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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.106 by root, Sat May 19 00:11:12 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * 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.
41 * 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.
42 */ 41 */
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
68 race_flag = 1; 67 race_flag = 1;
69 } 68 }
69
70 /* 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,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * 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.
234 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
235 233
236 if (depl) 234 if (depl)
237 { 235 {
238 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241 239
242 depl->destroy (); 240 depl->destroy ();
243 op->update_stats (); 241 op->update_stats ();
244 } 242 }
376 force->stats.food *= 10; 374 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 378 }
379
381 force->speed_left = -1; 380 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 384 change_abil (op, force);
422 int count = 0; 421 int count = 0;
423 422
424 423
425 if (item == NULL) 424 if (item == NULL)
426 return 0; 425 return 0;
426
427 op = op->below; 427 op = op->below;
428 while (op != NULL) 428 while (op != NULL)
429 { 429 {
430 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
431 { 431 {
436 count++; 436 count++;
437 else 437 else
438 count += op->nrof; 438 count += op->nrof;
439 } 439 }
440 } 440 }
441
441 op = op->below; 442 op = op->below;
442 } 443 }
444
443 return count; 445 return count;
444} 446}
445 447
446/** 448/**
447 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
763{ 765{
764 object *otmp; 766 object *otmp;
765 767
766 if (op->type != PLAYER) 768 if (op->type != PLAYER)
767 return 0; 769 return 0;
770
768 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))
769 { 772 {
770 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.");
771 return 0; 774 return 0;
772 } 775 }
776
773 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
774 if (!otmp) 778 if (!otmp)
775 { 779 {
776 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.");
777 return 0; 781 return 0;
778 } 782 }
783
779 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 785 {
781 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");
782 return 0; 787 return 0;
783 } 788 }
789
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
787 return 1; 793 return 1;
788} 794}
1000 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",
1001 &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);
1002 1008
1003 /** 1009 /**
1004 * 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
1005 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1006 */ 1012 */
1007 } 1013 }
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1009 return 1; 1015 return 1;
1010} 1016}
1013 * Handle apply on containers. 1019 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1017 */ 1023 */
1018
1019int 1024int
1020apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1021{ 1026{
1022 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1028 return 0; /* This might change */
1027 1029
1028 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1029 { 1031 {
1030 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]");
1031 return 0; 1033 return 0;
1032 } 1034 }
1033 1035
1034 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1035 1037
1036 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;
1037 { 1042 }
1038 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)
1039 { 1048 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1041 return 1; 1051 return 1;
1042 } 1052 }
1043 1053 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1054 {
1050 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
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 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));
1055 return 1; 1057 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1058 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1059
1081 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1065 op->close_container ();
1090 { 1066 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1069 return 1;
1094 apply_container (op, tmp); 1070 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1096 op->container = sack; 1072 // it's locked?
1097 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1098 strcat (buf, "."); 1074 {
1099 } 1075 if (object *tmp = find_key (op, op, sack))
1100 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1077 else
1108 { 1078 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
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 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));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1080 return 1;
1145 } 1081 }
1146 }
1147 } 1082 }
1148 1083
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1085
1154 return 1; 1086 return 1;
1155} 1087}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1088
1282/** 1089/**
1283 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1285 */ 1092 */
1531 1338
1532 /* 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
1533 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1535 */ 1342 */
1536 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1538 /* 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); */
1539 } 1346 }
1540 goto leave; 1347 goto leave;
1541 1348
1542 case SPINNER: 1349 case SPINNER:
1628 1435
1629 1436
1630 case CONVERTER: 1437 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1632 { 1439 {
1633 object *op;
1634
1635 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));
1636 1441 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 1442 }
1443
1645 goto leave; 1444 goto leave;
1646 1445
1647 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
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);
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
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
2456 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2457 2251
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2460 2254
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2463 2257
2464 /* 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
2465 * 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
2466 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2498 } 2292 }
2499 } 2293 }
2500 2294
2501 return 0; 2295 return 0;
2502} 2296}
2503
2504 2297
2505/** 2298/**
2506 * Main apply handler. 2299 * Main apply handler.
