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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.64 by root, Mon Feb 5 01:24:45 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 *
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 24
25#include <cmath>
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>
29#include <tod.h> 31#include <tod.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:
1698 1505
1699 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1700 goto leave; 1507 goto leave;
1701 1508
1702 case CONTAINER: 1509 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1707 goto leave; 1511 goto leave;
1708 1512
1709 case RUNE: 1513 case RUNE:
1710 case TRAP: 1514 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1771 1575
1772 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1773 1577
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1775 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1776 "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);
1777 1582
1778 /* gain xp from reading */ 1583 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */ 1585 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1937 return; 1742 return;
1938 } 1743 }
1939 1744
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1941 { 1746 {
1942 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]");
1943 return; 1748 return;
1944 } 1749 }
1945 1750
1946 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);
1947 1752
1970 { 1775 {
1971 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1972 1777
1973 if (!spell_skill) 1778 if (!spell_skill)
1974 { 1779 {
1975 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);
1976 return; 1781 return;
1977 } 1782 }
1978 1783
1979 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1980 { 1785 {
2014 else 1819 else
2015 { 1820 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2017 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");
2018 } 1823 }
1824
2019 decrease_ob (tmp); 1825 decrease_ob (tmp);
2020} 1826}
2021 1827
2022/** 1828/**
2023 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2062 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2063 identify (tmp); 1869 identify (tmp);
2064 1870
2065 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);
2066 1872
2067
2068 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2069 decrease_ob (tmp); 1874 decrease_ob (tmp);
2070} 1875}
2071 1876
2072/** 1877/**
2075 * chest. 1880 * chest.
2076 */ 1881 */
2077static void 1882static void
2078apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2079{ 1884{
2080 object *treas;
2081
2082
2083 /* 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
2084 * 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
2085 * 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
2086 * 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
2087 * treasure 1889 * treasure
2088 */ 1890 */
2089
2090 treas = tmp->inv; 1891 object *treas = tmp->inv;
2091 if (treas == NULL) 1892
1893 if (!treas)
2092 { 1894 {
2093 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2094 decrease_ob (tmp); 1896 decrease_ob (tmp);
2095 return; 1897 return;
2096 } 1898 }
1899
2097 while (tmp->inv) 1900 while (tmp->inv)
2098 { 1901 {
2099 treas = tmp->inv; 1902 treas = tmp->inv;
2100 1903
2101 treas->remove (); 1904 treas->remove ();
2278 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2281 2084
2282 /* 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!) */
2283 if (rndm (10000) < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2284 { 2087 {
2285 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2286 winners++; 2089 winners++;
2287 } 2090 }
2288 2091
2447 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2448 2251
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2451 2254
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2453 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2454 2257
2455 /* 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
2456 * 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
2457 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2489 } 2292 }
2490 } 2293 }
2491 2294
2492 return 0; 2295 return 0;
2493} 2296}
2494
2495 2297
2496/** 2298/**
2497 * Main apply handler. 2299 * Main apply handler.
2498 * 2300 *
2499 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2507 * being applied. 2309 * being applied.
