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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.45 by elmex, Tue Dec 19 13:41:45 2006 UTC vs.
Revision 1.105 by root, Fri May 18 12:50:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
196{ 193{
197 int got_one = 0, i; 194 int got_one = 0, i;
198 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
199 196
200 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
201 198
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 200 {
204 if (op->type == PLAYER) 201 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 216 object *depl;
220 archetype *at; 217 archetype *at;
221 218
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 220 {
224 drain_stat (op); 221 op->drain_stat ();
225 fix_player (op); 222 op->update_stats ();
226 decrease_ob (tmp); 223 decrease_ob (tmp);
227 return 1; 224 return 1;
228 } 225 }
229 226
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 228 {
232 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 230 return 0;
234 } 231 }
235 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
236 233
237 if (depl != NULL) 234 if (depl)
238 { 235 {
239 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 239
243 depl->destroy (); 240 depl->destroy ();
244 fix_player (op); 241 op->update_stats ();
245 } 242 }
246 else 243 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 245
249 decrease_ob (tmp); 246 decrease_ob (tmp);
299 296
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 298 {
302 if (got_one) 299 if (got_one)
303 { 300 {
304 fix_player (op); 301 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 } 305 }
309 else 306 else
311 } 308 }
312 else 309 else
313 { /* cursed potion */ 310 { /* cursed potion */
314 if (got_one) 311 if (got_one)
315 { 312 {
316 fix_player (op); 313 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 } 315 }
319 else 316 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 } 318 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 347
351 decrease_ob (tmp); 348 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 351 op->update_stats ();
355 return 1; 352 return 1;
356 } 353 }
357 354
358 /* Deal with protection potions */ 355 /* Deal with protection potions */
359 force = NULL; 356 force = NULL;
377 force->stats.food *= 10; 374 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 378 }
379
382 force->speed_left = -1; 380 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 384 change_abil (op, force);
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
764{ 765{
765 object *otmp; 766 object *otmp;
766 767
767 if (op->type != PLAYER) 768 if (op->type != PLAYER)
768 return 0; 769 return 0;
770
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 772 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 774 return 0;
773 } 775 }
776
774 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
775 if (!otmp) 778 if (!otmp)
776 { 779 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 781 return 0;
779 } 782 }
783
780 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 785 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 787 return 0;
784 } 788 }
789
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
788 return 1; 793 return 1;
789} 794}
883 888
884 if (op->type == PLAYER) 889 if (op->type == PLAYER)
885 { 890 {
886 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 893 op->update_stats ();
889 } 894 }
890 decrease_ob (improver); 895 decrease_ob (improver);
891 if (tmp) 896 if (tmp)
892 { 897 {
893 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
980 else 985 else
981 { 986 {
982 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
983 { 988 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 991 return -1;
987 } 992 }
988 993
989 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1000 { 1005 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1008
1004 /** 1009 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1007 */ 1012 */
1014 * Handle apply on containers. 1019 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1018 */ 1023 */
1019
1020int 1024int
1021apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1022{ 1026{
1023 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1028 return 0; /* This might change */
1028 1029
1029 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1030 { 1031 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1033 return 0;
1033 } 1034 }
1034 1035
1035 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1036 1037
1037 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1038 { 1042 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1040 { 1048 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1042 return 1; 1051 return 1;
1043 } 1052 }
1044 1053 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1054 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1057 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1058 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1059
1082 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1065 op->close_container ();
1091 { 1066 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1094 tmp = op->container; 1069 return 1;
1095 apply_container (op, tmp); 1070 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1097 op->container = sack; 1072 // it's locked?
1098 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1099 strcat (buf, "."); 1074 {
1100 } 1075 if (object *tmp = find_key (op, op, sack))
1101 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1077 else
1109 { 1078 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1080 return 1;
1146 } 1081 }
1147 }
1148 } 1082 }
1149 1083
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1085
1155 return 1; 1086 return 1;
1156} 1087}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1088
1283/** 1089/**
1284 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1286 */ 1092 */
1485 * originator: Player, monster or other object that caused 'victim' to move 1291 * originator: Player, monster or other object that caused 'victim' to move
1486 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1292 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1487 * However, some types of traps require an originator to function. 1293 * However, some types of traps require an originator to function.
