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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.22 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: apply.C,v 1.22 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
14 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
15 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
16 (at your option) any later version. 11 * any later version.
17 12 *
18 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, but
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
21 GNU General Public License for more details. 16 * for more details.
22 17 *
23 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 along
24 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
26 21 *
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
28*/ 23 */
24
25#include <cmath>
29 26
30#include <global.h> 27#include <global.h>
31#include <living.h> 28#include <living.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <tod.h> 31#include <tod.h>
35 32
36#ifndef __CEXTRACT__
37# include <sproto.h> 33#include <sproto.h>
38#endif
39 34
40/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
41#include <sounds.h> 36#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 37
46/** 38/**
47 * 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.
48 * 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.
49 */ 41 */
72 { 64 {
73 arch_flag = 1; 65 arch_flag = 1;
74 name_flag = 1; 66 name_flag = 1;
75 race_flag = 1; 67 race_flag = 1;
76 } 68 }
69
77 /* 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,
78 * name or race that matches. 71 * name or race that matches.
79 */ 72 */
80 if ((op->race) && 73 if ((op->race) &&
81 ((!(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)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 77 return 1;
86 } 78
87 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 80 * of arch, name, or race match.
89 */ 81 */
90 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))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 85 return 1;
95 } 86
96 return 0; 87 return 0;
97} 88}
98 89
99/** 90/**
100 * 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.
201apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
202{ 193{
203 int got_one = 0, i; 194 int got_one = 0, i;
204 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
205 196
206 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
207 198
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 { 200 {
210 if (op->type == PLAYER) 201 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 204 return 0;
214 } 205 }
215 206
216 if (op->type == PLAYER) 207 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 209 identify (tmp);
220 }
221 210
222 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
223 212
224 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 216 object *depl;
228 archetype *at; 217 archetype *at;
229 218
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 220 {
232 drain_stat (op); 221 op->drain_stat ();
233 fix_player (op); 222 op->update_stats ();
234 decrease_ob (tmp); 223 decrease_ob (tmp);
235 return 1; 224 return 1;
236 } 225 }
226
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
238 { 228 {
239 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 230 return 0;
241 } 231 }
242 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
243 if (depl != NULL) 234 if (depl)
244 { 235 {
245 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
247 {
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
249 } 239
250 remove_ob (depl); 240 depl->destroy ();
251 free_object (depl); 241 op->update_stats ();
252 fix_player (op);
253 } 242 }
254 else 243 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
256 245
257 decrease_ob (tmp); 246 decrease_ob (tmp);
259 } 248 }
260 249
261 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
263 { 252 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
266 { 254 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 256 {
269 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
299 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
300 break; 288 break;
301 } 289 }
302 } 290 }
303 } 291 }
292
304 /* Just makes checking easier */ 293 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
306 got_one = 1; 295 got_one = 1;
296
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 298 {
309 if (got_one) 299 if (got_one)
310 { 300 {
311 fix_player (op); 301 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
315 } 305 }
316 else 306 else
318 } 308 }
319 else 309 else
320 { /* cursed potion */ 310 { /* cursed potion */
321 if (got_one) 311 if (got_one)
322 { 312 {
323 fix_player (op); 313 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
325 } 315 }
326 else 316 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
328 } 318 }
319
329 decrease_ob (tmp); 320 decrease_ob (tmp);
330 return 1; 321 return 1;
331 } 322 }
332 323
333 324
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 347
357 decrease_ob (tmp); 348 decrease_ob (tmp);
358 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 351 op->update_stats ();
361 return 1; 352 return 1;
362 } 353 }
363 354
364 /* Deal with protection potions */ 355 /* Deal with protection potions */
365 force = NULL; 356 force = NULL;
383 force->stats.food *= 10; 374 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 378 }
379
388 force->speed_left = -1; 380 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 384 change_abil (op, force);
409 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 403 * up all the stats.