2508 * 2310 *
2509 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2510 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2511 */ 2313 */
2512
2513int 2314int
2514manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2515{ 2316{
2516 if (tmp->head) 2317 if (tmp->head)
2517 tmp = tmp->head; 2318 tmp = tmp->head;
2555 case EXIT: 2356 case EXIT:
2556 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2557 return 0; 2358 return 0;
2558 2359
2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 {
2561 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));
2562 }
2563 else 2362 else
2564 { 2363 {
2565 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2568 2367
2569 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2570 } 2369 }
2370
2571 return 1; 2371 return 1;
2572 2372
2573 case SIGN: 2373 case SIGN:
2574 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2575 return 1; 2375 return 1;
2579 { 2379 {
2580 apply_book (op, tmp); 2380 apply_book (op, tmp);
2581 return 1; 2381 return 1;
2582 } 2382 }
2583 else 2383 else
2584 {
2585 return 0; 2384 return 0;
2586 }
2587 2385
2588 case SKILLSCROLL: 2386 case SKILLSCROLL:
2589 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2590 { 2388 {
2591 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2592 return 1; 2390 return 1;
2593 } 2391 }
2392 else
2594 return 0; 2393 return 0;
2595 2394
2596 case SPELLBOOK: 2395 case SPELLBOOK:
2597 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2598 { 2397 {
2599 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2600 return 1; 2399 return 1;
2601 } 2400 }
2401 else
2602 return 0; 2402 return 0;
2603 2403
2604 case SCROLL: 2404 case SCROLL:
2605 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2606 return 1; 2406 return 1;
2607 2407
2608 case POTION: 2408 case POTION:
2609 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2610 return 1; 2410 return 1;
2611 2411
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2613 case CLOSE_CON: 2414 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2618 return 1; 2416 return 1;
2619 2417
2620 case CONTAINER: 2418 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2625 return 1; 2420 return 1;
2626 2421
2627 case TREASURE: 2422 case TREASURE:
2628 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2629 { 2424 {
2630 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2631 return 1; 2426 return 1;
2632 } 2427 }
2633 else 2428 else
2634 {
2635 return 0; 2429 return 0;
2636 }
2637 2430
2638 case WEAPON: 2431 case WEAPON:
2639 case ARMOUR: 2432 case ARMOUR:
2640 case BOOTS: 2433 case BOOTS:
2641 case GLOVES: 2434 case GLOVES:
2654 case LAMP: 2447 case LAMP:
2655 case BUILDER: 2448 case BUILDER:
2656 case SKILL_TOOL: 2449 case SKILL_TOOL:
2657 if (tmp->env != op) 2450 if (tmp->env != op)
2658 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2659 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2660 return 1; 2454 return 1;
2661 2455
2662 case DRINK: 2456 case DRINK:
2663 case FOOD: 2457 case FOOD:
2664 case FLESH: 2458 case FLESH:
2680 } 2474 }
2681 else 2475 else
2682 return 0; 2476 return 0;
2683 2477
2684 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2686 return 1; 2480 return 1;
2687 2481
2688 case CLOCK: 2482 case CLOCK:
2689 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2690 { 2484 {
2698 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2699 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2700 return 1; 2494 return 1;
2701 } 2495 }
2702 else 2496 else
2703 {
2704 return 0; 2497 return 0;
2705 }
2706 2498
2707 case MENU: 2499 case MENU:
2708 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2709 { 2501 {
2710 shop_listing (op); 2502 shop_listing (tmp, op);
2711 return 1; 2503 return 1;
2712 } 2504 }
2713 else 2505 else
2714 {
2715 return 0; 2506 return 0;
2716 }
2717 2507
2718 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2719 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2720 return 1; 2510 return 1;
2721 2511
2724 { 2514 {
2725 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2726 return 1; 2516 return 1;
2727 } 2517 }
2728 else 2518 else
2729 {
2730 return 0; 2519 return 0;
2731 }
2732 2520
2733 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2734 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2735 return 1; 2523 return 1;
2736 2524
2759 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!");
2760 return 0; 2548 return 0;
2761 } 2549 }
2762 } 2550 }
2763 2551
2764 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2765 * applied.
2766 */
2767 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2768 {
2769 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2770 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2771 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2772 op->destroy ();
2773 return 1;
2774 }
2775
2776 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2777 2553
2778 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2779 if (!quiet) 2555 if (!quiet)
2780 { 2556 {
2789/** 2565/**
2790 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2791 * 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
2792 * we use the ground. 2568 * we use the ground.
2793 */ 2569 */
2794
2795void 2570void
2796player_apply_below (object *pl) 2571player_apply_below (object *pl)
2797{ 2572{
2798 object *tmp, *next;
2799 int floors; 2573 int floors = 0;
2800 2574
2801 /* 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
2802 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* 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
2807 * 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
2808 * 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
2809 * 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
2810 * not return a proper value. 2581 * not return a proper value.