1488 */ 1294 */
1489void 1295void
1490move_apply (object *trap, object *victim, object *originator, bool move_on) 1296move_apply (object *trap, object *victim, object *originator)
1491{ 1297{
1492 static int recursion_depth = 0; 1298 static int recursion_depth = 0;
1493 1299
1494 /* Only exits affect DMs. */ 1300 /* Only exits affect DMs. */
1495 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1532 1338
1533 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1534 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1536 */ 1342 */
1537 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1346 }
1541 goto leave; 1347 goto leave;
1542 1348
1543 case SPINNER: 1349 case SPINNER:
1629 1435
1630 1436
1631 case CONVERTER: 1437 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1633 { 1439 {
1634 object *op;
1635
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637 1441 get_archetype ("burnout")->insert_at (trap, trap);
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 }
1645 } 1442 }
1443
1646 goto leave; 1444 goto leave;
1647 1445
1648 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1654 case DEEP_SWAMP: 1452 case DEEP_SWAMP:
1655 walk_on_deep_swamp (trap, victim); 1453 walk_on_deep_swamp (trap, victim);
1656 goto leave; 1454 goto leave;
1657 1455
1658 case CHECK_INV: 1456 case CHECK_INV:
1659 check_inv (victim, trap, move_on); 1457 check_inv (victim, trap);
1660 goto leave; 1458 goto leave;
1661 1459
1662 case HOLE: 1460 case HOLE:
1663 /* Hole not open? */ 1461 /* Hole not open? */
1664 if (trap->stats.wc > 0) 1462 if (trap->stats.wc > 0)
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1478 {
1681 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1682 * players output. 1480 * players output.
1683 */ 1481 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1686 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1687 } 1486 }
1688 goto leave; 1487 goto leave;
1689 1488
1690 case ENCOUNTER: 1489 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1706 1505
1707 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1708 goto leave; 1507 goto leave;
1709 1508
1710 case CONTAINER: 1509 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1715 goto leave; 1511 goto leave;
1716 1512
1717 case RUNE: 1513 case RUNE:
1718 case TRAP: 1514 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1779 1575
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1577
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1785 1582
1786 /* gain xp from reading */ 1583 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1585 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1592
1796 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1797 if (tmp->env) 1594 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1596 else
1800 op->contr->socket->floorbox_update (); 1597 op->contr->ns->floorbox_update ();
1801 } 1598 }
1802 1599
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1602 }
1945 return; 1742 return;
1946 } 1743 }
1947 1744
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1746 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1748 return;
1952 } 1749 }
1953 1750
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1752
1958 identify (tmp); 1755 identify (tmp);
1959 1756
1960 if (tmp->env) 1757 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1759 else
1963 op->contr->socket->floorbox_update (); 1760 op->contr->ns->floorbox_update ();
1964 } 1761 }
1965 1762
1966 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1978 { 1775 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1980 1777
1981 if (!spell_skill) 1778 if (!spell_skill)
1982 { 1779 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1781 return;
1985 } 1782 }
1986 1783
1987 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1988 { 1785 {
2022 else 1819 else
2023 { 1820 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1823 }
1824
2027 decrease_ob (tmp); 1825 decrease_ob (tmp);
2028} 1826}
2029 1827
2030/** 1828/**
2031 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1869 identify (tmp);
2072 1870
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074 1872
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1874 decrease_ob (tmp);
2078} 1875}
2079 1876
2080/** 1877/**
2083 * chest. 1880 * chest.
2084 */ 1881 */
2085static void 1882static void
2086apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2087{ 1884{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure 1889 * treasure
2096 */ 1890 */
2097
2098 treas = tmp->inv; 1891 object *treas = tmp->inv;
2099 if (treas == NULL) 1892
1893 if (!treas)
2100 { 1894 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1896 decrease_ob (tmp);
2103 return; 1897 return;
2104 } 1898 }
1899
2105 while (tmp->inv) 1900 while (tmp->inv)
2106 { 1901 {
2107 treas = tmp->inv; 1902 treas = tmp->inv;
2108 1903
2109 treas->remove (); 1904 treas->remove ();
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2023 return 0;
2229 2024
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2026 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2237 skin = tmp; 2033 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2239 abil = tmp; 2035 abil = tmp;
2240 }
2241 }
2242 2036
2243 /* if either skin or ability are missing, this is an old player 2037 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2246 return 0; 2040 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2290 2084
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2087 {
2294 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2295 winners++; 2089 winners++;
2296 } 2090 }
2297 2091
2328 2122
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2124 {
2331 /* resistance increased! */ 2125 /* resistance increased! */
2332 skin->resist[i]++; 2126 skin->resist[i]++;
2333 fix_player (op); 2127 op->update_stats ();
2334 2128
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2131 }
2338 2132
2357 } 2151 }
2358 } 2152 }
2359 return 1; 2153 return 1;
2360} 2154}
2361 2155
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394}
2395
2396/** 2156/**
2397 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2399 */ 2159 */
2400static void 2160static void
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2406 { 2166 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2408 return; 2168 return;