412 */ 404 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 406 op->update_stats ();
415 decrease_ob (tmp); 407 decrease_ob (tmp);
416 return 1; 408 return 1;
417} 409}
418 410
419/**************************************************************************** 411/****************************************************************************
429 int count = 0; 421 int count = 0;
430 422
431 423
432 if (item == NULL) 424 if (item == NULL)
433 return 0; 425 return 0;
426
434 op = op->below; 427 op = op->below;
435 while (op != NULL) 428 while (op != NULL)
436 { 429 {
437 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
438 { 431 {
443 count++; 436 count++;
444 else 437 else
445 count += op->nrof; 438 count += op->nrof;
446 } 439 }
447 } 440 }
441
448 op = op->below; 442 op = op->below;
449 } 443 }
444
450 return count; 445 return count;
451} 446}
452 447
453/** 448/**
454 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
576 weapon->last_eat++; 571 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
578 decrease_ob (improver); 573 decrease_ob (improver);
579 574
580 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
581 fix_player (op); 576 op->update_stats ();
582 return 1; 577 return 1;
583} 578}
584 579
585/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
737 eat_item (op, improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 733 weapon->item_power++;
739 734
740 switch (improver->stats.sp) 735 switch (improver->stats.sp)
741 { 736 {
742 case IMPROVE_STR: 737 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
744 case IMPROVE_DEX: 739 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
746 case IMPROVE_CON: 741 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
748 case IMPROVE_WIS: 743 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
750 case IMPROVE_CHA: 745 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
752 case IMPROVE_INT: 747 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
754 case IMPROVE_POW: 749 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
756 default: 751 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
758 } 753 }
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 755 return 0;
761} 756}
762 757
770{ 765{
771 object *otmp; 766 object *otmp;
772 767
773 if (op->type != PLAYER) 768 if (op->type != PLAYER)
774 return 0; 769 return 0;
770
775 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))
776 { 772 {
777 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.");
778 return 0; 774 return 0;
779 } 775 }
776
780 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
781 if (!otmp) 778 if (!otmp)
782 { 779 {
783 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.");
784 return 0; 781 return 0;
785 } 782 }
783
786 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 785 {
788 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");
789 return 0; 787 return 0;
790 } 788 }
789
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
792 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
794 return 1; 793 return 1;
795} 794}
889 888
890 if (op->type == PLAYER) 889 if (op->type == PLAYER)
891 { 890 {
892 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 893 op->update_stats ();
895 } 894 }
896 decrease_ob (improver); 895 decrease_ob (improver);
897 if (tmp) 896 if (tmp)
898 { 897 {
899 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
958 price_in = nr * CONV_NEED (converter) * item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
959 } 958 }
960 else 959 else
961 { 960 {
962 price_in = item->value; 961 price_in = item->value;
963 remove_ob (item); 962 item->destroy ();
964 free_object (item);
965 } 963 }
966 } 964 }
967 965
968 if (converter->inv != NULL) 966 if (converter->inv != NULL)
969 { 967 {
987 else 985 else
988 { 986 {
989 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
990 { 988 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 991 return -1;
994 } 992 }
995 993
996 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1004 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
1005 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1006 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1007 { 1005 {
1008 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",
1009 &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);
1010 1008
1011 /** 1009 /**
1012 * 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
1013 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1014 */ 1012 */
1015 } 1013 }
1016 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);
1017 return 1; 1015 return 1;
1018} 1016}
1021 * Handle apply on containers. 1019 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1023 * 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]
1024 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1025 */ 1023 */
1026
1027int 1024int
1028apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1029{ 1026{
1030 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 1028 return 0; /* This might change */
1035 1029
1036 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1037 { 1031 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 1033 return 0;
1040 } 1034 }
1041 op->contr->last_used = NULL; 1035
1042 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1043 1037
1044 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;
1045 { 1042 }
1046 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)
1047 { 1048 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1049 return 1; 1051 return 1;
1050 } 1052 }
1051 /* It's on the ground, the problems begin */ 1053 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 { 1054 {
1057 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
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 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));
1062 return 1; 1057 return 1;
1063 }
1064 }
1065 }
1066 if (QUERY_FLAG (sack, FLAG_APPLIED))
1067 { 1058 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1059
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1060 // fall through to opening it (active in inv)
1097 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1065 op->close_container ();
1099 { 1066 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1102 tmp = op->container; 1069 return 1;
1103 apply_container (op, tmp); 1070 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1105 op->container = sack; 1072 // it's locked?
