1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992 Frank Tore Johansen |
7 |
* |
8 |
* 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 |
* |
13 |
* 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 |
* |
18 |
* 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 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
/* |
26 |
* Object (handling) commands |
27 |
*/ |
28 |
|
29 |
#include <global.h> |
30 |
#include <skills.h> |
31 |
#include <sproto.h> |
32 |
#include <living.h> |
33 |
|
34 |
/* |
35 |
* Object id parsing functions |
36 |
*/ |
37 |
|
38 |
#define ADD_ITEM(NEW,COUNT)\ |
39 |
if(!first) {\ |
40 |
first = new objectlink;\ |
41 |
last=first;\ |
42 |
} else {\ |
43 |
last->next = new objectlink;\ |
44 |
last=last->next;\ |
45 |
}\ |
46 |
last->next=0;\ |
47 |
last->ob=(NEW);\ |
48 |
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 |
static object * |
58 |
find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) |
59 |
{ |
60 |
object *best = 0; |
61 |
int match_val = 0; |
62 |
|
63 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
64 |
{ |
65 |
if (tmp->invisible) |
66 |
continue; |
67 |
|
68 |
int tmpmatch = item_matched_string (pl, tmp, params); |
69 |
|
70 |
if (tmpmatch > match_val) |
71 |
{ |
72 |
if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED])) |
73 |
continue; |
74 |
|
75 |
if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED])) |
76 |
continue; |
77 |
|
78 |
match_val = tmpmatch; |
79 |
best = tmp; |
80 |
} |
81 |
} |
82 |
|
83 |
return best; |
84 |
} |
85 |
|
86 |
/** |
87 |
* Shortcut to find_best_apply_object_match(pl, params, AF_NULL); |
88 |
**/ |
89 |
object * |
90 |
find_best_object_match (object *pl, const char *params) |
91 |
{ |
92 |
return find_best_apply_object_match (pl, params, AP_TOGGLE); |
93 |
} |
94 |
|
95 |
static bool |
96 |
can_split (object *pl, object *&op, sint32 nrof) |
97 |
{ |
98 |
if (object *tmp = op->split (nrof ? nrof : op->number_of ())) |
99 |
{ |
100 |
op = tmp; |
101 |
return true; |
102 |
} |
103 |
else |
104 |
{ |
105 |
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 |
return false; |
111 |
} |
112 |
} |
113 |
|
114 |
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 |
|
123 |
return use_skill (pl, params); |
124 |
} |
125 |
|
126 |
int |
127 |
command_rskill (object *pl, char *params) |
128 |
{ |
129 |
object *skill; |
130 |
|
131 |
if (!params) |
132 |
{ |
133 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); |
134 |
return 0; |
135 |
} |
136 |
|
137 |
skill = find_skill_by_name_fuzzy (pl, params); |
138 |
|
139 |
if (!skill) |
140 |
{ |
141 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params); |
142 |
return 0; |
143 |
} |
144 |
|
145 |
pl->apply (skill); |
146 |
return 1; |
147 |
} |
148 |
|
149 |
/* A little special because we do want to pass the full params along |
150 |
* as it includes the object to throw. |
151 |
*/ |
152 |
int |
153 |
command_throw (object *op, char *params) |
154 |
{ |
155 |
if (object *skop = find_skill_by_name (op, shstr_throwing)) |
156 |
return do_skill (op, op, skop, op->facing, params); |
157 |
else |
158 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill."); |
159 |
|
160 |
return 0; |
161 |
} |
162 |
|
163 |
int |
164 |
command_apply (object *op, char *params) |
165 |
{ |
166 |
if (!params) |
167 |
{ |
168 |
player_apply_below (op); |
169 |
return 0; |
170 |
} |
171 |
else |
172 |
{ |
173 |
apply_flag aflag = (apply_flag)0; |
174 |
|
175 |
while (*params == ' ') |
176 |
params++; |
177 |
|
178 |
if (!strncmp (params, "-a ", 3)) |
179 |
{ |
180 |
aflag = AP_APPLY; |
181 |
params += 3; |
182 |
} |
183 |
|
184 |
if (!strncmp (params, "-u ", 3)) |
185 |
{ |
186 |
aflag = AP_UNAPPLY; |
187 |
params += 3; |
188 |
} |
189 |
|
190 |
while (*params == ' ') |
191 |
params++; |
192 |
|
193 |
if (object *inv = find_best_apply_object_match (op, params, aflag)) |
194 |
op->apply (inv, aflag); |
195 |
else |
196 |
op->failmsgf ("Could not find any match to the %s.", params); |
197 |
} |
198 |
|
199 |
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 |
int |
212 |
sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) |
213 |
{ |
214 |
if (!sack->flag [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 |
|
220 |
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 |