2409 } 2169 }
2170
2410 armor = find_marked_object (op); 2171 armor = find_marked_object (op);
2172
2411 if (!armor) 2173 if (!armor)
2412 { 2174 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2414 return; 2176 return;
2415 } 2177 }
2178
2416 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2180 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2182 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2423 2186
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2188 improve_armour (op, tmp, armor);
2426} 2189}
2427 2190
2428
2429extern void 2191extern void
2430apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2431{ 2193{
2432 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2433 { 2195 {
2444 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2207 decrease_ob (tmp);
2446} 2208}
2447 2209
2448/** 2210/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2213 * -You can come back (there is another exit at the other side)
2452 * -You are 2214 * -You are
2453 * ° the owner of the exit 2215 * ° the owner of the exit
2454 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2458 * survive in the swapping (in fact the whole exit doesn't survive). 2220 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2221 */
2460int 2222int
2461is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2462{ 2224{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2231#endif
2473 * all the exits in destination and try to find one with same path as 2232
2474 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2235 if (exitmap)
2480 { 2236 {
2237 exitmap->load_sync ();
2238
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2482 if (!tmp) 2241 if (!tmp)
2483 return 0; 2242 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2485 { 2245 {
2486 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2488 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2494 2257
2495 /* From here we have found the exit is valid. However we do 2258 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the 2259 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2498 */ 2261 */
2499 if (!exit->race) 2262 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2501 exit_owner = NULL; 2265 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2503 { 2268 {
2504 if (!pp->ob) 2269 if (!pp->ob)
2505 continue; 2270 continue;
2271
2506 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2507 continue; 2273 continue;
2274
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2276 break;
2510 } 2277 }
2278
2511 if (!exit_owner) 2279 if (!exit_owner)
2512 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2513 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2515 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2289 return 0;
2290
2520 return 1; 2291 return 1;
2521 } 2292 }
2522 } 2293 }
2294
2523 return 0; 2295 return 0;
2524} 2296}
2525
2526 2297
2527/** 2298/**
2528 * Main apply handler. 2299 * Main apply handler.
2529 * 2300 *
2530 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2538 * being applied. 2309 * being applied.
2539 * 2310 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2542 */ 2313 */
2543
2544int 2314int
2545manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2546{ 2316{
2547 if (tmp->head) 2317 if (tmp->head)
2548 tmp = tmp->head; 2318 tmp = tmp->head;
2553 { 2323 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2555 return 1; 2325 return 1;
2556 } 2326 }
2557 else 2327 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2329 }
2562 2330
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2332 return RESULT_INT (0);
2565 2333
2566 switch (tmp->type) 2334 switch (tmp->type)
2567 { 2335 {
2568
2569 case CF_HANDLE: 2336 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2572 tmp->value = tmp->value ? 0 : 1; 2339 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2340 SET_ANIMATION (tmp, tmp->value);
2580 { 2347 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2583 } 2350 }
2584 else 2351 else
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587 } 2353
2588 return 1; 2354 return 1;
2589 2355
2590 case EXIT: 2356 case EXIT:
2591 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2592 return 0; 2358 return 0;
2359
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 {
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else 2362 else
2598 { 2363 {
2599 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2602 enter_exit (op, tmp); 2368 op->enter_exit (tmp);
2603 } 2369 }
2370
2604 return 1; 2371 return 1;
2605 2372
2606 case SIGN: 2373 case SIGN:
2607 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2608 return 1; 2375 return 1;
2612 { 2379 {
2613 apply_book (op, tmp); 2380 apply_book (op, tmp);
2614 return 1; 2381 return 1;
2615 } 2382 }
2616 else 2383 else
2617 {
2618 return 0; 2384 return 0;
2619 }
2620 2385
2621 case SKILLSCROLL: 2386 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2623 { 2388 {
2624 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2625 return 1; 2390 return 1;
2626 } 2391 }
2392 else
2627 return 0; 2393 return 0;
2628 2394
2629 case SPELLBOOK: 2395 case SPELLBOOK:
2630 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2631 { 2397 {
2632 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2633 return 1; 2399 return 1;
2634 } 2400 }
2401 else
2635 return 0; 2402 return 0;
2636 2403
2637 case SCROLL: 2404 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2639 return 1; 2406 return 1;
2640 2407
2641 case POTION: 2408 case POTION:
2642 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2643 return 1; 2410 return 1;
2644 2411
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2414 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2651 return 1; 2416 return 1;
2652 2417
2653 case CONTAINER: 2418 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2658 return 1; 2420 return 1;
2659 2421
2660 case TREASURE: 2422 case TREASURE:
2661 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2662 { 2424 {
2663 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2664 return 1; 2426 return 1;
2665 } 2427 }
2666 else 2428 else
2667 {
2668 return 0; 2429 return 0;
2669 }
2670 2430
2671 case WEAPON: 2431 case WEAPON:
2672 case ARMOUR: 2432 case ARMOUR:
2673 case BOOTS: 2433 case BOOTS:
2674 case GLOVES: 2434 case GLOVES:
2687 case LAMP: 2447 case LAMP:
2688 case BUILDER: 2448 case BUILDER:
2689 case SKILL_TOOL: 2449 case SKILL_TOOL:
2690 if (tmp->env != op) 2450 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2692 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2693 return 1; 2454 return 1;
2694 2455
2695 case DRINK: 2456 case DRINK:
2696 case FOOD: 2457 case FOOD:
2697 case FLESH: 2458 case FLESH:
2701 case POISON: 2462 case POISON:
2702 apply_poison (op, tmp); 2463 apply_poison (op, tmp);
2703 return 1; 2464 return 1;
2704 2465
2705 case SAVEBED: 2466 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2467 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2468
2716 case ARMOUR_IMPROVER: 2469 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2718 { 2471 {
2719 apply_armour_improver (op, tmp); 2472 apply_armour_improver (op, tmp);
2720 return 1; 2473 return 1;
2721 } 2474 }
2722 else 2475 else
2723 {
2724 return 0; 2476 return 0;
2725 }
2726 2477
2727 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2729 return 1; 2480 return 1;
2730 2481
2731 case CLOCK: 2482 case CLOCK:
2732 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2733 { 2484 {
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2494 return 1;
2744 } 2495 }
2745 else 2496 else
2746 {
2747 return 0; 2497 return 0;
2748 }
2749 2498
2750 case MENU: 2499 case MENU:
2751 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2752 { 2501 {
2753 shop_listing (op); 2502 shop_listing (tmp, op);
2754 return 1; 2503 return 1;
2755 } 2504 }
2756 else 2505 else
2757 {
2758 return 0; 2506 return 0;
2759 }
2760 2507
2761 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2510 return 1;
2764 2511
2767 { 2514 {
2768 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2769 return 1; 2516 return 1;
2770 } 2517 }
2771 else 2518 else
2772 {
2773 return 0; 2519 return 0;
2774 }
2775 2520
2776 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2778 return 1; 2523 return 1;
2779 2524
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2803 return 0; 2548 return 0;
2804 } 2549 }
2805 } 2550 }
2806 2551
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2820 2553
2821 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2555 if (!quiet)
2823 { 2556 {
2832/** 2565/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2567 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2568 * we use the ground.
2836 */ 2569 */
2837
2838void 2570void
2839player_apply_below (object *pl) 2571player_apply_below (object *pl)
2840{ 2572{
2841 object *tmp, *next;
2842 int floors; 2573 int floors = 0;
2843 2574
2844 /* If using a container, set the starting item to be the top 2575 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2577 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2578 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2579 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2580 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2581 * not return a proper value.
2854 */ 2582 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2584 {
2857 next = tmp->below; 2585 next = tmp->below;
2586
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2588 floors++;
2860 else if (floors > 0) 2589 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2862 2591
2882 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2883 */ 2612 */
2884static int 2613static int
2885unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2886{ 2615{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2618 return RESULT_INT (0);
2889 2619
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2893 switch (op->type) 2622 switch (op->type)
2894 { 2623 {
2624 case SKILL_TOOL:
2625 // unapplying a skill tool should also unapply the skill it governs
2626 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2629 if (tmp->skill == op->skill
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0);
2634
2635 change_abil (who, op);
2636 break;
2637
2895 case WEAPON: 2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2647
2898 (void) change_abil (who, op); 2648 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2650 break;
2903 2651
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2652 case SKILL:
2906 if (op != who->chosen_skill) 2653 if (who->contr)
2907 { 2654 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2655 if (!op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2657 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2909 } 2659 }
2910 if (who->type == PLAYER) 2660
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 2661 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2663 break;
2927 2664
2928 case ARMOUR: 2665 case ARMOUR:
2929 case HELMET: 2666 case HELMET:
2934 case AMULET: 2671 case AMULET:
2935 case GIRDLE: 2672 case GIRDLE:
2936 case BRACERS: 2673 case BRACERS:
2937 case CLOAK: 2674 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2676 change_abil (who, op);
2940 break; 2677 break;
2678
2941 case LAMP: 2679 case LAMP:
2680 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2943 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2684 tmp2->x = op->x;
2945 tmp2->y = op->y; 2685 tmp2->y = op->y;
2946 tmp2->map = op->map; 2686 tmp2->map = op->map;
2947 tmp2->below = op->below; 2687 tmp2->below = op->below;
2948 tmp2->above = op->above; 2688 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2691
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2694
2955 if (who->type == PLAYER) 2695 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2957 2697
2958 op->destroy (); 2698 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2700 who->update_stats ();
2701
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2703 {
2963 if (who->type == PLAYER) 2704 if (who->contr)
2964 { 2705 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2708 }
2968 } 2709 }
2969 if (who->type == PLAYER) 2710
2711 if (who->contr)
2970 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2716
2973 case BOW: 2717 case BOW:
2974 case WAND: 2718 case WAND:
2975 case ROD: 2719 case ROD:
2976 case HORN: 2720 case HORN:
2977 clear_skill (who); 2721 if (player *pl = who->contr)
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 { 2722 {