2507 * 2300 *
2508 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2516 * being applied. 2309 * being applied.
2517 * 2310 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2520 */ 2313 */
2521
2522int 2314int
2523manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2524{ 2316{
2525 if (tmp->head) 2317 if (tmp->head)
2526 tmp = tmp->head; 2318 tmp = tmp->head;
2564 case EXIT: 2356 case EXIT:
2565 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2566 return 0; 2358 return 0;
2567 2359
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 {
2570 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));
2571 }
2572 else 2362 else
2573 { 2363 {
2574 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577 2367
2578 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2579 } 2369 }
2370
2580 return 1; 2371 return 1;
2581 2372
2582 case SIGN: 2373 case SIGN:
2583 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2584 return 1; 2375 return 1;
2588 { 2379 {
2589 apply_book (op, tmp); 2380 apply_book (op, tmp);
2590 return 1; 2381 return 1;
2591 } 2382 }
2592 else 2383 else
2593 {
2594 return 0; 2384 return 0;
2595 }
2596 2385
2597 case SKILLSCROLL: 2386 case SKILLSCROLL:
2598 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2599 { 2388 {
2600 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2601 return 1; 2390 return 1;
2602 } 2391 }
2392 else
2603 return 0; 2393 return 0;
2604 2394
2605 case SPELLBOOK: 2395 case SPELLBOOK:
2606 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2607 { 2397 {
2608 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2609 return 1; 2399 return 1;
2610 } 2400 }
2401 else
2611 return 0; 2402 return 0;
2612 2403
2613 case SCROLL: 2404 case SCROLL:
2614 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2615 return 1; 2406 return 1;
2616 2407
2617 case POTION: 2408 case POTION:
2618 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2619 return 1; 2410 return 1;
2620 2411
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2414 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2627 return 1; 2416 return 1;
2628 2417
2629 case CONTAINER: 2418 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2634 return 1; 2420 return 1;
2635 2421
2636 case TREASURE: 2422 case TREASURE:
2637 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2638 { 2424 {
2639 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2640 return 1; 2426 return 1;
2641 } 2427 }
2642 else 2428 else
2643 {
2644 return 0; 2429 return 0;
2645 }
2646 2430
2647 case WEAPON: 2431 case WEAPON:
2648 case ARMOUR: 2432 case ARMOUR:
2649 case BOOTS: 2433 case BOOTS:
2650 case GLOVES: 2434 case GLOVES:
2663 case LAMP: 2447 case LAMP:
2664 case BUILDER: 2448 case BUILDER:
2665 case SKILL_TOOL: 2449 case SKILL_TOOL:
2666 if (tmp->env != op) 2450 if (tmp->env != op)
2667 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2668 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2669 return 1; 2454 return 1;
2670 2455
2671 case DRINK: 2456 case DRINK:
2672 case FOOD: 2457 case FOOD:
2673 case FLESH: 2458 case FLESH:
2689 } 2474 }
2690 else 2475 else
2691 return 0; 2476 return 0;
2692 2477
2693 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2695 return 1; 2480 return 1;
2696 2481
2697 case CLOCK: 2482 case CLOCK:
2698 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2699 { 2484 {
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2708 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2709 return 1; 2494 return 1;
2710 } 2495 }
2711 else 2496 else
2712 {
2713 return 0; 2497 return 0;
2714 }
2715 2498
2716 case MENU: 2499 case MENU:
2717 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2718 { 2501 {
2719 shop_listing (op); 2502 shop_listing (tmp, op);
2720 return 1; 2503 return 1;
2721 } 2504 }
2722 else 2505 else
2723 {
2724 return 0; 2506 return 0;
2725 }
2726 2507
2727 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1; 2510 return 1;
2730 2511
2733 { 2514 {
2734 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2735 return 1; 2516 return 1;
2736 } 2517 }
2737 else 2518 else
2738 {
2739 return 0; 2519 return 0;
2740 }
2741 2520
2742 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2744 return 1; 2523 return 1;
2745 2524
2768 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!");
2769 return 0; 2548 return 0;
2770 } 2549 }
2771 } 2550 }
2772 2551
2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774 * applied.
