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inventory.c
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inventory.c
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//*****************************************************************************
// Copyright (c) 2021 - Allen Cummings, RealmsMUD, All rights reserved. See
// the accompanying LICENSE file for details.
//*****************************************************************************
virtual inherit "/lib/core/thing.c";
#include "/lib/include/inventory.h"
#include "/lib/modules/secure/inventory.h"
private mapping inventoryCache = ([
"totals": ([])
]);
/////////////////////////////////////////////////////////////////////////////
static nomask int isEquipment(object itemToCheck)
{
int ret = 0;
// In order to prevent people from doing what I deem to be "really bad
// stuff" that might break "really important stuff", living things will
// ONLY be able to be worn/wielded if they inherit equipment. There
// should be plenty of flexibility within equipment to do anything you
// can dream up. This check is done here to remove the opportunity to
// "cheat"
if(itemToCheck && objectp(itemToCheck) &&
((member(inherit_list(itemToCheck), ArmorBlueprint) > -1) ||
(member(inherit_list(itemToCheck), WeaponBlueprint) > -1)))
{
ret = 1;
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
private nomask object materialsObject()
{
return getDictionary("materials");
}
/////////////////////////////////////////////////////////////////////////////
public nomask int canEquip(object item)
{
int ret = 1;
string *dictionaries = ({ "guilds", "racial", "traits", "background" });
foreach(string dictionary in dictionaries)
{
object dictionaryObject = getDictionary(dictionary);
if(dictionaryObject && objectp(dictionaryObject) && isEquipment(item) &&
function_exists("canUseEquipmentOfType", dictionaryObject) &&
!dictionaryObject->canUseEquipmentOfType(this_object(), item))
{
ret = 0;
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
static nomask int isModifierItem(object itemToCheck)
{
int ret = 0;
// In order to prevent people from circumventing modifier limits, all
// items that can affect skills, attributes, combat stats, etc MUST inherit
// modifierObject
if(itemToCheck && objectp(itemToCheck) &&
(member(inherit_list(itemToCheck), ModifierBlueprint) > -1))
{
ret = 1;
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int isEquipped(object itemToCheck)
{
int ret = 0;
if(isEquipment(itemToCheck) && member(itemRegistry, "equipped") &&
mappingp(itemRegistry["equipped"]))
{
ret = (member(m_values(itemRegistry["equipped"]), itemToCheck) > -1);
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
private nomask object *equippedByMask(int mask)
{
object *items = ({ });
string *itemsToCheck = materialsObject()->slotsUsedByItemMask(mask);
if(sizeof(itemsToCheck))
{
foreach(string item in itemsToCheck)
{
if(item && member(itemRegistry["equipped"], item) &&
itemRegistry["equipped"][item] &&
objectp(itemRegistry["equipped"][item]) &&
(member(items, itemRegistry["equipped"][item]) < 0))
{
items += ({ itemRegistry["equipped"][item] });
}
}
}
return items + ({ });
}
/////////////////////////////////////////////////////////////////////////////
public nomask varargs int usingEquipmentOfType(string type, int location)
{
int ret = 0;
object *items = equippedByMask(AllWielded | AllWorn);
if(sizeof(items) > 0)
{
foreach(object equipment in items)
{
ret ||= (equipment->query("weapon type") == type) ||
(equipment->query("armor type") == type) ||
(equipment->query("crafting tool") == type) ||
(member(
materialsObject()->slotsUsedByItemMask(equipment->query("equipment locations")),
type) > -1);
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask object equipmentInSlot(string slot)
{
object ret = 0;
if(slot && stringp(slot) && member(itemRegistry, "equipped") &&
mappingp(itemRegistry["equipped"]) &&
member(itemRegistry["equipped"], slot) &&