2981 who->contr->shoottype = range_none; 2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2982 } 2730 }
2983 else 2731 else
2984 { 2732 {
2733 who->change_skill (0);
2734
2985 if (op->type == BOW) 2735 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2737 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2739 }
2740
2990 break; 2741 break;
2991 2742
2992 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994 who->contr->shoottype = range_none;
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2746 break;
2997 2747
2998 default: 2748 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break; 2750 break;
3001 } 2751 }
3002 2752
3003 fix_player (who); 2753 who->update_stats ();
3004 2754
3005 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
3006 { 2756 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
3010 if (who->type == PLAYER) 2758
2759 if (who->contr)
3011 { 2760 {
3012 if (tmp) 2761 if (tmp)
3013 { /* it was merged */ 2762 { /* it was merged */
3014 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
3015 op = tmp; 2764 op = tmp;
3016 } 2765 }
3017 2766
3018 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
3019 } 2768 }
3020 } 2769 }
2770
3021 return 0; 2771 return 0;
3022} 2772}
3023 2773
3024/** 2774/**
3025 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do 2777 * then go through the below of this. In this way, you can do
3028 * something like: 2778 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 2783 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2785 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
3037 */ 2787 */
3038object * 2788static object *
3039get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
3040{ 2790{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2792 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info
2794 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 2795 return tmp;
3049 2796
3050 return NULL; 2797 return 0;
3051} 2798}
3052
3053
3054 2799
3055/** 2800/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 2801 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 2802 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3064 * another function that does just that. 2809 * another function that does just that.
3065 */ 2810 */
3066int 2811int
3067unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3068{ 2813{
3069 int i; 2814 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 2818 {
3083 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085 else 2821 else
3086 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3087 } 2823 }
3088 else 2824 else
3089 { 2825 {
3090 /* In this case, we want to try and remove a cursed item. 2826 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to 2827 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 2828 * at least generate the message.
3093 */ 2829 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3095 return 1; 2831 return 1;
3096 }
3097
3098 } 2832 }
3099 }
3100 }
3101 2833
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2835 {
3104 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2837 if (op->slot[i].info)
3106 { 2838 {
3107 last = who->inv; 2839 object *last = who->inv;
3108 2840
3109 /* We do a while loop - may need to remove several items in order 2841 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 2842 * to free up enough slots.
3111 */ 2843 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2845 {
3114 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3115 if (!tmp) 2848 if (!tmp)
3116 { 2849 {
3117#if 0 2850#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 2851 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 2852 * equipped.
3120 */ 2853 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2854 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 2855#endif
3123 return 1; 2856 return 1;
3124 } 2857 }
2858
3125 /* If we are just printing, we don't care about cursed status */ 2859 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 2861 {
3128 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3137 * so it may not be critical (eg, putting on a ring and you have 2871 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 2872 * one cursed ring.)
3139 */ 2873 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3141 } 2875 }
2876
3142 last = tmp->below; 2877 last = tmp->below;
3143 } 2878 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3146 */ 2881 */
3147 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3148 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3149 return 0; 2885 return 0;
3150} 2886}
3151 2887
3152/** 2888/**
3153 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2893 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?) 2894 * is set, do we really care what the other flags may be?)
3159 * 2895 *
3160 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2897 * these return values.
3162 */ 2898 */
3163int 2899int
3164can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3165{ 2901{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2902 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 2903 return RESULT_INT (0);
3168 2904
3169 int i, retval = 0; 2905 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3171 2907
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 2909 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3180 { 2911 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2912 /* Item uses more slots than we have */
2913 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 2914 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2916 * really needed.
3199 */ 2917 */
3200 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3201 } 2919 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2921 {
3204 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3205 * we have. 2923 * we have.
3206 */ 2924 */
3207 object *tmp1;
3208
3209 2925
3210 /* if we have an applied weapon/shield, and unapply it would free 2926 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 2928 * apply unapply". We don't care about the logic below - if you have a
3213 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3216 * may be two handed for example. 2932 * may be two handed for example.