2775 */
2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777 {
2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 op->destroy ();
2782 return 1;
2783 }
2784
2785 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2786 2553
2787 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2788 if (!quiet) 2555 if (!quiet)
2789 { 2556 {
2798/** 2565/**
2799 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2800 * 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
2801 * we use the ground. 2568 * we use the ground.
2802 */ 2569 */
2803
2804void 2570void
2805player_apply_below (object *pl) 2571player_apply_below (object *pl)
2806{ 2572{
2807 object *tmp, *next;
2808 int floors; 2573 int floors = 0;
2809 2574
2810 /* 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
2811 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* 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
2816 * 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
2817 * 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
2818 * 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
2819 * not return a proper value. 2581 * not return a proper value.
2820 */ 2582 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2584 {
2823 next = tmp->below; 2585 next = tmp->below;
2586
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2588 floors++;
2826 else if (floors > 0) 2589 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2828 2591
2848 * 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.
2849 */ 2612 */
2850static int 2613static int
2851unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2852{ 2615{
2853 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)))
2854 return RESULT_INT (0); 2618 return RESULT_INT (0);
2855 2619
2856 object *tmp2;
2857
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2859 switch (op->type) 2622 switch (op->type)
2860 { 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
2861 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
2862 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));
2863 2647
2864 (void) change_abil (who, op); 2648 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2867 clear_skill (who);
2868 break; 2650 break;
2869 2651
2870 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL: 2652 case SKILL:
2872 if (op != who->chosen_skill) 2653 if (who->contr)
2873 { 2654 {
2874 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);
2875 } 2659 }
2876 if (who->type == PLAYER) 2660
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 }
2888 }
2889 (void) change_abil (who, op); 2661 change_abil (who, op);
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2663 break;
2893 2664
2894 case ARMOUR: 2665 case ARMOUR:
2895 case HELMET: 2666 case HELMET:
2900 case AMULET: 2671 case AMULET:
2901 case GIRDLE: 2672 case GIRDLE:
2902 case BRACERS: 2673 case BRACERS:
2903 case CLOAK: 2674 case CLOAK:
2904 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));
2905 (void) change_abil (who, op); 2676 change_abil (who, op);
2906 break; 2677 break;
2678
2907 case LAMP: 2679 case LAMP:
2680 {
2908 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
2909 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2910 tmp2->x = op->x; 2684 tmp2->x = op->x;
2911 tmp2->y = op->y; 2685 tmp2->y = op->y;
2912 tmp2->map = op->map; 2686 tmp2->map = op->map;
2913 tmp2->below = op->below; 2687 tmp2->below = op->below;
2914 tmp2->above = op->above; 2688 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917 2691
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920 2694
2921 if (who->type == PLAYER) 2695 if (who->contr)
2922 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2923 2697
2924 op->destroy (); 2698 op->destroy ();
2925 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2926 who->update_stats (); 2700 who->update_stats ();
2701
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 { 2703 {
2929 if (who->type == PLAYER) 2704 if (who->contr)
2930 { 2705 {
2931 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!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 } 2708 }
2934 } 2709 }
2935 if (who->type == PLAYER) 2710
2711 if (who->contr)
2936 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2937 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 2716
2939 case BOW: 2717 case BOW:
2940 case WAND: 2718 case WAND:
2941 case ROD: 2719 case ROD:
2942 case HORN: 2720 case HORN:
2943 clear_skill (who); 2721 if (player *pl = who->contr)
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER)
2946 { 2722 {
2947 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));
2948 } 2730 }
2949 else 2731 else
2950 { 2732 {
2733 who->change_skill (0);
2734
2951 if (op->type == BOW) 2735 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else 2737 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 } 2739 }
2740
2956 break; 2741 break;
2957 2742
2958 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2959 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));
2960 who->contr->shoottype = range_none;