itemRegistry["equipped"][slot] &&
objectp(itemRegistry["equipped"][slot]))
{
ret = itemRegistry["equipped"][slot];
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
static nomask void resetInventoryCache()
{
inventoryCache = ([
"totals":([])
]);
}
/////////////////////////////////////////////////////////////////////////////
private nomask int removeEquippedItemFromSlot(string slot)
{
int ret = 0;
if(equipmentInSlot(slot))
{
itemRegistry["equipped"][slot] = 0;
ret = 1;
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
private nomask int equipItemInSlot(string slot, object item)
{
int ret = 0;
if(slot && stringp(slot) && member(itemRegistry, "equipped") &&
mappingp(itemRegistry["equipped"]) &&
member(itemRegistry["equipped"], slot) &&
!itemRegistry["equipped"][slot])
{
itemRegistry["equipped"][slot] = item;
ret = 1;
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
private nomask void inventoryEvent(string event)
{
object eventObj = getService("events");
if(eventObj && objectp(eventObj))
{
eventObj->notify(event);
}
}
/////////////////////////////////////////////////////////////////////////////
private nomask void removeItemFromCache(object item)
{
string key = object_name(item);
if (member(inventoryCache, key))
{
string *valuesToModify = m_indices(inventoryCache[key]);
if (sizeof(valuesToModify))
{
foreach(string valueToModify in valuesToModify)
{
if (member(inventoryCache[key], valueToModify) &&
member(inventoryCache, "totals"))
{
inventoryCache["totals"][valueToModify] -=
inventoryCache[key][valueToModify];
}
}
}
m_delete(inventoryCache, key);
getService("combat")->resetCombatCache();
}
}
/////////////////////////////////////////////////////////////////////////////
private nomask int addValueToCache(object item, string bonus, int value)
{
if (objectp(item))
{
string itemKey = object_name(item);
if (!member(inventoryCache, itemKey))
{
inventoryCache[itemKey] = ([]);
}
if (!member(inventoryCache[itemKey], bonus))
{
inventoryCache[itemKey][bonus] = value;
if (!member(inventoryCache["totals"], bonus))
{
inventoryCache["totals"][bonus] += value;
}
else
{
inventoryCache["totals"][bonus] += value;
}
}
}
return value;
}
/////////////////////////////////////////////////////////////////////////////
private nomask void setEnchantments(object item, string type, string formatter)
{
mapping enchantments = item->query(type);
if (sizeof(enchantments))
{
foreach(string enchantment in m_indices(enchantments))
{
addValueToCache(item, sprintf(formatter, type), enchantments[type]);
}
}
}
/////////////////////////////////////////////////////////////////////////////
private nomask varargs void addItemToCache(object item)
{
string *bonuses = m_indices(inventoryCache["totals"]);
foreach(string bonus in bonuses)
{
addValueToCache(item, bonus, item->query(bonus));
}
setEnchantments(item, "resistances", "resist %s");
setEnchantments(item, "enchantments", "%s enchantment");
if (item == equipmentInSlot("armor"))
{
string *defenseTypes = filter(m_indices(inventoryCache["totals"]),
(: sizeof(regexp(({ $1 }), "material defense bonus")) :));
getDictionary("attacks")->validAttackTypes();
foreach(string defenseType in defenseTypes)
{
addValueToCache(item, defenseType,
materialsObject()->getMaterialDefense(item,
regreplace(defenseType, "material defense bonus (.*)", "\\1")));
}
}
if (member(({ equipmentInSlot("armor"), equipmentInSlot("wielded primary"),
equipmentInSlot("wielded offhand") }), item) > -1)
{
addValueToCache(item, "material encumberance",
materialsObject()->getMaterialEncumberance(item));
}
getService("combat")->resetCombatCache();
}
/////////////////////////////////////////////////////////////////////////////
public nomask void updateInventoryCache(object itemToUpdate, string element)
{
string itemKey = object_name(itemToUpdate);
if (objectp(itemToUpdate) && member(inventoryCache["totals"], element) &&
member(inventoryCache, itemKey) &&