3217 */ 2933 */
3218 if (ws) 2934 if (ws)
3219 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 2936 {
3222 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 2938 continue;
3224 } 2939 }
3225 }
3226 2940
3227 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 2942 if (!tmp1)
3229 { 2943 {
3230#if 0 2944#if 0
3231 /* This is sort of an error, but happens a lot when old players 2945 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3242 * to apply multiple objects 2956 * to apply multiple objects
3243 */ 2957 */
3244 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3245 if (!tmp) 2960 if (!tmp)
3246 tmp = tmp1; 2961 tmp = tmp1;
3247 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 2964
3251 /* This object isn't using up all the slots, so there must 2965 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all 2966 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3254 */ 2968 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2969 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2970 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 2972
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3260 */ 2975 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2976 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 2978 }
3265 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3266 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3268 2982
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 2987 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 2988 * all use the same location.
3275 */ 2989 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3280 2995
3281
3282 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3283 { 2997 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 2998 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3292 } 3009 }
3010
3293 return retval; 3011 return retval;
3294} 3012}
3295
3296
3297 3013
3298/** 3014/**
3299 * who is the object using the object. It can be a monster. 3015 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item, 3016 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something 3017 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3311 * 3027 *
3312 * Optional flags: 3028 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3029 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3030 * AP_IGNORE_CURSE: unapply cursed items
3031 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3032 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3034 *
3318 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3319 */ 3036 */
3320int 3037int
3321apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3322{ 3039{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3042
3327 if (who == NULL) 3043 if (who == NULL)
3328 { 3044 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3046 return 1;
3340 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3341 return 0; 3057 return 0;
3342 3058
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3060 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3346 return 1; 3062 return 1;
3347 } 3063 }
3064
3348 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3349 } 3066 }
3350 3067
3351 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3352 return 0; 3069 return 0;
3353 3070
3354 i = can_apply_object (who, op); 3071 // if the item is combat/ranged, wield the relevant slot first
3072 // to resolve conflicts.
3073 if (player *pl = who->contr)
3074 switch (op->slottype ())
3075 {
3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3078 }
3079
3080 splay (op);
3355 3081
3356 /* Can't just apply this object. Lets see what not and what to do */ 3082 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3083 if (int i = can_apply_object (who, op))
3358 { 3084 {
3359 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3360 { 3086 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3362 return 1; 3088 return 1;
3364 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3091 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3367 return 1; 3093 return 1;
3368 } 3094 }
3095
3369 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3370 { 3097 {
3371 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3100 return 1;
3374 } 3101 }
3375 else 3102 else
3376 { 3103 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3105 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3108 return 1;
3382 } 3109 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3112 return 1;
3388 } 3113 }
3389 }
3390 } 3114 }
3115
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3117 {
3393 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3394 if (!skop) 3120 if (!skop)
3395 { 3121 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397 return 1; 3123 return 1;
3398 } 3124 }
3399 else 3125 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3403 */ 3128 */
3404 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3130 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3131
3132 if (who->type == PLAYER
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 {
3136 new_draw_info (NDI_UNIQUE, 0, who,
3137 "Equipping that combined with other items would consume your soul! "
3138 "[use the skills command to check your available item power]");
3411 return 1; 3139 return 1;
3412 } 3140 }
3413
3414 3141
3415 /* Ok. We are now at the state where we can apply the new object. 3142 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3418 */ 3145 */
3419
3420
3421 if (op->nrof > 1) 3146 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3148 else
3424 tmp = NULL; 3149 tmp = 0;
3425 3150
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3152 return RESULT_INT (0);
3428 3153
3429 switch (op->type) 3154 switch (op->type)
3430 { 3155 {
3431 case WEAPON: 3156 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3433 { 3158 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3436 if (tmp != NULL) 3162 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3438 return 1; 3165 return 1;
3439 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3171 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3172 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3175
3445 if (tmp != NULL) 3176 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3447 return 1; 3179 return 1;
3448 } 3180 }
3181
3182 if (!skop)
3183 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3185 return 1;
3186 }
3187
3449 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3455 3193
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3458 (void) change_abil (who, op); 3197 change_abil (who, op);
3459 break; 3198 break;
3460 3199
3461 case ARMOUR: 3200 case ARMOUR:
3462 case HELMET: 3201 case HELMET:
3463 case SHIELD: 3202 case SHIELD:
3468 case CLOAK: 3207 case CLOAK:
3469 case RING: 3208 case RING:
3470 case AMULET: 3209 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3473 (void) change_abil (who, op); 3212 change_abil (who, op);
3474 break; 3213 break;
3214
3475 case LAMP: 3215 case LAMP:
3476 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3477 { 3217 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3479 return 1; 3219 return 1;