2961 who->contr->ranges[range_builder] = NULL;
2962 break; 2746 break;
2963 2747
2964 default: 2748 default:
2965 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));
2966 break; 2750 break;
2968 2752
2969 who->update_stats (); 2753 who->update_stats ();
2970 2754
2971 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
2972 { 2756 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
2976 if (who->type == PLAYER) 2758
2759 if (who->contr)
2977 { 2760 {
2978 if (tmp) 2761 if (tmp)
2979 { /* it was merged */ 2762 { /* it was merged */
2980 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2981 op = tmp; 2764 op = tmp;
2982 } 2765 }
2983 2766
2984 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2985 } 2768 }
2986 } 2769 }
2770
2987 return 0; 2771 return 0;
2988} 2772}
2989 2773
2990/** 2774/**
2991 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2992 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2993 * 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
2994 * something like: 2778 * something like:
2995 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2996 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2997 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2998 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2999 * 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.
3000 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
3001 * invisible other objects that use 2785 * invisible other objects that use
3002 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
3003 */ 2787 */
3004object * 2788static object *
3005get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
3006{ 2790{
3007 object *tmp;
3008
3009 if (!start)
3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3013 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))
3014 return tmp; 2795 return tmp;
3015 2796
3016 return NULL; 2797 return 0;
3017} 2798}
3018
3019
3020 2799
3021/** 2800/**
3022 * '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.
3023 * This should only be called when it is known 2802 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3030 * another function that does just that. 2809 * another function that does just that.
3031 */ 2810 */
3032int 2811int
3033unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3034{ 2813{
3035 int i; 2814 if (op->is_range ())
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield
3039 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */
3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3046 {
3047 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)))
3048 { 2818 {
3049 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3051 else 2821 else
3052 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3053 } 2823 }
3054 else 2824 else
3055 { 2825 {
3056 /* 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.
3057 * 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
3058 * at least generate the message. 2828 * at least generate the message.
3059 */ 2829 */
3060 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));
3061 return 1; 2831 return 1;
3062 }
3063
3064 } 2832 }
3065 }
3066 }
3067 2833
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 2835 {
3070 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 2837 if (op->slot[i].info)
3072 { 2838 {
3073 last = who->inv; 2839 object *last = who->inv;
3074 2840
3075 /* 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
3076 * to free up enough slots. 2842 * to free up enough slots.
3077 */ 2843 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3079 { 2845 {
3080 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3081 if (!tmp) 2848 if (!tmp)
3082 { 2849 {
3083#if 0 2850#if 0
3084 /* 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
3085 * equipped. 2852 * equipped.
3086 */ 2853 */
3087 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);
3088#endif 2855#endif
3089 return 1; 2856 return 1;
3090 } 2857 }
2858
3091 /* 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 */
3092 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))))
3093 { 2861 {
3094 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3103 * 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
3104 * one cursed ring.) 2872 * one cursed ring.)
3105 */ 2873 */
3106 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));
3107 } 2875 }
2876
3108 last = tmp->below; 2877 last = tmp->below;
3109 } 2878 }
3110 /* 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
3111 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3112 */ 2881 */
3113 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3114 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3115 return 0; 2885 return 0;
3116} 2886}
3117 2887
3118/** 2888/**
3119 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3123 * 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
3124 * 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?)
3125 * 2895 *
3126 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3127 * these return values. 2897 * these return values.