2811 */ 2582 */
2812 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2813 { 2584 {
2814 next = tmp->below; 2585 next = tmp->below;
2586
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++; 2588 floors++;
2817 else if (floors > 0) 2589 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2819 2591
2839 * 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.
2840 */ 2612 */
2841static int 2613static int
2842unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2843{ 2615{
2844 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)))
2845 return RESULT_INT (0); 2618 return RESULT_INT (0);
2846 2619
2847 object *tmp2;
2848
2849 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2850 switch (op->type) 2622 switch (op->type)
2851 { 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
2852 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
2853 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));
2854 2647
2855 (void) change_abil (who, op); 2648 change_abil (who, op);
2856 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2857 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2858 clear_skill (who);
2859 break; 2650 break;
2860 2651
2861 case SKILL: /* allows objects to impart skills */
2862 case SKILL_TOOL: 2652 case SKILL:
2863 if (op != who->chosen_skill) 2653 if (who->contr)
2864 { 2654 {
2865 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);
2866 } 2659 }
2867 if (who->type == PLAYER) 2660
2868 {
2869 if (who->contr->shoottype == range_skill)
2870 who->contr->shoottype = range_none;
2871 if (!op->invisible)
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2874 }
2875 else
2876 {
2877 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2878 }
2879 }
2880 (void) change_abil (who, op); 2661 change_abil (who, op);
2881 who->chosen_skill = NULL;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 2663 break;
2884 2664
2885 case ARMOUR: 2665 case ARMOUR:
2886 case HELMET: 2666 case HELMET:
2891 case AMULET: 2671 case AMULET:
2892 case GIRDLE: 2672 case GIRDLE:
2893 case BRACERS: 2673 case BRACERS:
2894 case CLOAK: 2674 case CLOAK:
2895 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));
2896 (void) change_abil (who, op); 2676 change_abil (who, op);
2897 break; 2677 break;
2678
2898 case LAMP: 2679 case LAMP:
2680 {
2899 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
2900 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2901 tmp2->x = op->x; 2684 tmp2->x = op->x;
2902 tmp2->y = op->y; 2685 tmp2->y = op->y;
2903 tmp2->map = op->map; 2686 tmp2->map = op->map;
2904 tmp2->below = op->below; 2687 tmp2->below = op->below;
2905 tmp2->above = op->above; 2688 tmp2->above = op->above;
2906 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2907 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2908 2691
2909 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2910 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2911 2694
2912 if (who->type == PLAYER) 2695 if (who->contr)
2913 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2914 2697
2915 op->destroy (); 2698 op->destroy ();
2916 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2917 who->update_stats (); 2700 who->update_stats ();
2701
2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2919 { 2703 {
2920 if (who->type == PLAYER) 2704 if (who->contr)
2921 { 2705 {
2922 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!");
2923 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2924 } 2708 }
2925 } 2709 }
2926 if (who->type == PLAYER) 2710
2711 if (who->contr)
2927 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2928 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2929 break; 2716
2930 case BOW: 2717 case BOW:
2931 case WAND: 2718 case WAND:
2932 case ROD: 2719 case ROD:
2933 case HORN: 2720 case HORN:
2934 clear_skill (who); 2721 if (player *pl = who->contr)
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2936 if (who->type == PLAYER)
2937 { 2722 {
2938 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));
2939 } 2730 }
2940 else 2731 else
2941 { 2732 {
2733 who->change_skill (0);
2734
2942 if (op->type == BOW) 2735 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else 2737 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 } 2739 }
2740
2947 break; 2741 break;
2948 2742
2949 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2950 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));
2951 who->contr->shoottype = range_none;
2952 who->contr->ranges[range_builder] = NULL;
2953 break; 2746 break;
2954 2747
2955 default: 2748 default:
2956 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));
2957 break; 2750 break;
2959 2752
2960 who->update_stats (); 2753 who->update_stats ();
2961 2754
2962 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
2963 { 2756 {
2964 object *tmp;
2965
2966 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
2967 if (who->type == PLAYER) 2758
2759 if (who->contr)
2968 { 2760 {
2969 if (tmp) 2761 if (tmp)
2970 { /* it was merged */ 2762 { /* it was merged */
2971 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2972 op = tmp; 2764 op = tmp;
2973 } 2765 }
2974 2766
2975 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2976 } 2768 }
2977 } 2769 }
2770
2978 return 0; 2771 return 0;
2979} 2772}
2980 2773
2981/** 2774/**
2982 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2983 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2984 * 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
2985 * something like: 2778 * something like:
2986 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2987 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2988 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2989 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2990 * 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.