member(inventoryCache[itemKey], element))
{
inventoryCache["totals"][element] -= inventoryCache[itemKey][element];
inventoryCache[itemKey][element] = itemToUpdate->query(element);
inventoryCache["totals"][element] += inventoryCache[itemKey][element];
}
}
/////////////////////////////////////////////////////////////////////////////
public nomask varargs int unequip(object itemToUnequip, int silently)
{
int ret = 0;
if(isEquipment(itemToUnequip) && (itemToUnequip->canUnequip() || silently)
&& isEquipped(itemToUnequip))
{
int itemMask = itemToUnequip->query("equipment locations");
if(itemToUnequip->query("offhand") && (itemMask != TwohandedWeapon))
{
itemMask = OffhandWeapon;
}
ret = itemToUnequip->canUnequip() || silently;
string *slotsToUnequip = materialsObject()->slotsUsedByItemMask(itemMask);
foreach(string slot in slotsToUnequip)
{
if(equipmentInSlot(slot) == itemToUnequip)
{
removeEquippedItemFromSlot(slot);
}
}
}
if(ret)
{
inventoryEvent("onUnequip");
if(itemToUnequip->query("register event handler"))
{
object events = getService("events");
if(events)
{
events->unregisterEvent(itemToUnequip);
}
}
removeItemFromCache(itemToUnequip);
m_delete(inventoryCache["totals"], "enchantments");
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int equip(object itemToEquip)
{
int ret = 0;
if(isEquipment(itemToEquip) && canEquip(itemToEquip))
{
int itemMask = itemToEquip->query("equipment locations");
if(itemToEquip->query("offhand") && (itemMask != TwohandedWeapon))
{
itemMask = OffhandWeapon;
}
if(itemMask)
{
int equipOK = 1;
object *itemsToUnequip = equippedByMask(itemMask);
foreach(object item in itemsToUnequip)
{
equipOK &&= unequip(item);
}
string *slotsToEquip = materialsObject()->slotsUsedByItemMask(itemMask);
if(equipOK && !itemToEquip->isEquipped())
{
ret = itemToEquip->canEquip(this_object());
if(ret)
{
foreach(string slot in slotsToEquip)
{
if(ret)
{
ret = equipItemInSlot(slot, itemToEquip);
}
}
}
}
}
}
if(ret)
{
m_delete(inventoryCache["totals"], "enchantments");
addItemToCache(itemToEquip);
if(itemToEquip->query("register event handler"))
{
object events = getService("events");
if(events)
{
events->registerEvent(itemToEquip);
}
}
inventoryEvent("onEquip");
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
private nomask int validModifier(string type, string modifier)
{
int ret = 0;
if (member(inventoryCache["totals"], modifier))
{
ret = 1;
}
else
{
string serviceName = "valid" + capitalize(type);
if(function_exists(serviceName))
{
string *modifiers = call_other(this_object(), serviceName);
if(modifiers && (member(modifiers, modifier) > -1))
{
ret = 1;
}
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask object *registeredInventoryObjects()
{
object *ret = 0;
if(itemRegistry &&
member(itemRegistry, "guild objects") &&
mappingp(itemRegistry["guild objects"]))
{
ret = filter(m_values(itemRegistry["guild objects"]),
(: objectp($1) :));
}
return ret ? ret + ({ }) : 0;
}
/////////////////////////////////////////////////////////////////////////////
public nomask object registeredInventoryObject(string fullyQualifiedName)
{
object ret = 0;
if(itemRegistry &&
member(itemRegistry, "guild objects") &&
mappingp(itemRegistry["guild objects"]) &&
member(itemRegistry["guild objects"], fullyQualifiedName))
{
ret = itemRegistry["guild objects"][fullyQualifiedName];
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int registerObjectAsInventory(object item)
{
int ret = 0;
if(isModifierItem(item) && itemRegistry &&
member(itemRegistry, "guild objects") &&
mappingp(itemRegistry["guild objects"]) &&
(!member(itemRegistry["guild objects"], item->fullyQualifiedName()) ||
!itemRegistry["guild objects"][item->fullyQualifiedName()]))
{
itemRegistry["guild objects"][item->fullyQualifiedName()] = item;
ret = 1;
}
if(ret)
{
m_delete(inventoryCache["totals"], "enchantments");
object *equippedItems = equippedByMask(AllWielded);
foreach(object equippedItem in equippedItems)
{
