1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
5 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
7 |
* Copyright (©) 1992 Frank Tore Johansen |
8 |
* |
9 |
* Deliantra is free software: you can redistribute it and/or modify it under |
10 |
* the terms of the Affero GNU General Public License as published by the |
11 |
* Free Software Foundation, either version 3 of the License, or (at your |
12 |
* option) any later version. |
13 |
* |
14 |
* This program is distributed in the hope that it will be useful, |
15 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
16 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
18 |
* |
19 |
* You should have received a copy of the Affero GNU General Public License |
20 |
* and the GNU General Public License along with this program. If not, see |
21 |
* <http://www.gnu.org/licenses/>. |
22 |
* |
23 |
* The authors can be reached via e-mail to <support@deliantra.net> |
24 |
*/ |
25 |
|
26 |
/* |
27 |
* Object (handling) commands |
28 |
*/ |
29 |
|
30 |
#include <global.h> |
31 |
#include <skills.h> |
32 |
#include <sproto.h> |
33 |
#include <living.h> |
34 |
|
35 |
/* |
36 |
* Object id parsing functions |
37 |
*/ |
38 |
|
39 |
#define ADD_ITEM(NEW,COUNT)\ |
40 |
if(!first) {\ |
41 |
first = new objectlink;\ |
42 |
last=first;\ |
43 |
} else {\ |
44 |
last->next = new objectlink;\ |
45 |
last=last->next;\ |
46 |
}\ |
47 |
last->next=0;\ |
48 |
last->ob=(NEW);\ |
49 |
last->id=(COUNT); |
50 |
|
51 |
/** |
52 |
* Search the inventory of 'pl' for what matches best with params. |
53 |
* we use item_matched_string above - this gives us consistent behaviour |
54 |
* between many commands. Return the best match, or NULL if no match. |
55 |
* aflag is used with apply -u , and apply -a to |
56 |
* only unapply applied, or apply unapplied objects |
57 |
**/ |
58 |
static object * |
59 |
find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) |
60 |
{ |
61 |
object *best = 0; |
62 |
int match_val = 0; |
63 |
|
64 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
65 |
{ |
66 |
if (tmp->invisible) |
67 |
continue; |
68 |
|
69 |
int tmpmatch = item_matched_string (pl, tmp, params); |
70 |
|
71 |
if (tmpmatch > match_val) |
72 |
{ |
73 |
if ((aflag == AP_APPLY) && (tmp->flag [FLAG_APPLIED])) |
74 |
continue; |
75 |
|
76 |
if ((aflag == AP_UNAPPLY) && (!tmp->flag [FLAG_APPLIED])) |
77 |
continue; |
78 |
|
79 |
match_val = tmpmatch; |
80 |
best = tmp; |
81 |
} |
82 |
} |
83 |
|
84 |
return best; |
85 |
} |
86 |
|
87 |
/** |
88 |
* Shortcut to find_best_apply_object_match(pl, params, AF_NULL); |
89 |
**/ |
90 |
object * |
91 |
find_best_object_match (object *pl, const char *params) |
92 |
{ |
93 |
return find_best_apply_object_match (pl, params, AP_TOGGLE); |
94 |
} |
95 |
|
96 |
static bool |
97 |
can_split (object *pl, object *&op, sint32 nrof) |
98 |
{ |
99 |
if (object *tmp = op->split (nrof ? nrof : op->number_of ())) |
100 |
{ |
101 |
op = tmp; |
102 |
return true; |
103 |
} |
104 |
else |
105 |
{ |
106 |
if (op->nrof > 1) |
107 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl); |
108 |
else |
109 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name); |
110 |
|
111 |
return false; |
112 |
} |
113 |
} |
114 |
|
115 |
int |
116 |
command_uskill (object *pl, char *params) |
117 |
{ |
118 |
if (!params) |
119 |
{ |
120 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); |
121 |
return 0; |
122 |
} |
123 |
|
124 |
return use_skill (pl, params); |
125 |
} |
126 |
|
127 |
int |
128 |
command_rskill (object *pl, char *params) |
129 |
{ |
130 |
object *skill; |
131 |
|
132 |
if (!params) |
133 |
{ |
134 |
new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); |
135 |
return 0; |
136 |
} |
137 |
|
138 |
skill = find_skill_by_name_fuzzy (pl, params); |
139 |
|
140 |
if (!skill) |
141 |
{ |
142 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the %s skill.", params); |
143 |
return 0; |
144 |
} |
145 |
|
146 |
pl->apply (skill); |
147 |
return 1; |
148 |
} |
149 |
|
150 |
/* A little special because we do want to pass the full params along |
151 |
* as it includes the object to throw. |
152 |
*/ |
153 |
int |
154 |
command_throw (object *op, char *params) |
155 |
{ |
156 |
if (object *skop = find_skill_by_name (op, shstr_throwing)) |
157 |
return do_skill (op, op, skop, op->facing, params); |
158 |
else |
159 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the throwing skill."); |
160 |
|
161 |
return 0; |
162 |
} |
163 |
|
164 |
int |
165 |
command_apply (object *op, char *params) |
166 |
{ |
167 |
if (!params) |
168 |
{ |
169 |
player_apply_below (op); |
170 |
return 0; |
171 |
} |
172 |
else |
173 |