2991 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2992 * invisible other objects that use 2785 * invisible other objects that use
2993 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2994 */ 2787 */
2995object * 2788static object *
2996get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
2997{ 2790{
2998 object *tmp;
2999
3000 if (!start)
3001 return NULL;
3002
3003 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3004 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))
3005 return tmp; 2795 return tmp;
3006 2796
3007 return NULL; 2797 return 0;
3008} 2798}
3009
3010
3011 2799
3012/** 2800/**
3013 * '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.
3014 * This should only be called when it is known 2802 * This should only be called when it is known
3015 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3021 * another function that does just that. 2809 * another function that does just that.
3022 */ 2810 */
3023int 2811int
3024unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3025{ 2813{
3026 int i; 2814 if (op->is_range ())
3027 object *tmp = NULL, *last;
3028
3029 /* If we are applying a shield or weapon, unapply any equipped shield
3030 * or weapons first - only allowed to use one weapon/shield at a time.
3031 */
3032 if (op->type == WEAPON || op->type == SHIELD)
3033 {
3034 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3035 {
3036 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 {
3038 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)))
3039 { 2818 {
3040 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3041 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3042 else 2821 else
3043 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3044 } 2823 }
3045 else 2824 else
3046 { 2825 {
3047 /* 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.
3048 * 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
3049 * at least generate the message. 2828 * at least generate the message.
3050 */ 2829 */
3051 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));
3052 return 1; 2831 return 1;
3053 }
3054
3055 } 2832 }
3056 }
3057 }
3058 2833
3059 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 { 2835 {
3061 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3062 if (op->body_info[i]) 2837 if (op->slot[i].info)
3063 { 2838 {
3064 last = who->inv; 2839 object *last = who->inv;
3065 2840
3066 /* 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
3067 * to free up enough slots. 2842 * to free up enough slots.
3068 */ 2843 */
3069 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 { 2845 {
3071 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3072 if (!tmp) 2848 if (!tmp)
3073 { 2849 {
3074#if 0 2850#if 0
3075 /* 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
3076 * equipped. 2852 * equipped.
3077 */ 2853 */
3078 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);
3079#endif 2855#endif
3080 return 1; 2856 return 1;
3081 } 2857 }
2858
3082 /* 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 */
3083 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))))
3084 { 2861 {
3085 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3094 * 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
3095 * one cursed ring.) 2872 * one cursed ring.)
3096 */ 2873 */
3097 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));
3098 } 2875 }
2876
3099 last = tmp->below; 2877 last = tmp->below;
3100 } 2878 }
3101 /* 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
3102 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3103 */ 2881 */
3104 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3105 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3106 return 0; 2885 return 0;
3107} 2886}
3108 2887
3109/** 2888/**
3110 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3111 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3112 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3113 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3114 * 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
3115 * 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?)
3116 * 2895 *
3117 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3118 * these return values. 2897 * these return values.
3119 */ 2898 */
3120int 2899int
3121can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3122{ 2901{
3123 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)))
3124 return RESULT_INT (0); 2903 return RESULT_INT (0);
3125 2904
3126 int i, retval = 0; 2905 int retval = 0;
3127 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3128 2907
3129 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3130 * 2 weapons, but we don't want to let them do that. So if they are
3131 * trying to equip a weapon or shield, see if they already have one
3132 * in place and store that way.