3480 } 3220 }
3221
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3487 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3488 3231
3489 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3492 3235
3493 op->destroy (); 3236 op->destroy ();
3494 3237
3495 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3496 if (tmp != NULL) 3239 if (tmp)
3497 { 3240 {
3498 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3501 } 3244 }
3502 fix_player (who); 3245
3246 who->update_stats ();
3247
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3506 { 3250 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3253 }
3510 } 3254
3511 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3513 return 0; 3258 return 0;
3259
3260 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3266 skop = find_skill_by_name (who, op->skill);
3267 if (!skop->flag [FLAG_APPLIED])
3268 apply_special (who, skop, AP_APPLY);
3269 }
3514 break; 3270 break;
3515 3271
3516 /* this part is needed for skill-tools */
3517 case SKILL: 3272 case SKILL:
3518 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3519 if (who->chosen_skill)
3520 { 3274 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3522 return 1;
3523 }
3524 if (who->type == PLAYER)
3525 { 3276 {
3526 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3527 who->contr->ranges[range_skill] = op; 3278 {
3279 for (object *item = who->inv; item; item = item->below)
3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281 {
3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon;
3286 }
3287 }
3288
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3290 return 1;
3291
3292 found_weapon:;
3293 }
3294 else
3295 who->change_weapon (pl->combat_ob = op);
3296 }
3297 else if (IS_RANGED_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3310 return 1;
3311
3312 found_bow:;
3313 }
3314 else
3315 who->change_weapon (pl->ranged_ob = op);
3316 }
3317
3528 if (!op->invisible) 3318 if (!op->invisible)
3529 { 3319 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532 } 3322 }
3533 else 3323 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536 }
3537 } 3325 }
3326 else
3327 {
3538 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3329 change_abil (who, op);
3540 who->chosen_skill = op; 3330 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3542 break; 3334 break;
3543 3335
3544 case BOW: 3336 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3546 { 3338 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3341
3549 if (tmp != NULL) 3342 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3551 return 1; 3345 return 1;
3552 } 3346 }
3347
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3349 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3556 if (tmp != NULL) 3351 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3558 return 1; 3354 return 1;
3559 } 3355 }
3356
3560 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3561 case ROD: 3359 case ROD:
3562 case HORN: 3360 case HORN:
3563 /* check for skill, alter player status */ 3361 /* check for skill, alter player status */
3362
3363 if (!skop)
3364 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3366 return 1;
3367 }
3368
3564 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3371
3569 if (who->type == PLAYER) 3372 if (who->contr)
3570 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3571 if (op->type == BOW) 3378 if (op->type == BOW)
3572 { 3379 {
3380 who->current_weapon = op;
3573 (void) change_abil (who, op); 3381 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 } 3384 }
3582 } 3385 }
3583 else 3386 else
3584 { 3387 {
3585 if (op->type == BOW) 3388 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3390 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3392 }
3393
3590 break; 3394 break;
3591 3395
3592 case BUILDER: 3396 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3397 if (who->type == PLAYER)
3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3402
3596 who->contr->ranges[range_builder] = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3404
3405 who->contr->ranged_ob = op;
3406 }
3598 break; 3407 break;
3599 3408
3600 default: 3409 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3602 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3603 3412
3604 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3605 3414
3606 if (tmp != NULL) 3415 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3608 3417
3609 fix_player (who); 3418 who->update_stats ();
3610 3419
3611 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3422 * you don't know anything about them.
3614 */ 3423 */
3621 { 3430 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3433 }
3625 } 3434 }
3435
3626 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3627 { 3437 {
3628 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3439 if (tmp)
3630 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3631 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3632 } 3443 }
3444
3633 return 0; 3445 return 0;
3634} 3446}
3635
3636 3447
3637int 3448int
3638monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3639{ 3450{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3684 3495
3685 case TREASURE: 3496 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3498 return 0;
3688 3499
3689 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3502 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3503
3693 /* If we generated an object and put it in this object inventory, 3504 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about 3505 * move it to the parent object as the current object is about
3711 } 3522 }
3712 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3713} 3524}
3714 3525
3715/** 3526/**
3716 * fix_auto_apply goes through the entire map (only the first time 3527 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3531 */
3721void 3532void
3722fix_auto_apply (maptile *m) 3533maptile::fix_auto_apply ()
3723{ 3534{
3724 object *tmp, *above = NULL; 3535 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3536 return;
3729 3537
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3539 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3540 {
3734 above = tmp->above; 3541 object *above = tmp->above;
3735 3542
3736 if (tmp->inv) 3543 if (tmp->inv)
3737 { 3544 {
3738 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3739 3546
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3548 {
3742 invnext = invtmp->below; 3549 invnext = invtmp->below;
3743 3550
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3552 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3554 {
3748 while ((invtmp->stats.hp--) > 0) 3555 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3557
3751 invtmp->randomitems = NULL; 3558 invtmp->randomitems = NULL;
3752 } 3559 }
3753 else if (invtmp && invtmp->arch 3560 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3561 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3562 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3563 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3565 * treasure again for this object