3128 */ 2898 */
3129int 2899int
3130can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3131{ 2901{
3132 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)))
3133 return RESULT_INT (0); 2903 return RESULT_INT (0);
3134 2904
3135 int i, retval = 0; 2905 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3137 2907
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3139 * 2 weapons, but we don't want to let them do that. So if they are
3140 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way.
3142 */
3143 if (op->type == WEAPON || op->type == SHIELD)
3144 { 2909 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3146 { 2911 {
3147 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)
3148 { 2914 {
3149 retval = CAN_APPLY_UNAPPLY;
3150 ws = tmp;
3151 }
3152 }
3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
3159 {
3160 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3163 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 2916 * really needed.
3165 */ 2917 */
3166 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3167 } 2919 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3169 { 2921 {
3170 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3171 * we have. 2923 * we have.
3172 */ 2924 */
3173 object *tmp1;
3174
3175 2925
3176 /* 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
3177 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3178 * 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
3179 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3182 * may be two handed for example. 2932 * may be two handed for example.
3183 */ 2933 */
3184 if (ws) 2934 if (ws)
3185 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 { 2936 {
3188 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 2938 continue;
3190 } 2939 }
3191 }
3192 2940
3193 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3194 if (!tmp1) 2942 if (!tmp1)
3195 { 2943 {
3196#if 0 2944#if 0
3197 /* 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
3198 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3206 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3207 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3208 * to apply multiple objects 2956 * to apply multiple objects
3209 */ 2957 */
3210 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3211 if (!tmp) 2960 if (!tmp)
3212 tmp = tmp1; 2961 tmp = tmp1;
3213 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 2964
3217 /* 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
3218 * 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
3219 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3220 */ 2968 */
3221 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)
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 2972
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3226 */ 2975 */
3227 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)
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 2978 }
3231 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3232 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3234 2982
3239 * 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
3240 * all use the same location. 2988 * all use the same location.
3241 */ 2989 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3246 2995
3247
3248 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3249 { 2997 {
3250 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))
3251 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3258 } 3009 }
3010
3259 return retval; 3011 return retval;
3260} 3012}
3261
3262
3263 3013
3264/** 3014/**
3265 * 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.
3266 * 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,
3267 * 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
3276 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3277 * 3027 *
3278 * Optional flags: 3028 * Optional flags:
3279 * 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
3280 * 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
3281 * 3032 *
3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283 * 3034 *
3284 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3285 */ 3036 */
3286int 3037int
3287apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3288{ 3039{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3290 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3042
3293 if (who == NULL) 3043 if (who == NULL)
3294 { 3044 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3046 return 1;
3306 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3307 return 0; 3057 return 0;
3308 3058
3309 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)))
3310 { 3060 {
3311 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));
3312 return 1; 3062 return 1;
3313 } 3063 }
3064
3314 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3315 } 3066 }
3316 3067
3317 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3318 return 0; 3069 return 0;
3319 3070
3320 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);
3321 3081
3322 /* 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 */
3323 if (i) 3083 if (int i = can_apply_object (who, op))
3324 { 3084 {
3325 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3326 { 3086 {
3327 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));
3328 return 1; 3088 return 1;
3330 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3091 {
3332 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));
3333 return 1; 3093 return 1;
3334 } 3094 }
3095
3335 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3336 { 3097 {
3337 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3100 return 1;
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3346 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3108 return 1;
3348 } 3109 }
3349 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))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3112 return 1;
3354 }
3355 } 3113 }
3356 } 3114 }
3357 3115
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3117 {
3360 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3361 if (!skop) 3120 if (!skop)
3362 { 3121 {
3363 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);
3364 return 1; 3123 return 1;
3365 } 3124 }
3366 else 3125 else
3367 {
3368 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3370 */ 3128 */
3371 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3372 }
3373 }
3374
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376 { 3130 }
3377 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]");
3378 return 1; 3139 return 1;
3379 } 3140 }
3380
3381 3141
3382 /* 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.
