69 sack->insert (tmp);
571 elmex 1.1 }
572    
573 elmex 1.81 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
574     * already split off object, and feeds it to the event handlers and does
575     * other magic with it.
576     *
577     * <droppper> is the object that dropped this object and <obj> is the
578     * object that was dropped.
579     *
580     * Make sure to check what happened with <obj> after this function returns!
581     * Otherwise you may leak this object.
582     */
583     void
584     drop_object (object *dropper, object *obj)
585     {
586     if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
587 elmex 1.2 return;
588 elmex 1.81
589 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
590     return;
591 elmex 1.1
592 root 1.120 if (obj->flag [FLAG_STARTEQUIP])
593 elmex 1.2 {
594 elmex 1.81 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
595     dropper->statusmsg ("The god who lent it to you retrieves it.");
596 root 1.28
597 elmex 1.81 obj->destroy ();
598     dropper->update_stats ();
599 elmex 1.1 return;
600     }
601    
602 elmex 1.81 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
603     floor;
604     floor = floor->above)
605     if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
606 elmex 1.5 return;
607 elmex 1.1
608 elmex 1.82 if (obj->destroyed () || obj->is_inserted ())
609     return;
610 elmex 1.1
611 root 1.120 if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY)
612 elmex 1.81 if (!sell_item (obj, dropper))
613 root 1.131 return;
614 elmex 1.1
615 root 1.103 if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper))
616     return;
617    
618 elmex 1.81 /* If nothing special happened with this object, the default action is to
619     * insert it below the dropper:
620     */
621    
622     obj->x = dropper->x;
623     obj->y = dropper->y;
624    
625     insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
626 elmex 1.1 }
627    
628 root 1.103 /*
629     * This function was part of drop, now is own function.
630     * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
631     * nrof objects are tried to drop.
632     * This is used when dropping objects onto the floor.
633     */
634     void
635     drop_object (object *op, object *tmp, uint32 nrof)
636     {
637 root 1.120 if (tmp->flag [FLAG_NO_DROP])
638 root 1.103 return;
639    
640 root 1.120 if (tmp->flag [FLAG_APPLIED])
641 root 1.118 if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE))
642 root 1.103 return; /* can't unapply it */
643    
644     /* We are only dropping some of the items. We split the current object
645     * off
646     */
647     if (!can_split (op, tmp, nrof))
648     return;
649    
650     drop_object (op, tmp);
651    
652     if (!tmp->destroyed () && !tmp->is_inserted ())
653     {
654     // if nothing happened with the object we give it back
655     op->insert (tmp);
656     }
657     }
658    
659 root 1.69 void
660 root 1.14 drop (object *op, object *tmp)
661 elmex 1.1 {
662 root 1.14 /* Hopeful fix for disappearing objects when dropping from a container -
663     * somehow, players get an invisible object in the container, and the
664     * old logic would skip over invisible objects - works fine for the
665     * playes inventory, but drop inventory wants to use the next value.
666     */
667     if (tmp->invisible)
668     {
669     /* if the following is the case, it must be in an container. */
670     if (tmp->env && tmp->env->type != PLAYER)
671     {
672     /* Just toss the object - probably shouldn't be hanging
673     * around anyways
674     */
675 root 1.79 tmp->destroy ();
676 root 1.14 return;
677     }
678     else
679 root 1.103 while (tmp && tmp->invisible)
680     tmp = tmp->below;
681 elmex 1.1 }
682    
683 root 1.103 if (!tmp)
684 root 1.14 {
685     new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
686 elmex 1.1 return;
687     }
688 root 1.70
689 root 1.120 if (tmp->flag [FLAG_INV_LOCKED])
690 root 1.14 {
691     new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
692 elmex 1.1 return;
693     }
694 root 1.70
695 root 1.120 if (tmp->flag [FLAG_NO_DROP])
696 root 1.14 {
697 elmex 1.1 #if 0
698     /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
699 root 1.14 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
700 elmex 1.1 #endif
701     return;
702     }
703    
704 root 1.26 if (op->type == PLAYER && op->contr->last_used == tmp)
705     op->contr->last_used = tmp->below ? tmp->below
706     : tmp->above ? tmp->above
707 root 1.91 : (object *)0;
708 elmex 1.1
709 root 1.100 if (op->container_ ())
710 root 1.14 {
711     if (op->type == PLAYER)
712 root 1.100 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
713 root 1.14 else
714 root 1.100 put_object_in_sack (op, op->container_ (), tmp, 0);
715 root 1.14 }
716     else
717     {
718     if (op->type == PLAYER)
719 root 1.26 drop_object (op, tmp, op->contr->count);
720 root 1.14 else
721 root 1.26 drop_object (op, tmp, 0);
722 elmex 1.1 }
723 root 1.26
724 root 1.14 if (op->type == PLAYER)
725     op->contr->count = 0;
726 elmex 1.1 }
727    
728     /* Command will drop all items that have not been locked */
729 root 1.14 int
730     command_dropall (object *op, char *params)
731     {
732    
733     if (op->inv == NULL)
734     {
735     new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
736     return 0;
737     }
738 elmex 1.1
739 root 1.70 object *curinv = op->inv;
740     object *nextinv;
741 elmex 1.1
742     /*
743 root 1.14 This is the default. Drops everything not locked or considered
744     not something that should be dropped.
