/* Do not remove the headers from this file! see /USAGE for more info. */
// An object that can be opened, closed, locked, and unlocked.
//
// NOTE: this should only be mixed into classes that have
// M_OPENABLE, too.
// NOTE: due to a bug in the driver(?), you must inherit M_OPENABLE
// _after_ inheriting M_LOCKABLE.
//
#include <hooks.h>
string the_short();
void hook_state(string, function, mixed);
mixed call_hooks(string, int);
private string locked, key_type;
string unlock_msg = "$N $vunlock the $o with $p $o1.";
string unlock_fail = "$N $vtry to unlock the $o, but $p $o1 doesn't fit.";
string lock_msg = "$N $vlock the $o with $p $o1.";
string lock_fail = "$N $vtry to lock the $o, but $p $o1 doesn't fit.";
string pick_msg = "$N $vpick open the $o.";
string pick_fail = "$N $vtry to pick open the $o, but $vfail.";
function my_open_hook = (: capitalize(the_short() + " is locked.\n") :);
int is_lockable() { return 1; }
string query_locked() { return locked; }
string query_key_type() { return key_type; }
varargs void set_locked(string x, string y) {
locked = x;
if (nullp(y))
key_type = x;
else
key_type = y;
hook_state("prevent_open", my_open_hook, locked);
}
#ifdef USE_SKILLS
int strength_vs_magic;
int strength_vs_picking;
void set_strength_vs_magic(int s)
{
strength_vs_magic = s;
}
int get_strength_vs_magic()
{
return strength_vs_magic;
}
void set_strength_vs_picking(int s)
{
strength_vs_picking = s;
}
int get_strength_vs_picking()
{
return strength_vs_picking;
}
#endif
mixed magic_unlock()
{
mixed ex;
int i;
if(!locked)
return "It's not locked.\n";
//:HOOK prevent_magic_unlock
//A yes/no/error hook which can prevent an object from being magically
//unlocked. However, if your mud uses skills, use set_strength_vs_magic()
//instead, unless you're doing something complex.
ex = call_hooks("prevent_magic_unlock", HOOK_YES_NO_ERROR);
if(!ex) ex = "Your magic seems to have no effect on it.\n";
if(stringp(ex))
{
return ex;
}
#ifdef USE_SKILLS
i = this_body()->test_skill("spell/unlock", get_strength_vs_magic());
if(!i)
{
return 0;
}
#endif
set_locked(0, "magic");
return 1;
}
mixed do_pick()
{
mixed ex;
int i;
if(!locked)
write("It's not locked.\n");
//:HOOK prevent_picking
//A yes/no/error hook which can prevent an object from being picked
//open. However, if your mud uses skills, use set_strength_vs_picking()
//instead, unless you're doing something complex.
ex = call_hooks("prevent_picking", HOOK_YES_NO_ERROR);
if(!ex) ex = "You can't seem to get it open.\n";
if(stringp(ex))
{
write(ex);
return;
}
#ifdef USE_SKILLS
i = this_body()->test_skill("misc/lockpick", get_strength_vs_picking());
if(!i)
{
this_body()->simple_action(pick_fail, this_object());
return;
}
#endif
set_locked(0, "picked");
this_body()->simple_action(pick_msg, this_object());
}
varargs void do_unlock(object ob)
{
//:HOOK prevent_unlock
//A yes/no/error hook which can prevent an object from being unlocked.
mixed ex = call_hooks("prevent_unlock", HOOK_YES_NO_ERROR);
if (!ex) ex = "You can't seem to unlock it.\n";
if (stringp(ex)) {
write(ex);
return;
}
if( undefinedp( ob ))
{
ob = present("key", this_body());
write("(with " + ob->the_short() + ")\n");
}
if (ob->get_key_type() == key_type)
{
this_body()->simple_action(unlock_msg, this_object(), ob);
set_locked(0, key_type);
hook_state("prevent_open", my_open_hook, locked);
}
else
{
this_body()->simple_action(unlock_fail, this_object(), ob);
}
}
varargs void do_lock(object ob) {
//:HOOK prevent_lock
//A yes/no/error hook which can prevent an object from being locked.
mixed ex = call_hooks("prevent_lock", HOOK_YES_NO_ERROR);
if (!ex) ex = "You can't seem to lock it.\n";
if (stringp(ex)) {
write(ex);
return;
}
if( undefinedp( ob ))
{
ob = present("key", this_body());
write("(with " + ob->the_short() + ")\n");
}
if (ob->get_key_type() == key_type) {
this_body()->simple_action(lock_msg, this_object(), ob);
set_locked(key_type);
}
//:FIXME if the lock type is picked or magic, it should probably
// open.
else {
this_body()->simple_action(lock_fail, this_object(), ob);
}
}
/*********************************************************/
/* verb interactions */
/**********************************************************/
mixed direct_pick_obj(object ob)
{
if (!locked)
return "It isn't locked.";
return 1;
}
mixed direct_unlock_obj(object ob) {
if (!locked)
return "It isn't locked.\n";
if (present("key", this_body()))
return 1;
return "With what?\n";
}
mixed direct_lock_obj(object ob) {
if( !this_object()->query_closed())
return "Perhaps you should close it first.";
if (locked)
return "It is already locked.\n";
if (present("key", this_body()))
return 1;
return "With what?\n";
}
mixed direct_unlock_obj_with_obj(object ob1, object ob2) {
if (!locked)
return "It isn't locked.";
return 1;
}
mixed direct_pick_obj_with_obj() {
return 1;
}
mixed direct_lock_obj_with_obj(object ob1, object ob2) {
if( !this_object()->query_closed())
return "Perhaps you should close it first.";
if (locked)
return "It is already locked.";
return 1;
}
mapping lpscript_attributes() {
return ([
"locked" : ({ LPSCRIPT_STRING, "setup", "set_locked" }),
"strength_vs_magic" : ({ LPSCRIPT_INT, "setup", "set_strength_vs_magic" }),
"strength_vs_picking" : ({ LPSCRIPT_INT, "setup", "set_strength_vs_picking" }),
]);
}