3383 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3385 */ 3145 */
3386
3387
3388 if (op->nrof > 1) 3146 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3390 else 3148 else
3391 tmp = NULL; 3149 tmp = 0;
3392 3150
3393 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)))
3394 return RESULT_INT (0); 3152 return RESULT_INT (0);
3395 3153
3396 switch (op->type) 3154 switch (op->type)
3397 { 3155 {
3398 case WEAPON: 3156 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3400 { 3158 {
3401 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. "
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3403 if (tmp != NULL) 3162 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3405 return 1; 3165 return 1;
3406 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3171 {
3409 /* 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. */
3410 /* (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) */
3411 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
3412 if (tmp != NULL) 3176 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3414 return 1; 3179 return 1;
3415 } 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
3416 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3417
3418 if (skop)
3419 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3421 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3422 3193
3423 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));
3424 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3425 (void) change_abil (who, op); 3197 change_abil (who, op);
3426 break; 3198 break;
3427 3199
3428 case ARMOUR: 3200 case ARMOUR:
3429 case HELMET: 3201 case HELMET:
3430 case SHIELD: 3202 case SHIELD:
3435 case CLOAK: 3207 case CLOAK:
3436 case RING: 3208 case RING:
3437 case AMULET: 3209 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3439 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));
3440 (void) change_abil (who, op); 3212 change_abil (who, op);
3441 break; 3213 break;
3214
3442 case LAMP: 3215 case LAMP:
3443 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3444 { 3217 {
3445 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);
3446 return 1; 3219 return 1;
3447 } 3220 }
3221
3448 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);
3449 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3454 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3455 3231
3456 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3457 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3459 3235
3460 op->destroy (); 3236 op->destroy ();
3461 3237
3462 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3463 if (tmp != NULL) 3239 if (tmp)
3464 { 3240 {
3465 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3466 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3467 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3468 } 3244 }
3245
3469 who->update_stats (); 3246 who->update_stats ();
3247
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3472 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3473 { 3250 {
3474 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!");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 } 3253 }
3477 } 3254
3478 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3480 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 }
3481 break; 3270 break;
3482 3271
3483 /* this part is needed for skill-tools */
3484 case SKILL: 3272 case SKILL:
3485 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3486 if (who->chosen_skill)
3487 { 3274 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3489 return 1;
3490 }
3491 if (who->type == PLAYER)
3492 { 3276 {
3493 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3494 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
3495 if (!op->invisible) 3318 if (!op->invisible)
3496 { 3319 {
3497 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));
3498 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);
3499 } 3322 }
3500 else 3323 else
3501 {
3502 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);
3503 }
3504 } 3325 }
3326 else
3327 {
3505 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op); 3329 change_abil (who, op);
3507 who->chosen_skill = op; 3330 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3509 break; 3334 break;
3510 3335
3511 case BOW: 3336 case BOW:
3512 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3513 { 3338 {
3514 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.");
3515 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
3516 if (tmp != NULL) 3342 if (tmp)
3517 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3518 return 1; 3345 return 1;
3519 } 3346 }
3347
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 { 3349 {
3522 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.");
3523 if (tmp != NULL) 3351 if (tmp)
3524 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3525 return 1; 3354 return 1;
3526 } 3355 }
3356
3527 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3528 case ROD: 3359 case ROD:
3529 case HORN: 3360 case HORN:
3530 /* 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
3531 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 3371
3536 if (who->type == PLAYER) 3372 if (who->contr)
3537 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3538 if (op->type == BOW) 3378 if (op->type == BOW)
3539 { 3379 {
3380 who->current_weapon = op;
3540 (void) change_abil (who, op); 3381 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "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));
3543 who->contr->shoottype = range_bow;
3544 }
3545 else
3546 {
3547 who->contr->shoottype = range_misc;
3548 } 3384 }
3549 } 3385 }
3550 else 3386 else
3551 { 3387 {
3552 if (op->type == BOW) 3388 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3554 else 3390 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3556 } 3392 }