|
226 |
if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) |
227 |
{ |
228 |
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 |
return 0; |
230 |
} |
231 |
|
232 |
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 |
|
238 |
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 |
} |
245 |
|
246 |
/* All other checks pass, must be OK */ |
247 |
return 1; |
248 |
} |
249 |
|
250 |
/* Pick up commands follow */ |
251 |
|
252 |
/* 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 |
static void |
258 |
pick_up_object (object *pl, object *op, object *tmp, int nrof) |
259 |
{ |
260 |
uint32 weight, effective_weight_limit; |
261 |
int tmp_nrof = tmp->number_of (); |
262 |
|
263 |
/* IF the player is flying & trying to take the item out of a container |
264 |
* that is in his inventory, let him. tmp->env points to the container |
265 |
* (sack, luggage, etc), tmp->env->env then points to the player (nested |
266 |
* containers not allowed as of now) |
267 |
*/ |
268 |
if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl) |
269 |
{ |
270 |
pl->failmsg ("You are levitating, you can't reach the ground! " |
271 |
"H<You have to stop levitating first, if you can, either by using your levitation skill, " |
272 |
"or waiting till the levitation effect wears off.>"); |
273 |
return; |
274 |
} |
275 |
|
276 |
if (tmp->flag [FLAG_NO_DROP]) |
277 |
return; |
278 |
|
279 |
if (nrof > tmp_nrof || nrof <= 0) |
280 |
nrof = tmp_nrof; |
281 |
|
282 |
/* Figure out how much weight this object will add to the player */ |
283 |
weight = tmp->weight * nrof; |
284 |
if (tmp->inv) |
285 |
weight += tmp->carrying * (100 - tmp->stats.Str) / 100; |
286 |
|
287 |
effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)]; |
288 |
|
289 |
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) |
290 |
{ |
291 |
new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); |
292 |
return; |
293 |
} |
294 |
|
295 |
if (!can_split (pl, tmp, nrof)) |
296 |
return; |
297 |
|
298 |
if (tmp->flag [FLAG_UNPAID]) |
299 |
{ |
300 |
tmp->flag.reset (FLAG_UNPAID); |
301 |
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)); |
302 |
tmp->flag.set (FLAG_UNPAID); |
303 |
} |
304 |
else |
305 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp)); |
306 |
|
307 |
op->insert (tmp); |
308 |
} |
309 |
|
310 |
/* modified slightly to allow monsters use this -b.t. 5-31-95 */ |
311 |
void |
312 |
pick_up (object *op, object *alt) |
313 |
{ |
314 |
int need_fix_tmp = 0; |
315 |
object *tmp = NULL; |
316 |
maptile *tmp_map = NULL; |
317 |
int count; |
318 |
|
319 |
/* Decide which object to pick. */ |
320 |
if (alt) |
321 |
{ |
322 |
if (!can_pick (op, alt)) |
323 |
{ |
324 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); |
325 |
goto leave; |
326 |
} |
327 |
|
328 |
tmp = alt; |
329 |
} |
330 |
else |
331 |
{ |
332 |
if (op->below == NULL || !can_pick (op, op->below)) |
333 |
{ |
334 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); |
335 |
goto leave; |
336 |
} |
337 |
|
338 |
tmp = op->below; |
339 |
} |
340 |
|
341 |
/* Try to catch it. */ |
342 |
tmp_map = tmp->map; |
343 |
tmp = stop_item (tmp); |
344 |
if (tmp == NULL) |
345 |
goto leave; |
346 |
|
347 |
need_fix_tmp = 1; |
348 |
if (!can_pick (op, tmp)) |
349 |
goto leave; |
350 |
|
351 |
if (op->type == PLAYER) |
352 |
{ |
353 |
count = op->contr->count; |
354 |
if (count == 0) |
355 |
count = tmp->nrof; |
356 |
} |
357 |
else |
358 |
count = tmp->nrof; |
359 |
|
360 |
/* container is open, so use it */ |
361 |
if (tmp->flag [FLAG_STARTEQUIP]) |
362 |
alt = op; |
363 |
else if ((alt = op->container_ ())) |
364 |
{ |
365 |
if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) |
366 |
goto leave; |
367 |
} |
368 |
else |
369 |
{ /* non container pickup */ |
370 |
for (alt = op->inv; alt; alt = alt->below) |
371 |
if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && |
372 |
alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) |
373 |
break; /* perfect match */ |
374 |
|
375 |
if (!alt) |
376 |
for (alt = op->inv; alt; alt = alt->below) |
377 |
if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count)) |
378 |
break; /* General container comes next */ |
379 |
|
380 |
if (!alt) |
381 |
alt = op; /* No free containers */ |
382 |
} |
383 |
|
384 |