745     */
746 elmex 1.1 /*
747 root 1.14 Care must be taken that the next item pointer is not to money as
748     the drop() routine will do unknown things to it when dropping
749     in a shop. --Tero.Pelander@utu.fi
750     */
751 root 1.103 int cnt = MAX_ITEM_PER_ACTION;
752 elmex 1.61
753 root 1.70 if (!params)
754 root 1.14 {
755 root 1.70 while (curinv)
756 root 1.14 {
757     nextinv = curinv->below;
758 root 1.70
759 root 1.14 while (nextinv && nextinv->type == MONEY)
760     nextinv = nextinv->below;
761 root 1.70
762 root 1.120 if (!curinv->flag [FLAG_INV_LOCKED]
763 root 1.125 && !curinv->invisible
764 root 1.103 && curinv->type != MONEY
765     && curinv->type != FOOD
766     && curinv->type != KEY
767     && curinv->type != SPECIAL_KEY
768     && curinv->type != GEM
769 root 1.125 && curinv->type != CONTAINER)
770 root 1.14 {
771     drop (op, curinv);
772 elmex 1.61 if (--cnt <= 0) break;
773 root 1.14 }
774 root 1.70
775 root 1.14 curinv = nextinv;
776     }
777     }
778     else if (strcmp (params, "weapons") == 0)
779     {
780 root 1.70 while (curinv)
781 root 1.14 {
782     nextinv = curinv->below;
783 root 1.70
784 root 1.14 while (nextinv && nextinv->type == MONEY)
785     nextinv = nextinv->below;
786 root 1.70
787 root 1.120 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
788 root 1.14 {
789     drop (op, curinv);
790 elmex 1.61 if (--cnt <= 0) break;
791 root 1.14 }
792 root 1.70
793 root 1.14 curinv = nextinv;
794     }
795     }
796     else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
797     {
798 root 1.70 while (curinv)
799 root 1.14 {
800     nextinv = curinv->below;
801 root 1.70
802 root 1.14 while (nextinv && nextinv->type == MONEY)
803     nextinv = nextinv->below;
804 root 1.70
805 root 1.120 if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
806 root 1.14 {
807     drop (op, curinv);
808 elmex 1.61 if (--cnt <= 0) break;
809 root 1.14 }
810 root 1.70
811 root 1.10 curinv = nextinv;
812 root 1.14 }
813     }
814     else if (strcmp (params, "misc") == 0)
815     {
816 root 1.70 while (curinv)
817 root 1.14 {
818     nextinv = curinv->below;
819 root 1.70
820 root 1.14 while (nextinv && nextinv->type == MONEY)
821     nextinv = nextinv->below;
822 root 1.70
823 root 1.120 if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED])
824 root 1.14 {
825     switch (curinv->type)
826     {
827 root 1.15 case HORN:
828     case BOOK:
829     case SPELLBOOK:
830     case GIRDLE:
831     case AMULET:
832     case RING:
833     case CLOAK:
834     case BOOTS:
835     case GLOVES:
836     case BRACERS:
837     case SCROLL:
838     case ARMOUR_IMPROVER:
839     case WEAPON_IMPROVER:
840     case WAND:
841     case ROD:
842     case POTION:
843     drop (op, curinv);
844     curinv = nextinv;
845     break;
846     default:
847     curinv = nextinv;
848     break;
849 root 1.14 }
850 root 1.70
851 elmex 1.61 if (--cnt <= 0) break;
852 root 1.14 }
853 root 1.70
854 root 1.10 curinv = nextinv;
855     }
856 elmex 1.1 }
857 root 1.28
858 elmex 1.61 if (cnt <= 0)
859 elmex 1.62 op->failmsg ("Only dropped some items, can't drop that many items at once.");
860 elmex 1.61
861 elmex 1.1 /* draw_look(op);*/
862     return 0;
863     }
864    
865 elmex 1.81
866     /* This function tries to drop all objects in the <objs> vector.
867     * <dropper> is the object that wants to drop them.
868     * <cnt> can be a 0 pointer or a pointer to the maximum number of
869     * drop operations to perform.
870     *
871     * Returns true if at least one item was dropped.
872     */
873 root 1.101 static bool
874 elmex 1.81 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
875     {
876     vector<object *>::iterator i;
877    
878     bool did_one = false;
879    
880     for (i = objs.begin (); i != objs.end (); i++)
881     {
882     drop (dropper, *i);
883     if (cnt && --*cnt <= 0) break;
884     did_one = true;
885     }
886    
887     return did_one;
888     }
889    
890 elmex 1.1 /* Object op wants to drop object(s) params. params can be a
891     * comma seperated list.
892     */
893 root 1.14 int
894     command_drop (object *op, char *params)
895 elmex 1.1 {
896 root 1.14 object *tmp, *next;
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