1106 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1107 strcat (buf, "."); 1074 {
1108 } 1075 if (object *tmp = find_key (op, op, sack))
1109 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1077 else
1117 { 1078 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 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));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1080 return 1;
1154 } 1081 }
1155 }
1156 } 1082 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083
1158 if (op->contr) 1084 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1085
1160 return 1; 1086 return 1;
1161} 1087}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1088
1288/** 1089/**
1289 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1291 */ 1092 */
1315 else 1116 else
1316 { 1117 {
1317 altar->value = 1; /* works only once */ 1118 altar->value = 1; /* works only once */
1318 push_button (altar); 1119 push_button (altar);
1319 } 1120 }
1121
1320 return sacrifice == NULL; 1122 return !sacrifice;
1321 } 1123 }
1322 else 1124 else
1323 {
1324 return 0; 1125 return 0;
1325 }
1326} 1126}
1327
1328 1127
1329/** 1128/**
1330 * Handles 'movement' of shop mats. 1129 * Handles 'movement' of shop mats.
1331 * Returns 1 if 'op' was destroyed, 0 if not. 1130 * Returns 1 if 'op' was destroyed, 0 if not.
1332 * Largely re-written to not use nearly as many gotos, plus 1131 * Largely re-written to not use nearly as many gotos, plus
1349 * the shop. 1148 * the shop.
1350 */ 1149 */
1351 for (tmp = op->inv; tmp; tmp = next) 1150 for (tmp = op->inv; tmp; tmp = next)
1352 { 1151 {
1353 next = tmp->below; 1152 next = tmp->below;
1153
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 { 1155 {
1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1357 1157
1358 remove_ob (tmp); 1158 tmp->remove ();
1159
1359 if (i == -1) 1160 if (i == -1)
1360 i = 0; 1161 i = 0;
1162
1361 tmp->map = op->map; 1163 tmp->map = op->map;
1362 tmp->x = op->x + freearr_x[i]; 1164 tmp->x = op->x + freearr_x[i];
1363 tmp->y = op->y + freearr_y[i]; 1165 tmp->y = op->y + freearr_y[i];
1364 insert_ob_in_map (tmp, op->map, op, 0); 1166 insert_ob_in_map (tmp, op->map, op, 0);
1365 } 1167 }
1377 1179
1378 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1379 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1380 1182
1381 if (i != -1) 1183 if (i != -1)
1382 {
1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1384 } 1185
1385 return 0; 1186 return 0;
1386 } 1187 }
1387 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1389 */ 1190 */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1391 } 1192 }
1392 /* immediate block below is only used for players */ 1193 else if (can_pay (op) && get_payment (op))
1393 else if (can_pay (op))
1394 { 1194 {
1395 get_payment (op, op->inv); 1195 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op); 1196 rv = teleport (shop_mat, SHOP_MAT, op);
1397 1197
1398 if (shop_mat->msg) 1198 if (shop_mat->msg)
1399 {
1400 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1401 }
1402 /* This check below is a bit simplistic - generally it should be correct, 1200 /* This check below is a bit simplistic - generally it should be correct,
1403 * but there is never a guarantee that the bottom space on the map is 1201 * but there is never a guarantee that the bottom space on the map is
1404 * actually the shop floor. 1202 * actually the shop floor.