{ |
174 |
apply_flag aflag = (apply_flag)0; |
175 |
|
176 |
while (*params == ' ') |
177 |
params++; |
178 |
|
179 |
if (!strncmp (params, "-a ", 3)) |
180 |
{ |
181 |
aflag = AP_APPLY; |
182 |
params += 3; |
183 |
} |
184 |
|
185 |
if (!strncmp (params, "-u ", 3)) |
186 |
{ |
187 |
aflag = AP_UNAPPLY; |
188 |
params += 3; |
189 |
} |
190 |
|
191 |
while (*params == ' ') |
192 |
params++; |
193 |
|
194 |
if (object *inv = find_best_apply_object_match (op, params, aflag)) |
195 |
op->apply (inv, aflag); |
196 |
else |
197 |
op->failmsgf ("Could not find any match to the %s.", params); |
198 |
} |
199 |
|
200 |
return 0; |
201 |
} |
202 |
|
203 |
/* |
204 |
* Check if an item op can be put into a sack. If pl exists then tell |
205 |
* a player the reason of failure. |
206 |
* returns 1 if it will fit, 0 if it will not. nrof is the number of |
207 |
* objects (op) we want to put in. We specify it separately instead of |
208 |
* using op->nrof because often times, a player may have specified a |
209 |
* certain number of objects to drop, so we can pass that number, and |
210 |
* not need to use split_ob and stuff. |
211 |
*/ |
212 |
int |
213 |
sack_can_hold (object *pl, object *sack, object *op, uint32 nrof) |
214 |
{ |
215 |
if (!sack->flag [FLAG_APPLIED]) |
216 |
{ |
217 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack)); |
218 |
return 0; |
219 |
} |
220 |
|
221 |
if (sack == op) |
222 |
{ |
223 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack)); |
224 |
return 0; |
225 |
} |
226 |
|
227 |
if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type))) |
228 |
{ |
229 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can only put objects of type '%s' into the %s.", &sack->race, query_name (sack)); |
230 |
return 0; |
231 |
} |
232 |
|
233 |
if (op->type == SPECIAL_KEY && sack->slaying && op->slaying) |
234 |
{ |
235 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack)); |
236 |
return 0; |
237 |
} |
238 |
|
239 |
if (sack->weight_limit |
240 |
&& weight_t (sack->carrying |
241 |
+ sack->number_of () |
242 |
* (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0)) |
243 |
* (100 - sack->stats.Str) / 100) |
244 |
> sack->weight_limit) |
245 |
{ |
246 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack)); |
247 |
return 0; |
248 |
} |
249 |
|
250 |
/* All other checks pass, must be OK */ |
251 |
return 1; |
252 |
} |
253 |
|
254 |
/* Pick up commands follow */ |
255 |
|
256 |
/* pl = player (not always - monsters can use this now) |
257 |
* op is the object to put tmp into, |
258 |
* tmp is the object to pick up, nrof is the number to |
259 |
* pick up (0 means all of them) |
260 |
*/ |
261 |
static void |
262 |
pick_up_object (object *pl, object *op, object *tmp, int nrof) |
263 |
{ |
264 |
weight_t weight, effective_weight_limit; |
265 |
int tmp_nrof = tmp->number_of (); |
266 |
|
267 |
/* IF the player is flying & trying to take the item out of a container |
268 |
* that is in his inventory, let him. tmp->env points to the container |
269 |
* (sack, luggage, etc), tmp->env->env then points to the player (nested |
270 |
* containers not allowed as of now) |
271 |
*/ |
272 |
if ((pl->move_type & MOVE_FLYING) && !pl->flag [FLAG_WIZ] && tmp->in_player () != pl) |
273 |
{ |
274 |
pl->failmsg ("You are levitating, you can't reach the ground! " |
275 |
"H<You have to stop levitating first, if you can, either by using your levitation skill, " |
276 |
"or waiting till the levitation effect wears off.>"); |
277 |
return; |
278 |
} |
279 |
|
280 |
if (tmp->flag [FLAG_NO_DROP]) |
281 |
return; |
282 |
|
283 |
if (nrof > tmp_nrof || nrof <= 0) |
284 |
nrof = tmp_nrof; |
285 |
|
286 |
/* Figure out how much weight this object will add to the player */ |
287 |
weight = tmp->weight * nrof; |
288 |
if (tmp->inv) |
289 |
weight += tmp->carrying * (100 - tmp->stats.Str) / 100; |
290 |
|
291 |
effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)]; |
292 |
|
293 |
if ((pl->weight + pl->carrying + weight) > effective_weight_limit) |
294 |
{ |
295 |
new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); |
296 |
return; |
297 |
} |
298 |
|
299 |
if (!can_split (pl, tmp, nrof)) |
300 |
return; |
301 |
|
302 |
if (tmp->flag [FLAG_UNPAID]) |
303 |
{ |
304 |
tmp->flag.reset (FLAG_UNPAID); |
305 |
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)); |
306 |
tmp->flag.set (FLAG_UNPAID); |
307 |
} |
308 |
else |
309 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp)); |
310 |
|
311 |
op->insert (tmp); |
312 |
} |
313 |
|
314 |
/* modified slightly to allow monsters use this -b.t. 5-31-95 */ |
315 |
void |
316 |
pick_up (object *op, object *alt) |