string key = object_name(equippedItem);
if (member(inventoryCache, key) &&
member(inventoryCache[key], "enchantments"))
{
m_delete(inventoryCache[key], "enchantments");
}
}
addItemToCache(item);
if(item->query("register event handler"))
{
object events = getService("events");
if(events)
{
events->registerEvent(item);
}
}
inventoryEvent("onRegisterItem");
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int unregisterObjectAsInventory(object item)
{
int ret = 0;
if(isModifierItem(item) && itemRegistry &&
member(itemRegistry, "guild objects") &&
mappingp(itemRegistry["guild objects"]) &&
member(itemRegistry["guild objects"], item->fullyQualifiedName()))
{
m_delete(itemRegistry["guild objects"], item->fullyQualifiedName());
ret = 1;
}
if(ret)
{
inventoryEvent("onUnregisterItem");
if(item->query("register event handler"))
{
object events = getService("events");
if(events)
{
events->unregisterEvent(item);
}
}
removeItemFromCache(item);
m_delete(inventoryCache["totals"], "enchantments");
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetModifier(string type, string modifier)
{
int ret = 0;
if(validModifier(type, modifier))
{
if (member(inventoryCache["totals"], modifier))
{
ret = inventoryCache["totals"][modifier];
}
else
{
object *equippedItems = equippedByMask(AllWorn | AllWielded) +
registeredInventoryObjects();
foreach(object item in equippedItems)
{
// Item in this array CAN be null
if (item && objectp(item) && (isEquipment(item) || isModifierItem(item)))
{
ret += addValueToCache(item, modifier, item->query(modifier));
}
}
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryAttributeBonus(string attribute)
{
return inventoryGetModifier("attributes", sprintf("bonus %s", attribute));
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetArmorClass()
{
return inventoryGetModifier("combatModifiers", "armor class");
}
/////////////////////////////////////////////////////////////////////////////
private nomask string normalizeDamageType(string damageType)
{
string ret = damageType;
if (member(({ "slash", "bludgeon", "thrust" }), ret) > -1)
{
ret = "physical";
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetDefenseBonus(string damageType)
{
damageType = normalizeDamageType(damageType);
int ret = inventoryGetModifier("combatModifiers", "bonus defense");
string resistBonus = sprintf("resist %s", damageType);
string materialBonus = sprintf("material defense bonus %s", damageType);
object armor = equipmentInSlot("armor");
string armorKey = object_name(armor);
if (armor)
{
if (member(inventoryCache[armorKey], materialBonus))
{
ret += inventoryCache[armorKey][materialBonus];
}
else
{
ret += addValueToCache(armor, materialBonus,
materialsObject()->getMaterialDefense(armor, damageType));
}
}
if (member(inventoryCache["totals"], "armor class") ||
member(inventoryCache["totals"], resistBonus))
{
ret += inventoryCache["totals"]["armor class"] +
inventoryCache["totals"][resistBonus];
}
else
{
object *equippedItems = equippedByMask(AllWorn | AllWielded) +
registeredInventoryObjects();
foreach(object item in equippedItems)
{
if (objectp(item))
{
mapping resistances = item->query("resistances");
if (resistances && member(resistances, damageType))
{
ret += addValueToCache(item, resistBonus, resistances[damageType]);
}
ret += addValueToCache(item, "armor class", item->query("armor class"));
}
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
private nomask int getSkillPenalty(object item)
{
string itemKey = object_name(item);
return (member(inventoryCache, itemKey) &&
member(inventoryCache[itemKey], "skill penalty")) ?
inventoryCache[itemKey]["skill penalty"] :
addValueToCache(item, "skill penalty", item->query("skill penalty"));
}
/////////////////////////////////////////////////////////////////////////////
private nomask int getSkillModifier(object item, string skill)
{
string itemKey = object_name(item);
return member(inventoryCache[itemKey], "skill modifier") ?