1405 */ 1203 */
1406 else if (!rv && !is_in_shop (op)) 1204 else if (!rv && !is_in_shop (op))
1407 { 1205 {
1408 opinion = shopkeeper_approval (op->map, op); 1206 opinion = shopkeeper_approval (op->map, op);
1207
1409 if (opinion > 0.9) 1208 if (opinion > 0.9)
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1411 else if (opinion > 0.75) 1210 else if (opinion > 0.75)
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1413 else if (opinion > 0.5) 1212 else if (opinion > 0.5)
1420 { 1219 {
1421 /* if we get here, a player tried to leave a shop but was not able 1220 /* if we get here, a player tried to leave a shop but was not able
1422 * to afford the items he has. We try to move the player so that 1221 * to afford the items he has. We try to move the player so that
1423 * they are not on the mat anymore 1222 * they are not on the mat anymore
1424 */ 1223 */
1425
1426 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1427 1225
1428 if (i == -1) 1226 if (i == -1)
1429 { 1227 {
1430 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1431 } 1229 }
1432 else 1230 else
1433 { 1231 {
1434 remove_ob (op); 1232 op->remove ();
1435 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1436 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1437 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1438 } 1236 }
1439 } 1237 }
1238
1440 CLEAR_FLAG (op, FLAG_NO_APPLY); 1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1441 return rv; 1240 return rv;
1442} 1241}
1443 1242
1444/** 1243/**
1524 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1525 goto leave; 1324 goto leave;
1526 1325
1527 switch (trap->type) 1326 switch (trap->type)
1528 { 1327 {
1529 case PLAYERMOVER: 1328 case PLAYERMOVER:
1530 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1347 goto leave;
1348
1349 case SPINNER:
1350 if (victim->direction)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1531 { 1401 {
1532 if (!trap->stats.maxsp) 1402 int tot;
1533 trap->stats.maxsp = 2;
1534 1403
1535 /* Is this correct? From the docs, it doesn't look like it 1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1536 * should be divided by trap->speed 1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 }
1414
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1417 /* need to set this up, since if we do transfer the object,
1418 * ab->above would be bogus
1537 */ 1419 */
1538 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1539
1540 /* Just put in some sanity check. I think there is a bug in the
1541 * above with some objects have zero speed, and thus the player
1542 * getting permanently paralyzed.
1543 */
1544 if (victim->speed_left < -50.0)
1545 victim->speed_left = -50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1547 }
1548 goto leave;
1549
1550 case SPINNER:
1551 if (victim->direction)
1552 {
1553 victim->direction = absdir (victim->direction - trap->stats.sp);
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case DIRECTOR:
1559 if (victim->direction && !should_director_abort (trap, victim))
1560 {
1561 victim->direction = trap->stats.sp;
1562 update_turn_face (victim);
1563 }
1564 goto leave;
1565
1566 case BUTTON:
1567 case PEDESTAL:
1568 update_button (trap);
1569 goto leave;
1570
1571 case ALTAR:
1572 /* sacrifice victim on trap */
1573 apply_altar (trap, victim, originator);
1574 goto leave;
1575
1576 case THROWN_OBJ:
1577 if (trap->inv == NULL)
1578 goto leave;
1579 /* fallthrough */
1580
1581 case ARROW:
1582
1583 /* bad bug: monster throw a object, make a step forwards, step on object ,
1584 * trigger this here and get hit by own missile - and will be own enemy.