317 |
{ |
318 |
int need_fix_tmp = 0; |
319 |
object *tmp = NULL; |
320 |
maptile *tmp_map = NULL; |
321 |
int count; |
322 |
|
323 |
/* Decide which object to pick. */ |
324 |
if (alt) |
325 |
{ |
326 |
if (!can_pick (op, alt)) |
327 |
{ |
328 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name); |
329 |
goto leave; |
330 |
} |
331 |
|
332 |
tmp = alt; |
333 |
} |
334 |
else |
335 |
{ |
336 |
if (op->below == NULL || !can_pick (op, op->below)) |
337 |
{ |
338 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here."); |
339 |
goto leave; |
340 |
} |
341 |
|
342 |
tmp = op->below; |
343 |
} |
344 |
|
345 |
/* Try to catch it. */ |
346 |
tmp_map = tmp->map; |
347 |
tmp = stop_item (tmp); |
348 |
if (tmp == NULL) |
349 |
goto leave; |
350 |
|
351 |
need_fix_tmp = 1; |
352 |
if (!can_pick (op, tmp)) |
353 |
goto leave; |
354 |
|
355 |
if (op->type == PLAYER) |
356 |
{ |
357 |
count = op->contr->count; |
358 |
if (count == 0) |
359 |
count = tmp->nrof; |
360 |
} |
361 |
else |
362 |
count = tmp->nrof; |
363 |
|
364 |
/* container is open, so use it */ |
365 |
if (tmp->flag [FLAG_STARTEQUIP]) |
366 |
alt = op; |
367 |
else if ((alt = op->container_ ())) |
368 |
{ |
369 |
if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count)) |
370 |
goto leave; |
371 |
} |
372 |
else |
373 |
{ /* non container pickup */ |
374 |
for (alt = op->inv; alt; alt = alt->below) |
375 |
if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && |
376 |
alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count)) |
377 |
break; /* perfect match */ |
378 |
|
379 |
if (!alt) |
380 |
for (alt = op->inv; alt; alt = alt->below) |
381 |
if (alt->type == CONTAINER && alt->flag [FLAG_APPLIED] && sack_can_hold (NULL, alt, tmp, count)) |
382 |
break; /* General container comes next */ |
383 |
|
384 |
if (!alt) |
385 |
alt = op; /* No free containers */ |
386 |
} |
387 |
|
388 |
if (tmp->env == alt) |
389 |
{ |
390 |
/* here it could be possible to check rent, |
391 |
* if someone wants to implement it |
392 |
*/ |
393 |
alt = op; |
394 |
} |
395 |
|
396 |
#ifdef PICKUP_DEBUG |
397 |
LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name); |
398 |
#endif |
399 |
|
400 |
/* startequip items are not allowed to be put into containers: */ |
401 |
if (op->type == PLAYER && alt->type == CONTAINER && tmp->flag [FLAG_STARTEQUIP]) |
402 |
{ |
403 |
new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!"); |
404 |
goto leave; |
405 |
} |
406 |
|
407 |
pick_up_object (op, alt, tmp, count); |
408 |
|
409 |
if (tmp->destroyed () || tmp->env) |
410 |
need_fix_tmp = 0; |
411 |
|
412 |
if (op->type == PLAYER) |
413 |
op->contr->count = 0; |
414 |
|
415 |
goto leave; |
416 |
|
417 |
leave: |
418 |
if (need_fix_tmp) |
419 |
fix_stopped_item (tmp, tmp_map, op); |
420 |
} |
421 |
|
422 |
/* This takes (picks up) and item. op is the player |
423 |
* who issued the command. params is a string to |
424 |
* match against the item name. Basically, always |
425 |
* returns zero, but that should be improved. |
426 |
*/ |
427 |
int |
428 |
command_take (object *op, char *params) |
429 |
{ |
430 |
object *tmp, *next; |
431 |
|
432 |
if (op->container_ ()) |
433 |
tmp = op->container_ ()->inv; |
434 |
else |
435 |
{ |
436 |
tmp = op->above; |
437 |
if (tmp) |
438 |
while (tmp->above) |
439 |
tmp = tmp->above; |
440 |
|
441 |
if (!tmp) |
442 |
tmp = op->below; |
443 |
} |
444 |
|
445 |
if (!tmp) |
446 |
{ |
447 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); |
448 |
return 0; |
449 |
} |
450 |
|
451 |
/* Makes processing easier */ |
452 |
if (params && *params == '\0') |
453 |
params = 0; |
454 |
|
455 |
int cnt = MAX_ITEM_PER_ACTION; |
456 |
|
457 |
while (tmp) |
458 |
{ |
459 |
next = tmp->below; |
460 |
|
461 |
if (tmp->invisible) |
462 |
{ |
463 |
tmp = next; |
464 |
continue; |
465 |
} |
466 |
|
467 |
/* This following two if and else if could be merged into line |
468 |
* but that probably will make it more difficult to read, and |
469 |
* not make it any more efficient |
470 |
*/ |
471 |
if (params && item_matched_string (op, tmp, params)) |
472 |
{ |
473 |
if (--cnt < 0) break; |
474 |
pick_up (op, tmp); |
475 |
} |
476 |
else if (can_pick (op, tmp) && !params) |
477 |
{ |
478 |
if (--cnt < 0) break; |
479 |
pick_up (op, tmp); |
480 |
break; |
481 |
} |
482 |
|
483 |
tmp = next; |
484 |
} |
485 |
|
486 |
if (cnt < 0) |
487 |
{ |
488 |
op->failmsg ("Couldn't pick up so many items at once."); |
489 |
return 0; |
490 |
} |
491 |
|
492 |
if (!params && !tmp) |
493 |
{ |
494 |
for (tmp = op->below; tmp; tmp = tmp->below) |
495 |
if (!tmp->invisible) |
496 |
{ |
497 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name); |