if (tmp->env == alt) |
385 |
{ |
386 |
/* here it could be possible to check rent, |
387 |
* if someone wants to implement it |
388 |
*/ |
389 |
alt = op; |
390 |
} |
391 |
|
392 |
#ifdef PICKUP_DEBUG |
393 |
LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); |
394 |
#endif |
395 |
|
396 |
/* startequip items are not allowed to be put into containers: */ |
397 |
if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP]) |
398 |
{ |
399 |
new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); |
400 |
goto leave; |
401 |
} |
402 |
|
403 |
pick_up_object (op, alt, tmp, count); |
404 |
|
405 |
if (tmp->destroyed () || tmp->env) |
406 |
need_fix_tmp = 0; |
407 |
|
408 |
if (op->type == PLAYER) |
409 |
op->contr->count = 0; |
410 |
|
411 |
goto leave; |
412 |
|
413 |
leave: |
414 |
if (need_fix_tmp) |
415 |
fix_stopped_item (tmp, tmp_map, op); |
416 |
} |
417 |
|
418 |
/* This takes (picks up) and item. op is the player |
419 |
* who issued the command. params is a string to |
420 |
* match against the item name. Basically, always |
421 |
* returns zero, but that should be improved. |
422 |
*/ |
423 |
int |
424 |
command_take (object *op, char *params) |
425 |
{ |
426 |
object *tmp, *next; |
427 |
|
428 |
if (op->container_ ()) |
429 |
tmp = op->container_ ()->inv; |
430 |
else |
431 |
{ |
432 |
tmp = op->above; |
433 |
if (tmp) |
434 |
while (tmp->above) |
435 |
tmp = tmp->above; |
436 |
|
437 |
if (!tmp) |
438 |
tmp = op->below; |
439 |
} |
440 |
|
441 |
if (!tmp) |
442 |
{ |
443 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); |
444 |
return 0; |
445 |
} |
446 |
|
447 |
/* Makes processing easier */ |
448 |
if (params && *params == '\0') |
449 |
params = 0; |
450 |
|
451 |
int cnt = MAX_ITEM_PER_ACTION; |
452 |
|
453 |
while (tmp) |
454 |
{ |
455 |
next = tmp->below; |
456 |
|
457 |
if (tmp->invisible) |
458 |
{ |
459 |
tmp = next; |
460 |
continue; |
461 |
} |
462 |
|
463 |
/* This following two if and else if could be merged into line |
464 |
* but that probably will make it more difficult to read, and |
465 |
* not make it any more efficient |
466 |
*/ |
467 |
if (params && item_matched_string (op, tmp, params)) |
468 |
{ |
469 |
if (--cnt < 0) break; |
470 |
pick_up (op, tmp); |
471 |
} |
472 |
else if (can_pick (op, tmp) && !params) |
473 |
{ |
474 |
if (--cnt < 0) break; |
475 |
pick_up (op, tmp); |
476 |
break; |
477 |
} |
478 |
|
479 |
tmp = next; |
480 |
} |
481 |
|
482 |
if (cnt < 0) |
483 |
{ |
484 |
op->failmsg ("Couldn't pick up so many items at once."); |
485 |
return 0; |
486 |
} |
487 |
|
488 |
if (!params && !tmp) |
489 |
{ |
490 |
for (tmp = op->below; tmp; tmp = tmp->below) |
491 |
if (!tmp->invisible) |
492 |
{ |
493 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name); |
494 |
break; |
495 |
} |
496 |
|
497 |
if (!tmp) |
498 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); |
499 |
} |
500 |
|
501 |
return 0; |
502 |
} |
503 |
|
504 |
/* |
505 |
* This function was part of drop, now is own function. |
506 |
* Player 'op' tries to put object 'tmp' into sack 'sack', |
507 |
* if nrof is non zero, then nrof objects is tried to put into sack. |
508 |
* |
509 |
* Note that the 'sack' in question can now be a transport, |
510 |
* so this function isn't named very good anymore. |
511 |
*/ |
512 |
void |
513 |
put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) |
514 |
{ |
515 |
object *tmp2; |
516 |
char buf[MAX_BUF]; |
517 |
|
518 |
if (sack == tmp) |
519 |
return; /* Can't put an object in itself */ |
520 |
|
521 |
if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP]) |
522 |
{ |
523 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); |
524 |
return; |
525 |
} |
526 |
|
527 |
if (tmp->type == CONTAINER && tmp->inv) |
528 |
{ |
529 |
/* Eneq(@csd.uu.se): If the object to be dropped is a container |
530 |
* we instead move the contents of that container into the active |
531 |
* container, this is only done if the object has something in it. |
532 |
*/ |
533 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); |
534 |
|
535 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) |
536 |
{ |
537 |
tmp = tmp2->below; |
538 |
|
539 |
if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof))) |
540 |
put_object_in_sack (op, sack, tmp2, 0); |
541 |
else |
542 |