1585 * Victim then is his own enemy and will start to kill herself (this is
1586 * removed) but we have not synced victim and his missile. To avoid senseless
1587 * action, we avoid hits here
1588 */
1589 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1590 hit_with_arrow (trap, victim);
1591 goto leave;
1592
1593 case SPELL_EFFECT:
1594 apply_spell_effect (trap, victim);
1595 goto leave;
1596
1597 case TRAPDOOR:
1598 {
1599 int max, sound_was_played;
1600 object *ab, *ab_next;
1601
1602 if (!trap->value)
1603 {
1604 int tot;
1605
1606 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1607 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1608 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1609
1610 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1611 goto leave;
1612
1613 SET_ANIMATION (trap, trap->value);
1614 update_object (trap, UP_OBJ_FACE);
1615 }
1616
1617 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1618 {
1619 /* need to set this up, since if we do transfer the object,
1620 * ab->above would be bogus
1621 */
1622 ab_next = ab->above; 1420 ab_next = ab->above;
1623 1421
1624 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1625 {
1626 if (!sound_was_played)
1627 {
1628 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1629 sound_was_played = 1;
1630 }
1631 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1632 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1633 }
1634 }
1635 goto leave;
1636 }
1637
1638
1639 case CONVERTER:
1640 if (convert_item (victim, trap) < 0)
1641 {
1642 object *op;
1643
1644 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1645
1646 op = get_archetype ("burnout");
1647 if (op != NULL)
1648 { 1423 {
1649 op->x = trap->x; 1424 if (!sound_was_played)
1650 op->y = trap->y; 1425 {
1651 insert_ob_in_map (op, trap->map, trap, 0); 1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1652 } 1431 }
1653 } 1432 }
1654 goto leave; 1433 goto leave;
1434 }
1655 1435
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1656 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1657 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1658 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1659 check_trigger (trap, victim); 1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1660 goto leave; 1463 goto leave;
1661 1464
1662 case DEEP_SWAMP: 1465 /* Is this a multipart monster and not the head? If so, return.
1663 walk_on_deep_swamp (trap, victim); 1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1664 goto leave; 1469 goto leave;
1665 1470
1666 case CHECK_INV:
1667 check_inv (victim, trap);
1668 goto leave;
1669
1670 case HOLE:
1671 /* Hole not open? */
1672 if (trap->stats.wc > 0)
1673 goto leave;
1674
1675 /* Is this a multipart monster and not the head? If so, return.
1676 * Processing will happen if the head runs into the pit
1677 */
1678 if (victim->head)
1679 goto leave;
1680
1681 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1682 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1683 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1684 goto leave; 1474 goto leave;
1685 1475
1686 case EXIT: 1476 case EXIT:
1687 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1688 { 1478 {
1689 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1690 * players output. 1480 * players output.
1691 */ 1481 */
1692 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1693 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1694 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1695 } 1486 }
1696 goto leave; 1487 goto leave;
1697 1488
1698 case ENCOUNTER: 1489 case ENCOUNTER:
1699 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1700 goto leave; 1491 goto leave;
1701 1492
1702 case SHOP_MAT: 1493 case SHOP_MAT:
1703 apply_shop_mat (trap, victim); 1494 apply_shop_mat (trap, victim);
1704 goto leave; 1495 goto leave;
1705 1496
1706 /* Drop a certain amount of gold, and have one item identified */ 1497 /* Drop a certain amount of gold, and have one item identified */
1707 case IDENTIFY_ALTAR: 1498 case IDENTIFY_ALTAR:
1708 apply_id_altar (victim, trap, originator); 1499 apply_id_altar (victim, trap, originator);
1709 goto leave; 1500 goto leave;
1710 1501
1711 case SIGN: 1502 case SIGN:
1712 if (victim->type != PLAYER && trap->stats.food > 0) 1503 if (victim->type != PLAYER && trap->stats.food > 0)
1713 goto leave; /* monsters musn't apply magic_mouths with counters */ 1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1714 1505
1715 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1716 goto leave; 1507 goto leave;
1717 1508
1718 case CONTAINER: 1509 case CONTAINER:
1719 if (victim->type == PLAYER)
1720 (void) esrv_apply_container (victim, trap);
1721 else
1722 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1723 goto leave; 1511 goto leave;
1724 1512
1725 case RUNE: 1513 case RUNE:
1726 case TRAP: 1514 case TRAP:
1727 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1728 { 1516 {
1729 spring_trap (trap, victim); 1517 spring_trap (trap, victim);
1730 } 1518 }
1731 goto leave; 1519 goto leave;
1732 1520
1733 default: 1521 default:
1734 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1735 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1736 goto leave; 1524 goto leave;
1737 } 1525 }
1738 1526
1739leave: 1527leave:
1740 recursion_depth--; 1528 recursion_depth--;
1741} 1529}
1787 1575
1788 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1789 1577
1790 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1791 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1792 "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);
1793 1582
1794 /* gain xp from reading */ 1583 /* gain xp from reading */
1795 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1796 { /* only if not read before */ 1585 { /* only if not read before */
1797 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1798 1587
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1800 { 1589 {
1801 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1802 SET_FLAG (tmp, FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1803 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1804 if (tmp->env) 1594 if (tmp->env)
1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1806 else 1596 else
1807 op->contr->socket.update_look = 1; 1597 op->contr->ns->floorbox_update ();
1808 } 1598 }
1599
1809 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1810 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1811 } 1602 }
1812} 1603}
1813 1604
1818static void 1609static void
1819apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1820{ 1611{
1821 switch ((int) learn_skill (op, tmp)) 1612 switch ((int) learn_skill (op, tmp))
1822 { 1613 {
1823 case 0: 1614 case 0:
1824 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1826 return; 1617 return;
1827 1618
1828 case 1: 1619 case 1:
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1830 decrease_ob (tmp); 1621 decrease_ob (tmp);
1831 return; 1622 return;
1832 1623
1833 default: 1624 default:
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1835 decrease_ob (tmp); 1626 decrease_ob (tmp);
1836 return; 1627 return;
1837 } 1628 }
1838} 1629}
1839 1630
1840/** 1631/**
1841 * Actually makes op learn spell. 1632 * Actually makes op learn spell.
1862 } 1653 }
1863 return; 1654 return;
1864 } 1655 }
1865 1656
1866 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1867 tmp = get_object (); 1658 tmp = spell->clone ();
1868 copy_object (spell, tmp);
1869 insert_ob_in_ob (tmp, op); 1659 insert_ob_in_ob (tmp, op);
1870 1660
1871 if (special_prayer) 1661 if (special_prayer)
1872 {
1873 SET_FLAG (tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1874 }
1875 1663
1876 esrv_add_spells (op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1877} 1665}
1878 1666
1879/** 1667/**
1896 } 1684 }
1897 1685
1898 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1899 player_unready_range_ob (op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1900 esrv_remove_spell (op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1901 remove_ob (spob); 1689 spob->destroy ();
1902 free_object (spob);
1903} 1690}
1904 1691
1905/** 1692/**
1906 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1907 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1945 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1946 return; 1733 return;
1947 } 1734 }
1948 1735
1949 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1950 if (!spell) 1738 if (!spell)
1951 { 1739 {
1952 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1953 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1954 return; 1742 return;
1955 } 1743 }
1956 if (spell->level > (skop->level + 10)) 1744
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1957 { 1746 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "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]");
1959 return; 1748 return;
1960 } 1749 }
1961 1750
1962 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);
1963 1752
1964 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1965 { 1754 {
1966 identify (tmp); 1755 identify (tmp);
1756
1967 if (tmp->env) 1757 if (tmp->env)
1968 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1969 else 1759 else
1970 op->contr->socket.update_look = 1; 1760 op->contr->ns->floorbox_update ();
1971 } 1761 }
1972 1762
1973 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1974 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1975 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1982 } 1772 }
1983 1773
1984 if (spell->skill) 1774 if (spell->skill)
1985 { 1775 {
1986 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1987 if (!spell_skill) 1778 if (!spell_skill)
1988 { 1779 {
1989 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);
1990 return; 1781 return;
1991 } 1782 }
1783
1992 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1993 { 1785 {
1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1995 return; 1787 return;
1996 } 1788 }
2027 else 1819 else
2028 { 1820 {
2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2030 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");
2031 } 1823 }
1824
2032 decrease_ob (tmp); 1825 decrease_ob (tmp);
2033} 1826}
2034 1827
2035/** 1828/**
2036 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2076 identify (tmp); 1869 identify (tmp);
2077 1870
2078 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);
2079 1872
2080
2081 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2082 decrease_ob (tmp); 1874 decrease_ob (tmp);
2083} 1875}
2084 1876
2085/** 1877/**
2088 * chest. 1880 * chest.