3759 */ 3566 */
3760 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3761 } 3568 }
3762 } 3569 }
3763 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3574 * MSW 2004-05-13
3768 * 3575 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3576 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3772 */ 3579 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3581 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3583
3786 } 3584 }
3585
3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3587 auto_apply (tmp);
3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589 {
3590 while ((tmp->stats.hp--) > 0)
3591 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3592 tmp->randomitems = NULL;
3593 }
3787 else if (tmp->type == TIMED_GATE) 3594 else if (tmp->type == TIMED_GATE)
3788 { 3595 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3597
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3599 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3600 }
3797 /* This function can be called everytime a map is loaded, even when 3601 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure 3602 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out 3603 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything. 3604 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters 3605 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3803 */ 3607 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3609 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3611 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3810 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3811 } 3621 }
3812 3622
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3818} 3627}
3819 3628
3820/** 3629/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3632 * that doesn't work with the new spell code. Since we know what
3824 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3825 */ 3634 */
3826
3827void 3635void
3828eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3829{ 3637{
3830 object *force; 3638 object *force;
3831 int i, did_one = 0; 3639 int i, did_one = 0;
3832 sint8 k;
3833 3640
3834 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3835 3642
3836 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3837 { 3644 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3645 {
3841 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3842 did_one = 1; 3647 did_one = 1;
3843 } 3648 }
3844 }
3845 3649
3846 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3848 { 3652 {
3849 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3850 { 3654 {
3851 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3656 did_one = 1;
3853 } 3657 }
3854 } 3658 }
3659
3855 if (did_one) 3660 if (did_one)
3856 { 3661 {
3857 force->speed = 0.1; 3662 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3666 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3667 insert_ob_in_ob (force, who);
3865 } 3668 }
3866 else 3669 else
3869 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3673 if (food->stats.hp != 0)
3871 { 3674 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3676 {
3874 strcpy (who->contr->killer, food->name); 3677 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3680 }
3878 else 3681 else
3879 { 3682 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3901 } 3704 }
3902 } 3705 }
3903 fix_player (who); 3706 who->update_stats ();
3904} 3707}
3905
3906 3708
3907/** 3709/**
3908 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3711 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3911 */ 3713 */
3912
3913void 3714void
3914apply_lighter (object *who, object *lighter) 3715apply_lighter (object *who, object *lighter)
3915{ 3716{
3916 object *item; 3717 object *item;
3917 int is_player_env = 0; 3718 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3719
3920 item = find_marked_object (who); 3720 item = find_marked_object (who);
3921 if (item) 3721 if (item)
3922 { 3722 {
3923 if (lighter->last_eat && lighter->stats.food) 3723 if (lighter->last_eat && lighter->stats.food)
3941 else if (lighter->last_eat) 3741 else if (lighter->last_eat)
3942 { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return; 3744 return;
3945 } 3745 }
3746
3946 /* Perhaps we should split what we are trying to light on fire? 3747 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple 3748 * I can't see many times when you would want to light multiple
3948 * objects at once. 3749 * objects at once.
3949 */ 3750 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3751
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3752 if (who == item->in_player ())
3956 is_player_env = 1; 3753 is_player_env = 1;
3957 3754
3958 save_throw_object (item, AT_FIRE, who); 3755 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3756
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3757 if (item->destroyed ())
3963 { 3758 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3965 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3966 * gets changed. 3761 * gets changed.
3967 */ 3762 */
3968 if (is_player_env) 3763 if (is_player_env)
3969 fix_player (who); 3764 who->update_stats ();
3970 } 3765 }
3971 else 3766 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 } 3768 }
3974 else /* nothing to light */ 3769 else /* nothing to light */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020 blind_player (op, op, power); 3815 blind_player (op, op, power);
4021 } 3816 }
4022 else if (failure <= -80) 3817 else if (failure <= -80)
4023 { /* blast the immediate area */ 3818 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4029 tmp->destroy (); 3822 tmp->destroy ();
4030 } 3823 }
4031 } 3824 }
4032} 3825}
4033 3826
4053 */ 3846 */
4054 int i, j; 3847 int i, j;
4055 3848
4056 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4057 { 3850 {
4058 sint8 stat = get_attr_value (stats, i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3851 int race_bonus = pl->arch->clone.stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3853
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4063 { 3855 {
4064 excess_stat++; 3856 excess_stat++;
4065 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4066 } 3858 }
4067 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4068 } 3861 }
4069 3862
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 3866
4076 if (i == CHA) 3867 if (i == CHA)
4077 continue; /* exclude cha from this */ 3868 continue; /* exclude cha from this */
3869
3870 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i);
4078 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4079 { 3873 {
4080 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4081 excess_stat--; 3875 excess_stat--;
4082 } 3876 }
4085 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3880 * the player ref: player.c
4087 */ 3881 */
4088 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4090
4091 3884
4092 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4093 3886
4094 /* first, look for the force object banning 3887 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.

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