3133 */
3134 if (op->type == WEAPON || op->type == SHIELD)
3135 { 2909 {
3136 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3137 { 2911 {
3138 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)
3139 { 2914 {
3140 retval = CAN_APPLY_UNAPPLY;
3141 ws = tmp;
3142 }
3143 }
3144 }
3145
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 {
3149 if (op->body_info[i])
3150 {
3151 /* Item uses more slots than we have */
3152 if (FABS (op->body_info[i]) > who->body_info[i])
3153 {
3154 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3155 * really needed. 2916 * really needed.
3156 */ 2917 */
3157 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3158 } 2919 }
3159 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3160 { 2921 {
3161 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3162 * we have. 2923 * we have.
3163 */ 2924 */
3164 object *tmp1;
3165
3166 2925
3167 /* 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
3168 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3169 * 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
3170 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3171 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3172 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3173 * may be two handed for example. 2932 * may be two handed for example.
3174 */ 2933 */
3175 if (ws) 2934 if (ws)
3176 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3177 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3178 { 2936 {
3179 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3180 continue; 2938 continue;
3181 } 2939 }
3182 }
3183 2940
3184 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3185 if (!tmp1) 2942 if (!tmp1)
3186 { 2943 {
3187#if 0 2944#if 0
3188 /* 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
3189 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3197 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3198 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3199 * to apply multiple objects 2956 * to apply multiple objects
3200 */ 2957 */
3201 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3202 if (!tmp) 2960 if (!tmp)
3203 tmp = tmp1; 2961 tmp = tmp1;
3204 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3205 {
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 } 2964
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3211 */ 2968 */
3212 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)
3213 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3214 2972
3215 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3216 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3217 */ 2975 */
3218 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)
3219 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 } 2978 }
3222 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3223 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3224 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3225 2982
3230 * 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
3231 * all use the same location. 2988 * all use the same location.
3232 */ 2989 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3236 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3237 2995
3238
3239 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3240 { 2997 {
3241 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))
3242 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3246 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3249 } 3009 }
3010
3250 return retval; 3011 return retval;
3251} 3012}
3252
3253
3254 3013
3255/** 3014/**
3256 * 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.
3257 * 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,
3258 * 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
3267 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3268 * 3027 *
3269 * Optional flags: 3028 * Optional flags:
3270 * 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
3271 * 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
3272 * 3032 *
3273 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3274 * 3034 *
3275 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3276 */ 3036 */
3277int 3037int
3278apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3279{ 3039{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3042
3284 if (who == NULL) 3043 if (who == NULL)
3285 { 3044 {
3286 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3287 return 1; 3046 return 1;
3297 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3298 return 0; 3057 return 0;
3299 3058
3300 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)))
3301 { 3060 {
3302 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));
3303 return 1; 3062 return 1;
3304 } 3063 }
3064
3305 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3306 } 3066 }
3307 3067
3308 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3309 return 0; 3069 return 0;
3310 3070
3311 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);
3312 3081
3313 /* 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 */
3314 if (i) 3083 if (int i = can_apply_object (who, op))
3315 { 3084 {
3316 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3317 { 3086 {
3318 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));
3319 return 1; 3088 return 1;
3321 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3322 { 3091 {
3323 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));
3324 return 1; 3093 return 1;
3325 } 3094 }
3095
3326 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3327 { 3097 {
3328 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3329 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3330 return 1; 3100 return 1;
3336 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:");
3337 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3338 return 1; 3108 return 1;
3339 } 3109 }
3340 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))
3341 {
3342 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3343 if (i)
3344 return 1; 3112 return 1;
3345 }
3346 } 3113 }
3347 } 3114 }
3348 3115
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 3117 {
3351 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3352 if (!skop) 3120 if (!skop)
3353 { 3121 {
3354 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);
3355 return 1; 3123 return 1;
3356 } 3124 }
3357 else 3125 else
3358 {
3359 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3361 */ 3128 */