{ |
543 |
sprintf (buf, "Your %s fills up.", query_name (sack)); |
544 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
545 |
break; |
546 |
} |
547 |
} |
548 |
|
549 |
return; |
550 |
} |
551 |
|
552 |
/* Don't worry about this for containers - our caller should have |
553 |
* already checked this. |
554 |
*/ |
555 |
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) |
556 |
return; |
557 |
|
558 |
if (tmp->flag [FLAG_APPLIED]) |
559 |
if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE)) |
560 |
return; |
561 |
|
562 |
/* we want to put some portion of the item into the container */ |
563 |
if (!can_split (op, tmp, nrof)) |
564 |
return; |
565 |
|
566 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); |
567 |
sack->insert (tmp); |
568 |
} |
569 |
|
570 |
/* In contrast to drop_object (op, tmp, nrof) above this function takes the |
571 |
* already split off object, and feeds it to the event handlers and does |
572 |
* other magic with it. |
573 |
* |
574 |
* <droppper> is the object that dropped this object and <obj> is the |
575 |
* object that was dropped. |
576 |
* |
577 |
* Make sure to check what happened with <obj> after this function returns! |
578 |
* Otherwise you may leak this object. |
579 |
*/ |
580 |
void |
581 |
drop_object (object *dropper, object *obj) |
582 |
{ |
583 |
if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper))) |
584 |
return; |
585 |
|
586 |
if (obj->destroyed () || obj->is_inserted ()) |
587 |
return; |
588 |
|
589 |
if (obj->flag [FLAG_STARTEQUIP]) |
590 |
{ |
591 |
dropper->statusmsg (format ("You drop the %s.", query_name (obj))); |
592 |
dropper->statusmsg ("The god who lent it to you retrieves it."); |
593 |
|
594 |
obj->destroy (); |
595 |
dropper->update_stats (); |
596 |
return; |
597 |
} |
598 |
|
599 |
for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y); |
600 |
floor; |
601 |
floor = floor->above) |
602 |
if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper))) |
603 |
return; |
604 |
|
605 |
if (obj->destroyed () || obj->is_inserted ()) |
606 |
return; |
607 |
|
608 |
if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY) |
609 |
if (!sell_item (obj, dropper)) |
610 |
return; |
611 |
|
612 |
if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper)) |
613 |
return; |
614 |
|
615 |
/* If nothing special happened with this object, the default action is to |
616 |
* insert it below the dropper: |
617 |
*/ |
618 |
|
619 |
obj->x = dropper->x; |
620 |
obj->y = dropper->y; |
621 |
|
622 |
insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR); |
623 |
} |
624 |
|
625 |
/* |
626 |
* This function was part of drop, now is own function. |
627 |
* Player 'op' tries to drop object 'tmp', if tmp is non zero, then |
628 |
* nrof objects are tried to drop. |
629 |
* This is used when dropping objects onto the floor. |
630 |
*/ |
631 |
void |
632 |
drop_object (object *op, object *tmp, uint32 nrof) |
633 |
{ |
634 |
if (tmp->flag [FLAG_NO_DROP]) |
635 |
return; |
636 |
|
637 |
if (tmp->flag [FLAG_APPLIED]) |
638 |
if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE)) |
639 |
return; /* can't unapply it */ |
640 |
|
641 |
/* We are only dropping some of the items. We split the current object |
642 |
* off |
643 |
*/ |
644 |
if (!can_split (op, tmp, nrof)) |
645 |
return; |
646 |
|
647 |
drop_object (op, tmp); |
648 |
|
649 |
if (!tmp->destroyed () && !tmp->is_inserted ()) |
650 |
{ |
651 |
// if nothing happened with the object we give it back |
652 |
op->insert (tmp); |
653 |
} |
654 |
} |
655 |
|
656 |
void |
657 |
drop (object *op, object *tmp) |
658 |
{ |
659 |
/* Hopeful fix for disappearing objects when dropping from a container - |
660 |
* somehow, players get an invisible object in the container, and the |
661 |
* old logic would skip over invisible objects - works fine for the |
662 |
* playes inventory, but drop inventory wants to use the next value. |
663 |
*/ |
664 |
if (tmp->invisible) |
665 |
{ |
666 |
/* if the following is the case, it must be in an container. */ |
667 |
if (tmp->env && tmp->env->type != PLAYER) |
668 |
{ |
669 |
/* Just toss the object - probably shouldn't be hanging |
670 |
* around anyways |
671 |
*/ |
672 |
tmp->destroy (); |
673 |
return; |
674 |
} |
675 |
else |
676 |
while (tmp && tmp->invisible) |