498 |
break; |
499 |
} |
500 |
|
501 |
if (!tmp) |
502 |
new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); |
503 |
} |
504 |
|
505 |
return 0; |
506 |
} |
507 |
|
508 |
/* |
509 |
* This function was part of drop, now is own function. |
510 |
* Player 'op' tries to put object 'tmp' into sack 'sack', |
511 |
* if nrof is non zero, then nrof objects is tried to put into sack. |
512 |
* |
513 |
* Note that the 'sack' in question can now be a transport, |
514 |
* so this function isn't named very good anymore. |
515 |
*/ |
516 |
void |
517 |
put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof) |
518 |
{ |
519 |
object *tmp2; |
520 |
char buf[MAX_BUF]; |
521 |
|
522 |
if (sack == tmp) |
523 |
return; /* Can't put an object in itself */ |
524 |
|
525 |
if (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP]) |
526 |
{ |
527 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack)); |
528 |
return; |
529 |
} |
530 |
|
531 |
if (tmp->type == CONTAINER && tmp->inv) |
532 |
{ |
533 |
/* Eneq(@csd.uu.se): If the object to be dropped is a container |
534 |
* we instead move the contents of that container into the active |
535 |
* container, this is only done if the object has something in it. |
536 |
*/ |
537 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack)); |
538 |
|
539 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp) |
540 |
{ |
541 |
tmp = tmp2->below; |
542 |
|
543 |
if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof))) |
544 |
put_object_in_sack (op, sack, tmp2, 0); |
545 |
else |
546 |
{ |
547 |
sprintf (buf, "Your %s fills up.", query_name (sack)); |
548 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
549 |
break; |
550 |
} |
551 |
} |
552 |
|
553 |
return; |
554 |
} |
555 |
|
556 |
/* Don't worry about this for containers - our caller should have |
557 |
* already checked this. |
558 |
*/ |
559 |
if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof))) |
560 |
return; |
561 |
|
562 |
if (tmp->flag [FLAG_APPLIED]) |
563 |
if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE)) |
564 |
return; |
565 |
|
566 |
/* we want to put some portion of the item into the container */ |
567 |
if (!can_split (op, tmp, nrof)) |
568 |
return; |
569 |
|
570 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); |
571 |
sack->insert (tmp); |
572 |
} |
573 |
|
574 |
/* In contrast to drop_object (op, tmp, nrof) above this function takes the |
575 |
* already split off object, and feeds it to the event handlers and does |
576 |
* other magic with it. |
577 |
* |
578 |
* <droppper> is the object that dropped this object and <obj> is the |
579 |
* object that was dropped. |
580 |
* |
581 |
* Make sure to check what happened with <obj> after this function returns! |
582 |
* Otherwise you may leak this object. |
583 |
*/ |
584 |
void |
585 |
drop_object (object *dropper, object *obj) |
586 |
{ |
587 |
if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper))) |
588 |
return; |
589 |
|
590 |
if (obj->destroyed () || obj->is_inserted ()) |
591 |
return; |
592 |
|
593 |
if (obj->flag [FLAG_STARTEQUIP]) |
594 |
{ |
595 |
dropper->statusmsg (format ("You drop the %s.", query_name (obj))); |
596 |
dropper->statusmsg ("The god who lent it to you retrieves it."); |
597 |
|
598 |
obj->destroy (); |
599 |
dropper->update_stats (); |
600 |
return; |
601 |
} |
602 |
|
603 |
for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y); |
604 |
floor; |
605 |
floor = floor->above) |
606 |
if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper))) |
607 |
return; |
608 |
|
609 |
if (obj->destroyed () || obj->is_inserted ()) |
610 |
return; |
611 |
|
612 |
if (dropper->is_in_shop () && !obj->flag [FLAG_UNPAID] && obj->type != MONEY) |
613 |
if (!sell_item (obj, dropper)) |
614 |
return; |
615 |
|
616 |
if (!obj->can_drop_at (dropper->map, dropper->x, dropper->y, dropper)) |
617 |
return; |
618 |
|
619 |
/* If nothing special happened with this object, the default action is to |
620 |
* insert it below the dropper: |
621 |
*/ |
622 |
|
623 |
obj->x = dropper->x; |
624 |
obj->y = dropper->y; |
625 |
|
626 |
insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR); |
627 |
} |
628 |
|
629 |
/* |
630 |
* This function was part of drop, now is own function. |
631 |
* Player 'op' tries to drop object 'tmp', if tmp is non zero, then |
632 |
* nrof objects are tried to drop. |
633 |
* This is used when dropping objects onto the floor. |
634 |
*/ |
635 |
void |
636 |
drop_object (object *op, object *tmp, uint32 nrof) |
637 |
{ |
638 |
if (tmp->flag [FLAG_NO_DROP]) |
639 |
return; |
640 |
|
641 |
if (tmp->flag [FLAG_APPLIED]) |