3393
3557 break; 3394 break;
3558 3395
3559 case BUILDER: 3396 case BUILDER:
3560 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)
3561 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3562 who->contr->shoottype = range_builder; 3402
3563 who->contr->ranges[range_builder] = op;
3564 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 }
3565 break; 3407 break;
3566 3408
3567 default: 3409 default:
3568 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));
3569 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3570 3412
3571 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3572 3414
3573 if (tmp != NULL) 3415 if (tmp)
3574 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3575 3417
3576 who->update_stats (); 3418 who->update_stats ();
3577 3419
3578 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3588 { 3430 {
3589 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!");
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3433 }
3592 } 3434 }
3435
3593 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3594 { 3437 {
3595 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3596 if (tmp) 3439 if (tmp)
3597 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3598 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3599 } 3443 }
3444
3600 return 0; 3445 return 0;
3601} 3446}
3602
3603 3447
3604int 3448int
3605monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3606{ 3450{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 3495
3652 case TREASURE: 3496 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3498 return 0;
3655 3499
3656 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 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);
3659 3503
3660 /* 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,
3661 * 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
3678 } 3522 }
3679 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3680} 3524}
3681 3525
3682/** 3526/**
3683 * 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
3684 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3531 */
3688void 3532void
3689maptile::fix_auto_apply () 3533maptile::fix_auto_apply ()
3767 { 3611 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3770 } 3614 }
3771 3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3772 tmp = above; 3620 tmp = above;
3773 } 3621 }
3774 3622
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3782 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3783 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3784 * 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
3785 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3786 */ 3634 */
3787
3788void 3635void
3789eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3790{ 3637{
3791 object *force; 3638 object *force;
3792 int i, did_one = 0; 3639 int i, did_one = 0;
3793 sint8 k;
3794 3640
3795 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3796 3642
3797 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3798 { 3644 if (sint8 k = food->stats.stat (i))
3799 k = get_attr_value (&food->stats, i);
3800 if (k)
3801 { 3645 {
3802 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3803 did_one = 1; 3647 did_one = 1;
3804 } 3648 }
3805 }
3806 3649
3807 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3808 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3809 { 3652 {
3810 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3829 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3673 if (food->stats.hp != 0)
3831 { 3674 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3676 {
3834 strcpy (who->contr->killer, food->name); 3677 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 } 3680 }
3838 else 3681 else
3839 { 3682 {
3971 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!");
3972 blind_player (op, op, power); 3815 blind_player (op, op, power);
3973 } 3816 }
3974 else if (failure <= -80) 3817 else if (failure <= -80)
3975 { /* blast the immediate area */ 3818 { /* blast the immediate area */
3976 object *tmp;
3977
3978 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3979 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3981 tmp->destroy (); 3822 tmp->destroy ();
3982 } 3823 }
3983 } 3824 }
3984} 3825}
3985 3826
4005 */ 3846 */
4006 int i, j; 3847 int i, j;
4007 3848
4008 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4009 { 3850 {
4010 sint8 stat = get_attr_value (stats, i);
4011 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);
4012 3853
4013 stat += get_attr_value (ns, i);
4014 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4015 { 3855 {
4016 excess_stat++; 3856 excess_stat++;
4017 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4018 } 3858 }
4019 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4020 } 3861 }
4021 3862
4022 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4025 int stat = get_attr_value (stats, i);
4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027 3866
4028 if (i == CHA) 3867 if (i == CHA)
4029 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);
4030 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4031 { 3873 {
4032 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4033 excess_stat--; 3875 excess_stat--;
4034 } 3876 }
4037 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4038 * the player ref: player.c 3880 * the player ref: player.c
4039 */ 3881 */
4040 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4041 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4042
4043 3884
4044 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4045 3886
4046 /* first, look for the force object banning 3887 /* first, look for the force object banning
4047 * 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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