2089 */ 1881 */
2090static void 1882static void
2091apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2092{ 1884{
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* 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
2098 * 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
2099 * 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
2100 * 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
2101 * treasure 1889 * treasure
2102 */ 1890 */
2103
2104 treas = tmp->inv; 1891 object *treas = tmp->inv;
2105 if (treas == NULL) 1892
1893 if (!treas)
2106 { 1894 {
2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2108 decrease_ob (tmp); 1896 decrease_ob (tmp);
2109 return; 1897 return;
2110 } 1898 }
1899
2111 while (tmp->inv) 1900 while (tmp->inv)
2112 { 1901 {
2113 treas = tmp->inv; 1902 treas = tmp->inv;
2114 1903
2115 remove_ob (treas); 1904 treas->remove ();
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117 1906
2118 treas->x = op->x; 1907 treas->x = op->x;
2119 treas->y = op->y; 1908 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121 1910
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op); 1912 spring_trap (treas, op);
1913
2124 /* If either player or container was destroyed, no need to do 1914 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with 1915 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise 1916 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed 1917 * any way for the treasure chest or player to get killed
2128 */ 1918 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1919 if (op->destroyed () || tmp->destroyed ())
2130 break; 1920 break;
2131 } 1921 }
2132 1922
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1923 if (!tmp->destroyed () && tmp->inv == NULL)
2134 decrease_ob (tmp); 1924 decrease_ob (tmp);
2135 1925
2136} 1926}
2137 1927
2138/** 1928/**
2232 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2233 return 0; 2023 return 0;
2234 2024
2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2236 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
2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2238 {
2239 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2240 {
2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2242 skin = tmp; 2033 skin = tmp;
2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2244 abil = tmp; 2035 abil = tmp;
2245 }
2246 }
2247 2036
2248 /* 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
2249 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2250 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2251 return 0; 2040 return 0;
2292 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2293 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2294 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2295 2084
2296 /* 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!) */
2297 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2298 { 2087 {
2299 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2300 winners++; 2089 winners++;
2301 } 2090 }
2302 2091
2333 2122
2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 { 2124 {
2336 /* resistance increased! */ 2125 /* resistance increased! */
2337 skin->resist[i]++; 2126 skin->resist[i]++;
2338 fix_player (op); 2127 op->update_stats ();
2339 2128
2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2342 } 2131 }
2343 2132
2362 } 2151 }
2363 } 2152 }
2364 return 1; 2153 return 1;
2365} 2154}
2366 2155
2367static void
2368apply_savebed (object *pl)
2369{
2370#ifndef COZY_SERVER
2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2374 return;
2375 }
2376#endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2378 /* Need to call terminate_all_pets() before we remove the player ob */
2379 terminate_all_pets (pl);
2380 remove_ob (pl);
2381 pl->direction = 0;
2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2383
2384 /* update respawn position */
2385 strcpy (pl->contr->savebed_map, pl->map->path);
2386 pl->contr->bed_x = pl->x;
2387 pl->contr->bed_y = pl->y;
2388
2389 strcpy (pl->contr->killer, "left");
2390 check_score (pl); /* Always check score */
2391 (void) save_player (pl, 0);
2392 pl->map->players--;
2393#if MAP_MAXTIMEOUT
2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2395#endif
2396 play_again (pl);
2397 pl->speed = 0;
2398 update_ob_speed (pl);
2399}
2400
2401/** 2156/**
2402 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2403 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2404 */ 2159 */
2405static void 2160static void
2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2411 { 2166 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2413 return; 2168 return;
2414 } 2169 }
2170
2415 armor = find_marked_object (op); 2171 armor = find_marked_object (op);
2172
2416 if (!armor) 2173 if (!armor)
2417 { 2174 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2419 return; 2176 return;
2420 } 2177 }
2178
2421 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2422 && armor->type != CLOAK 2180 && armor->type != CLOAK
2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2424 { 2182 {
2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2428 2186
2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2430 improve_armour (op, tmp, armor); 2188 improve_armour (op, tmp, armor);
2431} 2189}
2432 2190
2433
2434extern void 2191extern void
2435apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2436{ 2193{
2437 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2438 { 2195 {
2449 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2450 decrease_ob (tmp); 2207 decrease_ob (tmp);
2451} 2208}
2452 2209
2453/** 2210/**
2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2455 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2456 * -You can come back (there is another exit at the other side) 2213 * -You can come back (there is another exit at the other side)
2457 * -You are 2214 * -You are
2458 * ° the owner of the exit 2215 * ° the owner of the exit
2459 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2460 * 2217 *
2461 * Note: a owner in a 2 way exit is saved as the owner's name 2218 * Note: a owner in a 2 way exit is saved as the owner's name
2462 * in the field exit->name cause the field exit->owner doesn't 2219 * in the field exit->name cause the field exit->owner doesn't
2463 * survive in the swapping (in fact the whole exit doesn't survive). 2220 * survive in the swapping (in fact the whole exit doesn't survive).