642 |
if (!op->apply (tmp, AP_UNAPPLY | AP_NO_MERGE)) |
643 |
return; /* can't unapply it */ |
644 |
|
645 |
/* We are only dropping some of the items. We split the current object |
646 |
* off |
647 |
*/ |
648 |
if (!can_split (op, tmp, nrof)) |
649 |
return; |
650 |
|
651 |
drop_object (op, tmp); |
652 |
|
653 |
if (!tmp->destroyed () && !tmp->is_inserted ()) |
654 |
{ |
655 |
// if nothing happened with the object we give it back |
656 |
op->insert (tmp); |
657 |
} |
658 |
} |
659 |
|
660 |
void |
661 |
drop (object *op, object *tmp) |
662 |
{ |
663 |
/* Hopeful fix for disappearing objects when dropping from a container - |
664 |
* somehow, players get an invisible object in the container, and the |
665 |
* old logic would skip over invisible objects - works fine for the |
666 |
* playes inventory, but drop inventory wants to use the next value. |
667 |
*/ |
668 |
if (tmp->invisible) |
669 |
{ |
670 |
/* if the following is the case, it must be in an container. */ |
671 |
if (tmp->env && tmp->env->type != PLAYER) |
672 |
{ |
673 |
/* Just toss the object - probably shouldn't be hanging |
674 |
* around anyways |
675 |
*/ |
676 |
tmp->destroy (); |
677 |
return; |
678 |
} |
679 |
else |
680 |
while (tmp && tmp->invisible) |
681 |
tmp = tmp->below; |
682 |
} |
683 |
|
684 |
if (!tmp) |
685 |
{ |
686 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop."); |
687 |
return; |
688 |
} |
689 |
|
690 |
if (tmp->flag [FLAG_INV_LOCKED]) |
691 |
{ |
692 |
new_draw_info (NDI_UNIQUE, 0, op, "This item is locked"); |
693 |
return; |
694 |
} |
695 |
|
696 |
if (tmp->flag [FLAG_NO_DROP]) |
697 |
{ |
698 |
#if 0 |
699 |
/* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */ |
700 |
new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped."); |
701 |
#endif |
702 |
return; |
703 |
} |
704 |
|
705 |
if (op->type == PLAYER && op->contr->last_used == tmp) |
706 |
op->contr->last_used = tmp->below ? tmp->below |
707 |
: tmp->above ? tmp->above |
708 |
: (object *)0; |
709 |
|
710 |
if (op->container_ ()) |
711 |
{ |
712 |
if (op->type == PLAYER) |
713 |
put_object_in_sack (op, op->container_ (), tmp, op->contr->count); |
714 |
else |
715 |
put_object_in_sack (op, op->container_ (), tmp, 0); |
716 |
} |
717 |
else |
718 |
{ |
719 |
if (op->type == PLAYER) |
720 |
drop_object (op, tmp, op->contr->count); |
721 |
else |
722 |
drop_object (op, tmp, 0); |
723 |
} |
724 |
|
725 |
if (op->type == PLAYER) |
726 |
op->contr->count = 0; |
727 |
} |
728 |
|
729 |
/* Command will drop all items that have not been locked */ |
730 |
int |
731 |
command_dropall (object *op, char *params) |
732 |
{ |
733 |
|
734 |
if (op->inv == NULL) |
735 |
{ |
736 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!"); |
737 |
return 0; |
738 |
} |
739 |
|
740 |
object *curinv = op->inv; |
741 |
object *nextinv; |
742 |
|
743 |
/* |
744 |
This is the default. Drops everything not locked or considered |
745 |
not something that should be dropped. |
746 |
*/ |
747 |
/* |
748 |
Care must be taken that the next item pointer is not to money as |
749 |
the drop() routine will do unknown things to it when dropping |
750 |
in a shop. --Tero.Pelander@utu.fi |
751 |
*/ |
752 |
int cnt = MAX_ITEM_PER_ACTION; |
753 |
|
754 |
if (!params) |
755 |
{ |
756 |
while (curinv) |
757 |
{ |
758 |
nextinv = curinv->below; |
759 |
|
760 |
while (nextinv && nextinv->type == MONEY) |
761 |
nextinv = nextinv->below; |
762 |
|
763 |
if (!curinv->flag [FLAG_INV_LOCKED] |
764 |
&& !curinv->invisible |
765 |
&& curinv->type != MONEY |
766 |
&& curinv->type != FOOD |
767 |
&& curinv->type != KEY |
768 |
&& curinv->type != SPECIAL_KEY |
769 |
&& curinv->type != GEM |
770 |
&& curinv->type != CONTAINER) |
771 |
{ |
772 |
drop (op, curinv); |
773 |
if (--cnt <= 0) break; |
774 |
} |
775 |
|
776 |
curinv = nextinv; |
777 |
} |
778 |
} |
779 |
else if (strcmp (params, "weapons") == 0) |
780 |
{ |
781 |
while (curinv) |
782 |
{ |
783 |
nextinv = curinv->below; |
784 |
|
785 |
while (nextinv && nextinv->type == MONEY) |
786 |
nextinv = nextinv->below; |
787 |
|
788 |
if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) |
789 |
{ |
790 |
drop (op, curinv); |
791 |
if (--cnt <= 0) break; |
792 |
} |
793 |
|
794 |
curinv = nextinv; |
795 |
} |
796 |
} |
797 |
else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0) |
798 |
{ |
799 |
while (curinv) |
800 |
{ |
801 |
nextinv = curinv->below; |
802 |
|
803 |
while (nextinv && nextinv->type == MONEY) |
804 |
nextinv = nextinv->below; |
805 |
|
806 |
if (!curinv->flag [FLAG_INV_LOCKED] && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) |
807 |
{ |
808 |
drop (op, curinv); |
809 |