677 |
tmp = tmp->below; |
678 |
} |
679 |
|
680 |
if (!tmp) |
681 |
{ |
682 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); |
683 |
return; |
684 |
} |
685 |
|
686 |
if (tmp->flag [FLAG_INV_LOCKED]) |
687 |
{ |
688 |
new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); |
689 |
return; |
690 |
} |
691 |
|
692 |
if (tmp->flag [FLAG_NO_DROP]) |
693 |
{ |
694 |
#if 0 |
695 |
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ |
696 |
new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); |
697 |
#endif |
698 |
return; |
699 |
} |
700 |
|
701 |
if (op->type == PLAYER && op->contr->last_used == tmp) |
702 |
op->contr->last_used = tmp->below ? tmp->below |
703 |
: tmp->above ? tmp->above |
704 |
: (object *)0; |
705 |
|
706 |
if (op->container_ ()) |
707 |
{ |
708 |
if (op->type == PLAYER) |
709 |
put_object_in_sack (op, op->container_ (), tmp, op->contr->count); |
710 |
else |
711 |
put_object_in_sack (op, op->container_ (), tmp, 0); |
712 |
} |
713 |
else |
714 |
{ |
715 |
if (op->type == PLAYER) |
716 |
drop_object (op, tmp, op->contr->count); |
717 |
else |
718 |
drop_object (op, tmp, 0); |
719 |
} |
720 |
|
721 |
if (op->type == PLAYER) |
722 |
op->contr->count = 0; |
723 |
} |
724 |
|
725 |
/* Command will drop all items that have not been locked */ |
726 |
int |
727 |
command_dropall (object *op, char *params) |
728 |
{ |
729 |
|
730 |
if (op->inv == NULL) |
731 |
{ |
732 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); |
733 |
return 0; |
734 |
} |
735 |
|
736 |
object *curinv = op->inv; |
737 |
object *nextinv; |
738 |
|
739 |
/* |
740 |
This is the default. Drops everything not locked or considered |
741 |
not something that should be dropped. |
742 |
*/ |
743 |
/* |
744 |
Care must be taken that the next item pointer is not to money as |
745 |
the drop() routine will do unknown things to it when dropping |
746 |
in a shop. --Tero.Pelander@utu.fi |
747 |
*/ |
748 |
int cnt = MAX_ITEM_PER_ACTION; |
749 |
|
750 |
if (!params) |
751 |
{ |
752 |
while (curinv) |
753 |
{ |
754 |
nextinv = curinv->below; |
755 |
|
756 |
while (nextinv && nextinv->type == MONEY) |
757 |
nextinv = nextinv->below; |
758 |
|
759 |
if (!curinv->flag [FLAG_INV_LOCKED] |
760 |
&& !curinv->invisible |
761 |
&& curinv->type != MONEY |
762 |
&& curinv->type != FOOD |
763 |
&& curinv->type != KEY |
764 |
&& curinv->type != SPECIAL_KEY |
765 |
&& curinv->type != GEM |
766 |
&& curinv->type != CONTAINER) |
767 |
{ |
768 |
drop (op, curinv); |
769 |
if (--cnt <= 0) break; |
770 |
} |
771 |
|
772 |
curinv = nextinv; |
773 |
} |
774 |
} |
775 |
else if (strcmp (params, "weapons") == 0) |
776 |
{ |
777 |
while (curinv) |
778 |
{ |
779 |
nextinv = curinv->below; |
780 |
|
781 |
while (nextinv && nextinv->type == MONEY) |
782 |
nextinv = nextinv->below; |
783 |
|
784 |
if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) |
785 |
{ |
786 |
drop (op, curinv); |
787 |
if (--cnt <= 0) break; |
788 |
} |
789 |
|
790 |
curinv = nextinv; |
791 |
} |
792 |
} |
793 |
else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) |
794 |
{ |
795 |
while (curinv) |
796 |
{ |
797 |
nextinv = curinv->below; |
798 |
|
799 |
while (nextinv && nextinv->type == MONEY) |
800 |
nextinv = nextinv->below; |
801 |
|
802 |
if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) |
803 |
{ |
804 |
drop (op, curinv); |
805 |
if (--cnt <= 0) break; |
806 |
} |
807 |
|
808 |
curinv = nextinv; |
809 |
} |
810 |
} |
811 |
else if (strcmp (params, "misc") == 0) |
812 |
{ |
813 |
while (curinv) |
814 |
{ |
815 |
nextinv = curinv->below; |
816 |
|
817 |
while (nextinv && nextinv->type == MONEY) |
818 |
nextinv = nextinv->below; |
819 |
|
820 |
if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED]) |
821 |
{ |
822 |
switch (curinv->type) |
823 |
{ |
824 |
case HORN: |
825 |
case BOOK: |
826 |
case SPELLBOOK: |
827 |
case GIRDLE: |
828 |
case AMULET: |
829 |
case RING: |
830 |
case CLOAK: |
831 |
case BOOTS: |
832 |
case GLOVES: |
833 |
case BRACERS: |
834 |
case SCROLL: |
835 |
case ARMOUR_IMPROVER: |
836 |
case WEAPON_IMPROVER: |
837 |
case WAND: |
838 |
case ROD: |
839 |
case POTION: |
840 |
drop (op, curinv); |
841 |
curinv = nextinv; |
842 |
break; |
843 |
default: |
844 |
curinv = nextinv; |
845 |
break; |
846 |
} |
847 |
|
848 |