3362 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3363 }
3364 }
3365
3366 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3367 { 3130 }
3368 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]");
3369 return 1; 3139 return 1;
3370 } 3140 }
3371
3372 3141
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3376 */ 3145 */
3377
3378
3379 if (op->nrof > 1) 3146 if (op->nrof > 1)
3380 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3381 else 3148 else
3382 tmp = NULL; 3149 tmp = 0;
3383 3150
3384 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)))
3385 return RESULT_INT (0); 3152 return RESULT_INT (0);
3386 3153
3387 switch (op->type) 3154 switch (op->type)
3388 { 3155 {
3389 case WEAPON: 3156 case WEAPON:
3390 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3391 { 3158 {
3392 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. "
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3394 if (tmp != NULL) 3162 if (tmp)
3395 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3396 return 1; 3165 return 1;
3397 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3398 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3399 { 3171 {
3400 /* 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. */
3401 /* (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) */
3402 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
3403 if (tmp != NULL) 3176 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3405 return 1; 3179 return 1;
3406 } 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
3407 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3408
3409 if (skop)
3410 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3411 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3412 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3413 3193
3414 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));
3415 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3416 (void) change_abil (who, op); 3197 change_abil (who, op);
3417 break; 3198 break;
3418 3199
3419 case ARMOUR: 3200 case ARMOUR:
3420 case HELMET: 3201 case HELMET:
3421 case SHIELD: 3202 case SHIELD:
3426 case CLOAK: 3207 case CLOAK:
3427 case RING: 3208 case RING:
3428 case AMULET: 3209 case AMULET:
3429 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3430 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));
3431 (void) change_abil (who, op); 3212 change_abil (who, op);
3432 break; 3213 break;
3214
3433 case LAMP: 3215 case LAMP:
3434 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3435 { 3217 {
3436 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);
3437 return 1; 3219 return 1;
3438 } 3220 }
3221
3439 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);
3440 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3441 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3442 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3443 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3444 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3445 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3446 3231
3447 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3448 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3449 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3450 3235
3451 op->destroy (); 3236 op->destroy ();
3452 3237
3453 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3454 if (tmp != NULL) 3239 if (tmp)
3455 { 3240 {
3456 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3457 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3459 } 3244 }
3245
3460 who->update_stats (); 3246 who->update_stats ();
3247
3461 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3462 {
3463 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3464 { 3250 {
3465 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!");
3466 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3467 } 3253 }
3468 } 3254
3469 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3470 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3471 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 }
3472 break; 3270 break;
3473 3271
3474 /* this part is needed for skill-tools */
3475 case SKILL: 3272 case SKILL:
3476 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3477 if (who->chosen_skill)
3478 { 3274 {
3479 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3480 return 1;
3481 }
3482 if (who->type == PLAYER)
3483 { 3276 {
3484 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3485 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
3486 if (!op->invisible) 3318 if (!op->invisible)
3487 { 3319 {
3488 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));
3489 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);
3490 } 3322 }
3491 else 3323 else
3492 {
3493 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);
3494 }
3495 } 3325 }
3326 else
3327 {
3496 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3497 (void) change_abil (who, op); 3329 change_abil (who, op);
3498 who->chosen_skill = op; 3330 who->chosen_skill = op;
3499 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3500 break; 3334 break;
3501 3335
3502 case BOW: 3336 case BOW:
3503 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3504 { 3338 {
3505 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.");
3506 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
3507 if (tmp != NULL) 3342 if (tmp)
3508 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3509 return 1; 3345 return 1;
3510 } 3346 }
3347
3511 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3512 { 3349 {
3513 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.");
3514 if (tmp != NULL) 3351 if (tmp)
3515 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3516 return 1; 3354 return 1;
3517 } 3355 }
3356
3518 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3519 case ROD: 3359 case ROD:
3520 case HORN: 3360 case HORN:
3521 /* 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
3522 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3523 if (skop)
3524 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3526 3371
3527 if (who->type == PLAYER) 3372 if (who->contr)
3528 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3529 if (op->type == BOW) 3378 if (op->type == BOW)
3530 { 3379 {
3380 who->current_weapon = op;
3531 (void) change_abil (who, op); 3381 change_abil (who, op);