if (--cnt <= 0) break; |
810 |
} |
811 |
|
812 |
curinv = nextinv; |
813 |
} |
814 |
} |
815 |
else if (strcmp (params, "misc") == 0) |
816 |
{ |
817 |
while (curinv) |
818 |
{ |
819 |
nextinv = curinv->below; |
820 |
|
821 |
while (nextinv && nextinv->type == MONEY) |
822 |
nextinv = nextinv->below; |
823 |
|
824 |
if (!curinv->flag [FLAG_INV_LOCKED] && !curinv->flag [FLAG_APPLIED]) |
825 |
{ |
826 |
switch (curinv->type) |
827 |
{ |
828 |
case HORN: |
829 |
case BOOK: |
830 |
case SPELLBOOK: |
831 |
case GIRDLE: |
832 |
case AMULET: |
833 |
case RING: |
834 |
case CLOAK: |
835 |
case BOOTS: |
836 |
case GLOVES: |
837 |
case BRACERS: |
838 |
case SCROLL: |
839 |
case ARMOUR_IMPROVER: |
840 |
case WEAPON_IMPROVER: |
841 |
case WAND: |
842 |
case ROD: |
843 |
case POTION: |
844 |
drop (op, curinv); |
845 |
curinv = nextinv; |
846 |
break; |
847 |
default: |
848 |
curinv = nextinv; |
849 |
break; |
850 |
} |
851 |
|
852 |
if (--cnt <= 0) break; |
853 |
} |
854 |
|
855 |
curinv = nextinv; |
856 |
} |
857 |
} |
858 |
|
859 |
if (cnt <= 0) |
860 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
861 |
|
862 |
/* draw_look(op);*/ |
863 |
return 0; |
864 |
} |
865 |
|
866 |
|
867 |
/* This function tries to drop all objects in the <objs> vector. |
868 |
* <dropper> is the object that wants to drop them. |
869 |
* <cnt> can be a 0 pointer or a pointer to the maximum number of |
870 |
* drop operations to perform. |
871 |
* |
872 |
* Returns true if at least one item was dropped. |
873 |
*/ |
874 |
static bool |
875 |
drop_vector (object *dropper, vector<object *> &objs, int *cnt) |
876 |
{ |
877 |
vector<object *>::iterator i; |
878 |
|
879 |
bool did_one = false; |
880 |
|
881 |
for (auto &&op : objs) |
882 |
{ |
883 |
drop (dropper, op); |
884 |
if (cnt && --*cnt <= 0) break; |
885 |
did_one = true; |
886 |
} |
887 |
|
888 |
return did_one; |
889 |
} |
890 |
|
891 |
/* Object op wants to drop object(s) params. params can be a |
892 |
* comma seperated list. |
893 |
*/ |
894 |
int |
895 |
command_drop (object *op, char *params) |
896 |
{ |
897 |
object *tmp, *next; |
898 |
|
899 |
if (!params) |
900 |
{ |
901 |
new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); |
902 |
return 0; |
903 |
} |
904 |
else |
905 |
{ |
906 |
vector<object *> matched_objs; |
907 |
|
908 |
for (tmp = op->inv; tmp; tmp = next) |
909 |
{ |
910 |
next = tmp->below; |
911 |
if (tmp->flag [FLAG_NO_DROP] || tmp->invisible) |
912 |
continue; |
913 |
|
914 |
if (item_matched_string (op, tmp, params)) |
915 |
matched_objs.push_back (tmp); |
916 |
} |
917 |
|
918 |
int cnt = MAX_ITEM_PER_ACTION; |
919 |
|
920 |
if (!drop_vector (op, matched_objs, &cnt)) |
921 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); |
922 |
|
923 |
if (cnt <= 0) |
924 |
op->failmsg ("Only dropped some items, can't drop that many items at once."); |
925 |
} |
926 |
|
927 |
return 0; |
928 |
} |
929 |
|
930 |
int |
931 |
command_examine (object *op, char *params) |
932 |
{ |
933 |
if (!params) |
934 |
{ |
935 |
object *tmp = op->below; |
936 |
|
937 |
while (tmp && !tmp->client_visible ()) |
938 |
tmp = tmp->below; |
939 |
|
940 |
if (tmp) |
941 |
examine (op, tmp); |
942 |
} |
943 |
else |
944 |
{ |
945 |
object *tmp = find_best_object_match (op, params); |
946 |
|
947 |
if (tmp) |
948 |
examine (op, tmp); |
949 |
else |
950 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params)); |
951 |
} |
952 |
|
953 |
return 0; |
954 |
} |
955 |
|
956 |
std::string |
957 |
object::describe_monster (object *who) |
958 |
{ |
959 |
dynbuf_text buf (512, 512); |
960 |
|
961 |
object *mon = head ? head : this; |
962 |
|
963 |
if (mon->flag [FLAG_UNDEAD]) |
964 |
buf << "It is an undead force.\r"; |
965 |
|
966 |
if (mon->level > who->level) |
967 |
buf << "It is likely more powerful than you.\r"; |
968 |
else if (mon->level < who->level) |
969 |
buf << "It is likely less powerful than you.\r"; |
970 |
else |
971 |
buf << "It is probably as powerful as you.\r"; |
972 |
|
973 |
if (mon->attacktype & AT_ACID) |
974 |
buf << "You seem to smell an acrid odor.\r"; |
975 |
|
976 |
/* Anyone know why this used to use the clone value instead of the |
977 |
* maxhp field? This seems that it should give more accurate results. |
978 |
*/ |
979 |
switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) |
980 |
{ /* From 1-4 */ |
981 |
case 1: |
982 |
buf << "It is in a bad shape.\r"; |
983 |
break; |
984 |
case 2: |
985 |
buf << "It is hurt.\r"; |
986 |
break; |
987 |
case 3: |
988 |
buf << "It is somewhat hurt.\r"; |
989 |
break; |
990 |
case 4: |
991 |
buf << "It is in excellent shape.\r"; |
992 |
break; |
993 |
} |
994 |
|
995 |