if (--cnt <= 0) break; |
849 |
} |
850 |
|
851 |
curinv = nextinv; |
852 |
} |
853 |
} |
854 |
|
855 |
if (cnt <= 0) |
856 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
857 |
|
858 |
/* draw_look(op);*/ |
859 |
return 0; |
860 |
} |
861 |
|
862 |
|
863 |
/* This function tries to drop all objects in the <objs> vector. |
864 |
* <dropper> is the object that wants to drop them. |
865 |
* <cnt> can be a 0 pointer or a pointer to the maximum number of |
866 |
* drop operations to perform. |
867 |
* |
868 |
* Returns true if at least one item was dropped. |
869 |
*/ |
870 |
static bool |
871 |
drop_vector (object *dropper, vector<object *> &objs, int *cnt) |
872 |
{ |
873 |
vector<object *>::iterator i; |
874 |
|
875 |
bool did_one = false; |
876 |
|
877 |
for (i = objs.begin (); i != objs.end (); i++) |
878 |
{ |
879 |
drop (dropper, *i); |
880 |
if (cnt && --*cnt <= 0) break; |
881 |
did_one = true; |
882 |
} |
883 |
|
884 |
return did_one; |
885 |
} |
886 |
|
887 |
/* Object op wants to drop object(s) params. params can be a |
888 |
* comma seperated list. |
889 |
*/ |
890 |
int |
891 |
command_drop (object *op, char *params) |
892 |
{ |
893 |
object *tmp, *next; |
894 |
|
895 |
if (!params) |
896 |
{ |
897 |
new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); |
898 |
return 0; |
899 |
} |
900 |
else |
901 |
{ |
902 |
vector<object *> matched_objs; |
903 |
|
904 |
for (tmp = op->inv; tmp; tmp = next) |
905 |
{ |
906 |
next = tmp->below; |
907 |
if (tmp->flag [FLAG_NO_DROP] || tmp->invisible) |
908 |
continue; |
909 |
|
910 |
if (item_matched_string (op, tmp, params)) |
911 |
matched_objs.push_back (tmp); |
912 |
} |
913 |
|
914 |
int cnt = MAX_ITEM_PER_ACTION; |
915 |
|
916 |
if (!drop_vector (op, matched_objs, &cnt)) |
917 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); |
918 |
|
919 |
if (cnt <= 0) |
920 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
921 |
} |
922 |
|
923 |
return 0; |
924 |
} |
925 |
|
926 |
int |
927 |
command_examine (object *op, char *params) |
928 |
{ |
929 |
if (!params) |
930 |
{ |
931 |
object *tmp = op->below; |
932 |
|
933 |
while (tmp && !tmp->client_visible ()) |
934 |
tmp = tmp->below; |
935 |
|
936 |
if (tmp) |
937 |
examine (op, tmp); |
938 |
} |
939 |
else |
940 |
{ |
941 |
object *tmp = find_best_object_match (op, params); |
942 |
|
943 |
if (tmp) |
944 |
examine (op, tmp); |
945 |
else |
946 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params)); |
947 |
} |
948 |
|
949 |
return 0; |
950 |
} |
951 |
|
952 |
std::string |
953 |
object::describe_monster (object *who) |
954 |
{ |
955 |
dynbuf_text buf (512, 512); |
956 |
|
957 |
object *mon = head ? head : this; |
958 |
|
959 |
if (mon->flag [FLAG_UNDEAD]) |
960 |
buf << "It is an undead force.\r"; |
961 |
|
962 |
if (mon->level > who->level) |
963 |
buf << "It is likely more powerful than you.\r"; |
964 |
else if (mon->level < who->level) |
965 |
buf << "It is likely less powerful than you.\r"; |
966 |
else |
967 |
buf << "It is probably as powerful as you.\r"; |
968 |
|
969 |
if (mon->attacktype & AT_ACID) |
970 |
buf << "You seem to smell an acrid odor.\r"; |
971 |
|
972 |
/* Anyone know why this used to use the clone value instead of the |
973 |
* maxhp field? This seems that it should give more accurate results. |
974 |
*/ |
975 |
switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) |
976 |
{ /* From 1-4 */ |
977 |
case 1: |
978 |
buf << "It is in a bad shape.\r"; |
979 |
break; |
980 |
case 2: |
981 |
buf << "It is hurt.\r"; |
982 |
break; |
983 |
case 3: |
984 |
buf << "It is somewhat hurt.\r"; |
985 |
break; |
986 |
case 4: |
987 |
buf << "It is in excellent shape.\r"; |
988 |
break; |
989 |
} |
990 |
|
991 |
if (present_in_ob (POISONING, mon)) |
992 |
buf << "It looks very ill.\r"; |
993 |
|
994 |
buf << '\n'; |
995 |
|
996 |
return buf; |
997 |
} |
998 |
|
999 |
/* tmp is the object being described, pl is who is examing it. */ |
1000 |
const char * |
1001 |
long_desc (object *tmp, object *pl) |
1002 |
{ |
1003 |
static std::string s; |
1004 |
|
1005 |
return (s = tmp->long_desc (pl)).c_str (); |
1006 |
} |
1007 |
|
1008 |
std::string |
1009 |
object::long_desc (object *who) |
1010 |
{ |
1011 |
std::string buf (query_name ()); |
1012 |
|
1013 |
switch (type) |
1014 |
{ |
1015 |
case RING: |