inventoryCache[itemKey]["skill modifier"] :
addValueToCache(item, "skill modifier",
call_other(this_object(), "getSkillModifier", item->query(skill)));
}
/////////////////////////////////////////////////////////////////////////////
private nomask int encumberanceForObject(object item, string skill)
{
int ret = 0;
if (item && objectp(item))
{
string itemKey = object_name(item);
if (member(inventoryCache, itemKey) &&
member(inventoryCache[itemKey], "encumberance"))
{
ret = inventoryCache[itemKey]["encumberance"];
}
else
{
ret = addValueToCache(item, "encumberance", item->query("encumberance"));
}
ret += getSkillPenalty(item) -
call_other(this_object(), "getSkillModifier", item->query(skill)) +
materialsObject()->getMaterialEncumberance(item);
}
return (ret > 0) ? ret : 0;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetEncumberance()
{
// Only armor and weapon encumberance is used for this
int ret = encumberanceForObject(equipmentInSlot("armor"), "armor type") +
encumberanceForObject(equipmentInSlot("wielded primary"), "weapon type") +
encumberanceForObject(equipmentInSlot("wielded offhand"), "weapon type");
return (ret > 0) ? ret : 0;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetDefendAttackBonus()
{
int ret = inventoryGetModifier("bonusSkills", "bonus parry") +
inventoryGetModifier("combatModifiers", "defense class") +
inventoryGetModifier("combatModifiers", "bonus defense class") +
inventoryGetModifier("bonusSkills", "bonus dodge");
// Might want to make this allow a bonus for any offhand weapon. For now,
// only shields give a bonus. IsEquipped does all of the needed
// object checks (not null, is equipment, etc)
object offhand = equipmentInSlot("wielded offhand");
if(isEquipped(offhand))
{
string offhandKey = object_name(offhand);
if (member(inventoryCache, offhandKey) &&
member(inventoryCache[offhandKey], "material defend attack"))
{
ret += inventoryCache[offhandKey]["skill modifier"] +
inventoryCache[offhandKey]["material defend attack"] -
inventoryCache[offhandKey]["skill penalty"];
}
else
{
string weaponType = offhand->query("weapon type");
if (weaponType == "shield")
{
ret += addValueToCache(offhand, "skill modifier",
call_other(this_object(), "getSkillModifier",
weaponType));
}
ret -= getSkillPenalty(offhand);
ret += addValueToCache(offhand, "material defend attack",
materialsObject()->getMaterialDefendAttack(offhand));
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetAttackBonus(object weapon)
{
object offhand = equipmentInSlot("wielded offhand");
int ret = (weapon != offhand) ?
inventoryGetModifier("combatModifiers", "bonus attack") : 0;
if (isEquipped(weapon))
{
string weaponKey = object_name(weapon);
if (member(inventoryCache[weaponKey], "weapon attack"))
{
ret += inventoryCache[weaponKey]["weapon attack"];
}
else
{
ret += addValueToCache(weapon, "weapon attack",
weapon->query("weapon attack"));
}
ret += call_other(this_object(), "getSkillModifier", weapon->query("weapon type")) -
getSkillPenalty(weapon) + materialsObject()->getMaterialAttack(weapon);
if (offhand)
{
string weaponType = offhand->query("weapon type");
if (weaponType != "shield")
{
ret += (((offhand == weapon) ? -10 : -5) +
call_other(this_object(), "getSkillModifier", "dual wield"));
}
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int inventoryGetDamageBonus(object weapon, string damageType)
{
damageType = normalizeDamageType(damageType);
int ret = (damageType == "physical") ?
