void check_common(dbref obj) { printf("\nObject %s\n", unparse_object(me, obj)); printf("Name: %s\n", uncompress(DBFETCH(obj)->name)); if (GETDESC(obj)) printf("Desc: %s\n", uncompress(GETDESC(obj))); printf("Loc: #%s\n", unparse_object(me, DBFETCH(obj)->location)); printf("Owner: #%d\n", unparse_object(me, DBFETCH(obj)->owner)); printf("First contents: #%d\n", unparse_object(me, DBFETCH(obj)->contents)); printf("Next item: #%d\n", unparse_object(me, DBFETCH(obj)->next)); printf("Key: %s\n", unparse_boolexp(me, GETLOCK(obj)), 1); if (GETFAIL(obj)) printf("Fail: %s\n", uncompress(GETFAIL(obj))); if (GETSUCC(obj)) printf("Succ: %s\n", uncompress(GETSUCC(obj))); if (GETDROP(obj)) printf("Drop: %s\n", uncompress(GETDROP(obj))); if (GETOFAIL(obj)) printf("Ofail: %s\n", uncompress(GETOFAIL(obj))); if (GETOSUCC(obj)) printf("Osucc: %s\n", uncompress(GETOSUCC(obj))); if (GETODROP(obj)) printf("Odrop: %s\n", uncompress(GETODROP(obj))); printf("Properties:\n"); check_properties("/", obj); printf("End of properties.\n"); }
bool can_doit(int descr, dbref player, dbref thing, const char *default_fail_msg) { dbref loc; if ((loc = getloc(player)) == NOTHING) return 0; if (OkObj(thing)) { dbref dest = Typeof(thing) == TYPE_EXIT ? (DBFETCH(thing)->sp.exit.ndest ? DBFETCH(thing)->sp.exit.dest[0] : NOTHING) : NOTHING; if (((FLAG2(player) & F2IMMOBILE) && !(FLAG2(thing) & F2IMMOBILE)) && (!OkObj(dest) || Typeof(dest) != TYPE_PROGRAM) ) { envpropqueue(descr, player, OkObj(player) ? getloc(player) : -1, thing, thing, NOTHING, "@immobile", "Immobile", 1, 1); return 0; } } if (!TMage(OWNER(player)) && Typeof(player) == TYPE_THING && (FLAGS(thing) & ZOMBIE)) { notify(player, "Sorry, but zombies can't do that."); return 0; } if (!could_doit(descr, player, thing)) { /* can't do it */ if (GETFAIL(thing)) { exec_or_notify(descr, player, thing, GETFAIL(thing), "(@Fail)"); } else if (default_fail_msg) { notify(player, default_fail_msg); } if (GETOFAIL(thing) && !Dark(player)) { parse_omessage(descr, player, loc, thing, GETOFAIL(thing), PNAME(player), "(@Ofail)"); } return 0; } else { /* can do it */ /* I moved these to the 'trigger()' function. -Akari */ /* if (GETSUCC(thing)) { exec_or_notify(descr, player, thing, GETSUCC(thing), "(@Succ)"); } if (GETOSUCC(thing) && !Dark(player)) { parse_omessage(descr, player, loc, thing, GETOSUCC(thing), NAME(player), "(@Osucc)"); } */ return 1; } }
int can_doit(int descr, dbref player, dbref thing, const char *default_fail_msg) { dbref loc; if ((loc = getloc(player)) == NOTHING) return 0; if (!Wizard(OWNER(player)) && Typeof(player) == TYPE_THING && (FLAGS(thing) & ZOMBIE)) { notify(player, "Sorry, but zombies can't do that."); return 0; } if (!could_doit(descr, player, thing)) { /* can't do it */ if (GETFAIL(thing)) { exec_or_notify_prop(descr, player, thing, MESGPROP_FAIL, "(@Fail)"); } else if (default_fail_msg) { notify(player, default_fail_msg); } if (GETOFAIL(thing) && !Dark(player)) { parse_oprop(descr, player, loc, thing, MESGPROP_OFAIL, NAME(player), "(@Ofail)"); } return 0; } else { /* can do it */ if (GETSUCC(thing)) { exec_or_notify_prop(descr, player, thing, MESGPROP_SUCC, "(@Succ)"); } if (GETOSUCC(thing) && !Dark(player)) { parse_oprop(descr, player, loc, thing, MESGPROP_OSUCC, NAME(player), "(@Osucc)"); } return 1; } }