if (present_in_ob (POISONING, mon)) |
996 |
buf << "It looks very ill.\r"; |
997 |
|
998 |
buf << '\n'; |
999 |
|
1000 |
return buf; |
1001 |
} |
1002 |
|
1003 |
/* tmp is the object being described, pl is who is examing it. */ |
1004 |
const char * |
1005 |
long_desc (object *tmp, object *pl) |
1006 |
{ |
1007 |
static std::string s; |
1008 |
|
1009 |
return (s = tmp->long_desc (pl)).c_str (); |
1010 |
} |
1011 |
|
1012 |
std::string |
1013 |
object::long_desc (object *who) |
1014 |
{ |
1015 |
std::string buf (query_name ()); |
1016 |
|
1017 |
switch (type) |
1018 |
{ |
1019 |
case RING: |
1020 |
case SKILL: |
1021 |
case WEAPON: |
1022 |
case ARMOUR: |
1023 |
case BRACERS: |
1024 |
case HELMET: |
1025 |
case SHIELD: |
1026 |
case BOOTS: |
1027 |
case GLOVES: |
1028 |
case AMULET: |
1029 |
case GIRDLE: |
1030 |
case RANGED: |
1031 |
case BOW: |
1032 |
case ARROW: |
1033 |
case CLOAK: |
1034 |
case FOOD: |
1035 |
case DRINK: |
1036 |
case FLESH: |
1037 |
case SKILL_TOOL: |
1038 |
case LAMP: |
1039 |
case POWER_CRYSTAL: |
1040 |
{ |
1041 |
const char *cp = ::describe_item (this, who); |
1042 |
|
1043 |
if (*cp) |
1044 |
{ |
1045 |
buf.append (" "); |
1046 |
buf.append (cp); |
1047 |
} |
1048 |
} |
1049 |
} |
1050 |
|
1051 |
return buf; |
1052 |
} |
1053 |
|
1054 |
/* op is the player |
1055 |
* tmp is the monster being examined. |
1056 |
*/ |
1057 |
void |
1058 |
examine_monster (object *op, object *tmp) |
1059 |
{ |
1060 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ()); |
1061 |
} |
1062 |
|
1063 |
static void |
1064 |
display_new_pickup (object *op) |
1065 |
{ |
1066 |
int i = op->contr->mode; |
1067 |
|
1068 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0); |
1069 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0); |
1070 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0); |
1071 |
|
1072 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5); |
1073 |
|
1074 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0); |
1075 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0); |
1076 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0); |
1077 |
|
1078 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0); |
1079 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0); |
1080 |
|
1081 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0); |
1082 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0); |
1083 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0); |
1084 |
|
1085 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0); |
1086 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0); |
1087 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0); |
1088 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0); |
1089 |
|
1090 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0); |
1091 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0); |
1092 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0); |
1093 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0); |
1094 |
|
1095 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0); |
1096 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0); |
1097 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0); |
1098 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0); |
1099 |
|
1100 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0); |
1101 |
|
1102 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0); |
1103 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0); |
1104 |
|
1105 |
new_draw_info_format (NDI_UNIQUE, 0, op, ""); |
1106 |
} |
1107 |
|
1108 |
int |
1109 |
command_pickup (object *op, char *params) |
1110 |
{ |
1111 |
uint32 i; |
1112 |
static const char *names[] = { |
1113 |
"debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet", |
1114 |
"shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon", |
1115 |
"magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed", |
1116 |
"jewels", "flesh", NULL |
1117 |
}; |
1118 |
static uint32 modes[] = { |
1119 |
PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET, |
1120 |
PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON, |
1121 |
PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED, |
1122 |
PU_JEWELS, PU_FLESH, 0 |
1123 |
}; |
1124 |
|
1125 |
if (!params) |
1126 |
{ |
1127 |
/* if the new mode is used, just print the settings */ |
1128 |
display_new_pickup (op); |
1129 |
return 0; |
1130 |
} |
1131 |
|
1132 |
while (*params == ' ' && *params) |
1133 |
params++; |
1134 |
|
1135 |
if (*params == '+' || *params == '-') |
1136 |
{ |
1137 |
int mode; |
1138 |
|
1139 |
for (mode = 0; names[mode]; mode++) |
1140 |
{ |
1141 |
if (!strcmp (names[mode], params + 1)) |
1142 |
{ |
1143 |