inventoryGetModifier("combatModifiers", "bonus damage") : 0;
string skillToUse = 0;
if(isEquipped(weapon))
{
string weaponKey = object_name(weapon);
skillToUse = weapon->query("weapon type");
if (damageType == "physical")
{
if (member(inventoryCache[weaponKey], "weapon class"))
{
ret += inventoryCache[weaponKey]["weapon class"];
}
else
{
ret += addValueToCache(weapon, "weapon attack",
weapon->query("weapon class"));
}
if (skillToUse)
{
ret += (call_other(this_object(), "getSkillModifier", skillToUse) / 2);
}
}
ret += materialsObject()->getMaterialDamage(weapon, damageType) -
getSkillPenalty(weapon);
}
string enchantment = sprintf("%s enchantment", damageType);
if (member(inventoryCache["totals"], enchantment))
{
ret += inventoryCache["totals"][enchantment];
}
else
{
object *equippedItems = equippedByMask(AllWorn) + ({ weapon }) +
registeredInventoryObjects();
foreach(object item in equippedItems)
{
if (objectp(item))
{
mapping enchantments = item->query("enchantments");
if (enchantments && member(enchantments, damageType))
{
ret += addValueToCache(item, enchantment, enchantments[damageType]);
}
}
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask string *getExtraDamageTypes(object weapon)
{
string *types = ({});
if(isEquipped(weapon))
{
types += ({ "physical" });
if (member(inventoryCache["totals"], "enchantments"))
{
types += inventoryCache["totals"]["enchantments"];
}
else
{
object *equippedItems = equippedByMask(AllWorn) + ({ weapon }) +
registeredInventoryObjects();
foreach(object item in equippedItems)
{
if (objectp(item))
{
mapping enchantments = item->query("enchantments");
if (sizeof(enchantments))
{
types += m_indices(enchantments);
}
}
}
}
string *extraDamages = materialsObject()->hasExtraAttackTypes(weapon);
if(sizeof(extraDamages))
{
types += extraDamages;
}
types = m_indices(mkmapping(types));
inventoryCache["totals"]["enchantments"] = types + ({});
}
return types;
}
/////////////////////////////////////////////////////////////////////////////
public nomask varargs int Money(int newMoney)
{
// newMoney must be a positive number
if(intp(newMoney) && (newMoney > 0))
{
money = newMoney;
}
return money;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int addMoney(int moneyToAdd)
{
int ret = 0;
if(intp(moneyToAdd))
{
ret = 1;
money += moneyToAdd;
if(money < 0)
{
money = 0;
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public varargs nomask object transferMoneyFrom(int moneyToDrop)
{
object ret = 0;
if (!moneyToDrop)
{
moneyToDrop = Money();
}
if(moneyToDrop && (Money() >= moneyToDrop))
{
ret = clone_object("/lib/items/money.c");
if(ret)
{
move_object(ret, this_object());
ret->set("value", moneyToDrop);
addMoney(-moneyToDrop);
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public varargs nomask int transferMoneyTo(object money, int amount)
{
int ret = objectp(money) &&
(member(inherit_list(money), "lib/items/money.c") > -1) &&
(amount >= 0);
if (ret)
{
if (amount == 0)
{
amount = money->query("value");
}
if (amount <= money->query("value"))
{
int newAmountOnObject = money->query("value") - amount;
if (newAmountOnObject > 0)
{
money->set("value", newAmountOnObject);
}
else
{
destruct(money);
}
addMoney(amount);
}
else
{
ret = 0;
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int transferItemsTo(object destination)
{
int ret = 0;
if(destination && objectp(destination))
{
foreach(object item in equippedByMask(AllWielded | AllWorn))
{
if(item)
{
item->unequip(item->query("name"), Silently);
}
}
foreach(object item in all_inventory())
{
if(item && objectp(item) && !item->drop(Silently))
{
ret += item->query("weight");
move_object(item, destination);
}
}
}
return ret;
}
/////////////////////////////////////////////////////////////////////////////
public nomask int canCarry(object item)
{
int ret = 0;
int maxWeight = 0;
int attemptedLoad = 0;
object *items = all_inventory();
if (objectp(item) && item->query("weight"))
{
if (objectp(item))
{