1016 |
case SKILL: |
1017 |
case WEAPON: |
1018 |
case ARMOUR: |
1019 |
case BRACERS: |
1020 |
case HELMET: |
1021 |
case SHIELD: |
1022 |
case BOOTS: |
1023 |
case GLOVES: |
1024 |
case AMULET: |
1025 |
case GIRDLE: |
1026 |
case RANGED: |
1027 |
case BOW: |
1028 |
case ARROW: |
1029 |
case CLOAK: |
1030 |
case FOOD: |
1031 |
case DRINK: |
1032 |
case FLESH: |
1033 |
case SKILL_TOOL: |
1034 |
case LAMP: |
1035 |
case POWER_CRYSTAL: |
1036 |
{ |
1037 |
const char *cp = ::describe_item (this, who); |
1038 |
|
1039 |
if (*cp) |
1040 |
{ |
1041 |
buf.append (" "); |
1042 |
buf.append (cp); |
1043 |
} |
1044 |
} |
1045 |
} |
1046 |
|
1047 |
return buf; |
1048 |
} |
1049 |
|
1050 |
/* op is the player |
1051 |
* tmp is the monster being examined. |
1052 |
*/ |
1053 |
void |
1054 |
examine_monster (object *op, object *tmp) |
1055 |
{ |
1056 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); |
1057 |
} |
1058 |
|
1059 |
static void |
1060 |
display_new_pickup (object *op) |
1061 |
{ |
1062 |
int i = op->contr->mode; |
1063 |
|
1064 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); |
1065 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); |
1066 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); |
1067 |
|
1068 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); |
1069 |
|
1070 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); |
1071 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); |
1072 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); |
1073 |
|
1074 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); |
1075 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); |
1076 |
|
1077 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); |
1078 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); |
1079 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); |
1080 |
|
1081 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); |
1082 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); |
1083 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); |
1084 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); |
1085 |
|
1086 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); |
1087 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); |
1088 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); |
1089 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); |
1090 |
|
1091 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); |
1092 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); |
1093 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); |
1094 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); |
1095 |
|
1096 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); |
1097 |
|
1098 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); |
1099 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0); |
1100 |
|
1101 |
new_draw_info_format (NDI_UNIQUE, 0, op, ""); |
1102 |
} |
1103 |
|
1104 |
int |
1105 |
command_pickup (object *op, char *params) |
1106 |
{ |
1107 |
uint32 i; |
1108 |
static const char *names[] = { |
1109 |
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", |
1110 |
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", |
1111 |
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", |
1112 |
"jewels", "flesh", NULL |
1113 |
}; |
1114 |
static uint32 modes[] = { |
1115 |
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, |
1116 |
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, |
1117 |
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, |
1118 |
PU_JEWELS, PU_FLESH, 0 |
1119 |
}; |
1120 |
|
1121 |
if (!params) |
1122 |
{ |
1123 |
/* if the new mode is used, just print the settings */ |
1124 |
display_new_pickup (op); |
1125 |
return 0; |
1126 |
} |
1127 |
|
1128 |
while (*params == ' ' && *params) |
1129 |
params++; |
1130 |
|
1131 |
if (*params == '+' || *params == '-') |
1132 |
{ |
1133 |
int mode; |
1134 |
|
1135 |
for (mode = 0; names[mode]; mode++) |
1136 |
{ |
1137 |
if (!strcmp (names[mode], params + 1)) |
1138 |
{ |
1139 |
i = op->contr->mode; |
1140 |
|
1141 |
if (*params == '+') |
1142 |
i = i | modes[mode]; |
1143 |
else |
1144 |
i = i & ~modes[mode]; |
1145 |
|
1146 |
op->contr->mode = i; |
1147 |
display_new_pickup (op); |
1148 |
return 1; |
1149 |
} |
1150 |
} |