i = op->contr->mode; |
1144 |
|
1145 |
if (*params == '+') |
1146 |
i = i | modes[mode]; |
1147 |
else |
1148 |
i = i & ~modes[mode]; |
1149 |
|
1150 |
op->contr->mode = i; |
1151 |
display_new_pickup (op); |
1152 |
return 1; |
1153 |
} |
1154 |
} |
1155 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params); |
1156 |
return 1; |
1157 |
} |
1158 |
|
1159 |
if (sscanf (params, "%u", &i) != 1) |
1160 |
{ |
1161 |
new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type."); |
1162 |
return 1; |
1163 |
} |
1164 |
|
1165 |
if (i <= PU_RATIO) |
1166 |
i |= op->contr->mode & ~PU_RATIO; |
1167 |
|
1168 |
op->contr->mode = i; |
1169 |
|
1170 |
return 1; |
1171 |
} |
1172 |
|
1173 |
int |
1174 |
command_search_items (object *op, char *params) |
1175 |
{ |
1176 |
if (params == NULL) |
1177 |
{ |
1178 |
if (op->contr->search_str[0] == '\0') |
1179 |
{ |
1180 |
new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1"); |
1181 |
new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); |
1182 |
new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); |
1183 |
return 1; |
1184 |
} |
1185 |
|
1186 |
op->contr->search_str[0] = '\0'; |
1187 |
new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); |
1188 |
op->contr->queue_stats_update (); |
1189 |
return 1; |
1190 |
} |
1191 |
|
1192 |
if (strlen (params) >= sizeof (op->contr->search_str)) |
1193 |
{ |
1194 |
new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); |
1195 |
return 1; |
1196 |
} |
1197 |
|
1198 |
strcpy (op->contr->search_str, params); |
1199 |
new_draw_info (NDI_UNIQUE, 0, op, format ("Now searching for '%s'.", op->contr->search_str)); |
1200 |
op->contr->queue_stats_update (); |
1201 |
|
1202 |
return 1; |
1203 |
} |
1204 |
|
1205 |
int |
1206 |
command_unlock (object *op, char *params) |
1207 |
{ |
1208 |
/* if the unlock command typed with nothing, unlock everything, |
1209 |
* this might be bad |
1210 |
*/ |
1211 |
if (params == NULL) |
1212 |
{ |
1213 |
for (object *item = op->inv; item; item = item->below) |
1214 |
{ |
1215 |
item->clr_flag (FLAG_INV_LOCKED); |
1216 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with null param."); |
1217 |
esrv_update_item (UPD_FLAGS, op, item); |
1218 |
} |
1219 |
return 0; |
1220 |
} |
1221 |
|
1222 |
/* if the unlock command is used with a param, |
1223 |
* unlock what matches. i.e. unlock material, should unlock all the materials |
1224 |
*/ |
1225 |
for (object *item = op->inv; item; item = item->below) |
1226 |
if (item->name.contains (params)) |
1227 |
{ |
1228 |
item->clr_flag (FLAG_INV_LOCKED); |
1229 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "unlocked items with a param."); |
1230 |
esrv_update_item (UPD_FLAGS, op, item); |
1231 |
} |
1232 |
|
1233 |
return 0; |
1234 |
} |
1235 |
|
1236 |
int |
1237 |
command_lock (object *op, char *params) |
1238 |
{ |
1239 |
/* if the lock command is typed by itself, lock everything |
1240 |
*/ |
1241 |
if (params == NULL) |
1242 |
{ |
1243 |
for (object *item = op->inv; item; item = item->below) |
1244 |
{ |
1245 |
item->set_flag (FLAG_INV_LOCKED); |
1246 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with null param."); |
1247 |
esrv_update_item (UPD_FLAGS, op, item); |
1248 |
} |
1249 |
return 0; |
1250 |
} |
1251 |
|
1252 |
/* if the lock command is used with a param, lock what matches. |
1253 |
* i.e. lock material, should lock all the materials |
1254 |
*/ |
1255 |
for (object *item = op->inv; item; item = item->below) |
1256 |
if (item->name.contains (params)) |
1257 |
{ |
1258 |
item->set_flag (FLAG_INV_LOCKED); |
1259 |
//d// new_draw_info (NDI_UNIQUE, 0, op, "locked items with param."); |
1260 |
esrv_update_item (UPD_FLAGS, op, item); |
1261 |
} |
1262 |
|
1263 |
return 0; |
1264 |
} |
1265 |
|
1266 |
/* op should be a player, params is any params. |
1267 |
* If no params given, we print out the currently marked object. |
1268 |
* otherwise, try to find a matching object - try best match first. |
1269 |
*/ |
1270 |
int |
1271 |
command_mark (object *op, char *params) |
1272 |
{ |
1273 |
if (!params) |
1274 |
{ |
1275 |
if (object *mark = op->mark ()) |
1276 |
op->statusmsg (format ("%s is marked.", query_name (mark))); |
1277 |
else |
1278 |
op->failmsg ("You have no marked object."); |
1279 |
} |
1280 |
else |
1281 |
{ |
1282 |
if (object *mark = find_best_object_match (op, params)) |
1283 |
{ |
1284 |
op->contr->mark = mark; |
1285 |
op->statusmsg (format ("Marked item %s", query_name (mark))); |
1286 |
} |
1287 |
else |
1288 |
op->failmsgf ("Could not find an object that matches %s", params); |
1289 |
} |
1290 |
|
1291 |
return 0; /*shouldnt get here */ |
1292 |
} |
1293 |
|