3532 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3533 "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));
3534 who->contr->shoottype = range_bow;
3535 }
3536 else
3537 {
3538 who->contr->shoottype = range_misc;
3539 } 3384 }
3540 } 3385 }
3541 else 3386 else
3542 { 3387 {
3543 if (op->type == BOW) 3388 if (op->type == BOW)
3544 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3545 else 3390 else
3546 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3547 } 3392 }
3393
3548 break; 3394 break;
3549 3395
3550 case BUILDER: 3396 case BUILDER:
3551 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)
3552 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3553 who->contr->shoottype = range_builder; 3402
3554 who->contr->ranges[range_builder] = op;
3555 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 }
3556 break; 3407 break;
3557 3408
3558 default: 3409 default:
3559 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));
3560 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3561 3412
3562 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3563 3414
3564 if (tmp != NULL) 3415 if (tmp)
3565 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3566 3417
3567 who->update_stats (); 3418 who->update_stats ();
3568 3419
3569 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3579 { 3430 {
3580 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!");
3581 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3582 } 3433 }
3583 } 3434 }
3435
3584 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3585 { 3437 {
3586 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3587 if (tmp) 3439 if (tmp)
3588 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3589 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3590 } 3443 }
3444
3591 return 0; 3445 return 0;
3592} 3446}
3593
3594 3447
3595int 3448int
3596monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3597{ 3450{
3598 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3642 3495
3643 case TREASURE: 3496 case TREASURE:
3644 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3645 return 0; 3498 return 0;
3646 3499
3647 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3648 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3649 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);
3650 3503
3651 /* 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,
3652 * 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
3669 } 3522 }
3670 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3671} 3524}
3672 3525
3673/** 3526/**
3674 * 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
3675 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3676 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3677 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3678 */ 3531 */
3679void 3532void
3680maptile::fix_auto_apply () 3533maptile::fix_auto_apply ()
3758 { 3611 {
3759 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3760 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3761 } 3614 }
3762 3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3763 tmp = above; 3620 tmp = above;
3764 } 3621 }
3765 3622
3766 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3773 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3774 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3775 * 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
3776 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3777 */ 3634 */
3778
3779void 3635void
3780eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3781{ 3637{
3782 object *force; 3638 object *force;
3783 int i, did_one = 0; 3639 int i, did_one = 0;
3784 sint8 k;
3785 3640
3786 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3787 3642
3788 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3789 { 3644 if (sint8 k = food->stats.stat (i))
3790 k = get_attr_value (&food->stats, i);
3791 if (k)
3792 { 3645 {
3793 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3794 did_one = 1; 3647 did_one = 1;
3795 } 3648 }
3796 }
3797 3649
3798 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3799 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3800 { 3652 {
3801 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3962 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!");
3963 blind_player (op, op, power); 3815 blind_player (op, op, power);
3964 } 3816 }
3965 else if (failure <= -80) 3817 else if (failure <= -80)
3966 { /* blast the immediate area */ 3818 { /* blast the immediate area */
3967 object *tmp;
3968
3969 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3970 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
3971 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3972 tmp->destroy (); 3822 tmp->destroy ();
3973 } 3823 }
3974 } 3824 }
3975} 3825}
3976 3826
3996 */ 3846 */
3997 int i, j; 3847 int i, j;
3998 3848
3999 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4000 { 3850 {
4001 sint8 stat = get_attr_value (stats, i);
4002 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);
4003 3853
4004 stat += get_attr_value (ns, i);
4005 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4006 { 3855 {
4007 excess_stat++; 3856 excess_stat++;
4008 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4009 } 3858 }
4010 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4011 } 3861 }
4012 3862
4013 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4014 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4015 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4016 int stat = get_attr_value (stats, i);
4017 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4018 3866
4019 if (i == CHA) 3867 if (i == CHA)
4020 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);
4021 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4022 { 3873 {
4023 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4024 excess_stat--; 3875 excess_stat--;
4025 } 3876 }
4028 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4029 * the player ref: player.c 3880 * the player ref: player.c
4030 */ 3881 */
4031 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4032 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4033
4034 3884
4035 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4036 3886
4037 /* first, look for the force object banning 3887 /* first, look for the force object banning
4038 * 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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