1151 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); |
1152 |
return 1; |
1153 |
} |
1154 |
|
1155 |
if (sscanf (params, "%u", &i) != 1) |
1156 |
{ |
1157 |
new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type."); |
1158 |
return 1; |
1159 |
} |
1160 |
|
1161 |
if (i <= PU_RATIO) |
1162 |
i |= op->contr->mode & ~PU_RATIO; |
1163 |
|
1164 |
op->contr->mode = i; |
1165 |
|
1166 |
return 1; |
1167 |
} |
1168 |
|
1169 |
int |
1170 |
command_search_items (object *op, char *params) |
1171 |
{ |
1172 |
if (params == NULL) |
1173 |
{ |
1174 |
if (op->contr->search_str[0] == '\0') |
1175 |
{ |
1176 |
new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1"); |
1177 |
new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); |
1178 |
new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); |
1179 |
return 1; |
1180 |
} |
1181 |
|
1182 |
op->contr->search_str[0] = '\0'; |
1183 |
new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); |
1184 |
op->contr->queue_stats_update (); |
1185 |
return 1; |
1186 |
} |
1187 |
|
1188 |
if (strlen (params) >= sizeof (op->contr->search_str)) |
1189 |
{ |
1190 |
new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); |
1191 |
return 1; |
1192 |
} |
1193 |
|
1194 |
strcpy (op->contr->search_str, params); |
1195 |
new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str)); |
1196 |
op->contr->queue_stats_update (); |
1197 |
|
1198 |
return 1; |
1199 |
} |
1200 |
|
1201 |
int |
1202 |
command_unlock (object *op, char *params) |
1203 |
{ |
1204 |
/* if the unlock command typed with nothing, unlock everything, |
1205 |
* this might be bad |
1206 |
*/ |
1207 |
if (params == NULL) |
1208 |
{ |
1209 |
for (object *item = op->inv; item; item = item->below) |
1210 |
{ |
1211 |
item->clr_flag (FLAG_INV_LOCKED); |
1212 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param."); |
1213 |
esrv_update_item (UPD_FLAGS, op, item); |
1214 |
} |
1215 |
return 0; |
1216 |
} |
1217 |
|
1218 |
/* if the unlock command is used with a param, |
1219 |
* unlock what matches. i.e. unlock material, should unlock all the materials |
1220 |
*/ |
1221 |
for (object *item = op->inv; item; item = item->below) |
1222 |
if (item->name.contains (params)) |
1223 |
{ |
1224 |
item->clr_flag (FLAG_INV_LOCKED); |
1225 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param."); |
1226 |
esrv_update_item (UPD_FLAGS, op, item); |
1227 |
} |
1228 |
|
1229 |
return 0; |
1230 |
} |
1231 |
|
1232 |
int |
1233 |
command_lock (object *op, char *params) |
1234 |
{ |
1235 |
/* if the lock command is typed by itself, lock everything |
1236 |
*/ |
1237 |
if (params == NULL) |
1238 |
{ |
1239 |
for (object *item = op->inv; item; item = item->below) |
1240 |
{ |
1241 |
item->set_flag (FLAG_INV_LOCKED); |
1242 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param."); |
1243 |
esrv_update_item (UPD_FLAGS, op, item); |
1244 |
} |
1245 |
return 0; |
1246 |
} |
1247 |
|
1248 |
/* if the lock command is used with a param, lock what matches. |
1249 |
* i.e. lock material, should lock all the materials |
1250 |
*/ |
1251 |
for (object *item = op->inv; item; item = item->below) |
1252 |
if (item->name.contains (params)) |
1253 |
{ |
1254 |
item->set_flag (FLAG_INV_LOCKED); |
1255 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param."); |
1256 |
esrv_update_item (UPD_FLAGS, op, item); |
1257 |
} |
1258 |
|
1259 |
return 0; |
1260 |
} |
1261 |
|
1262 |
/* op should be a player, params is any params. |
1263 |
* If no params given, we print out the currently marked object. |
1264 |
* otherwise, try to find a matching object - try best match first. |
1265 |
*/ |
1266 |
int |
1267 |
command_mark (object *op, char *params) |
1268 |
{ |
1269 |
if (!params) |
1270 |
{ |
1271 |
if (object *mark = op->mark ()) |
1272 |
op->statusmsg (format ("%s is marked.", query_name (mark))); |
1273 |
else |
1274 |
op->failmsg ("You have no marked object."); |
1275 |
} |
1276 |
else |
1277 |
{ |
1278 |
if (object *mark = find_best_object_match (op, params)) |
1279 |
{ |
1280 |
op->contr->mark = mark; |
1281 |
op->statusmsg (format ("Marked item %s", query_name (mark))); |
1282 |
} |
1283 |
else |
1284 |
op->failmsgf ("Could not find an object that matches %s", params); |
1285 |
} |
1286 |
|
1287 |
return 0; /*shouldnt get here */ |
1288 |
} |
1289 |
|