2464 */ 2221 */
2465int 2222int
2466is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2467{ 2224{
2468 object *tmp;
2469 object *exit_owner;
2470 player *pp;
2471 mapstruct *exitmap;
2472
2473 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */ 2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2231#endif
2478 * all the exits in destination and try to find one with same path as 2232
2479 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else
2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2484 if (exitmap) 2235 if (exitmap)
2485 { 2236 {
2237 exitmap->load_sync ();
2238
2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2487 if (!tmp) 2241 if (!tmp)
2488 return 0; 2242 return 0;
2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2490 { 2245 {
2491 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2492 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2493 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2494 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2498 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2499 2257
2500 /* 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
2501 * 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
2502 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2503 */ 2261 */
2504 if (!exit->race) 2262 if (!exit->race)
2505 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2506 exit_owner = NULL; 2265 object *exit_owner = 0;
2507 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2508 { 2268 {
2509 if (!pp->ob) 2269 if (!pp->ob)
2510 continue; 2270 continue;
2271
2511 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2512 continue; 2273 continue;
2274
2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2514 break; 2276 break;
2515 } 2277 }
2278
2516 if (!exit_owner) 2279 if (!exit_owner)
2517 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2518 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2520 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2521 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2524 return 0; 2289 return 0;
2290
2525 return 1; 2291 return 1;
2526 } 2292 }
2527 } 2293 }
2294
2528 return 0; 2295 return 0;
2529} 2296}
2530
2531 2297
2532/** 2298/**
2533 * Main apply handler. 2299 * Main apply handler.
2534 * 2300 *
2535 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2543 * being applied. 2309 * being applied.
2544 * 2310 *
2545 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2546 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2547 */ 2313 */
2548
2549int 2314int
2550manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2551{ 2316{
2552 if (tmp->head) 2317 if (tmp->head)
2553 tmp = tmp->head; 2318 tmp = tmp->head;
2558 { 2323 {
2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2560 return 1; 2325 return 1;
2561 } 2326 }
2562 else 2327 else
2563 {
2564 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2565 }
2566 } 2329 }
2567 2330
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2569 return RESULT_INT (0); 2332 return RESULT_INT (0);
2570 2333
2571 switch (tmp->type) 2334 switch (tmp->type)
2572 { 2335 {
2573
2574 case CF_HANDLE: 2336 case CF_HANDLE:
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2577 tmp->value = tmp->value ? 0 : 1; 2339 tmp->value = tmp->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value); 2340 SET_ANIMATION (tmp, tmp->value);
2579 update_object (tmp, UP_OBJ_FACE); 2341 update_object (tmp, UP_OBJ_FACE);
2580 push_button (tmp); 2342 push_button (tmp);
2581 return 1; 2343 return 1;
2582 2344
2583 case TRIGGER: 2345 case TRIGGER:
2584 if (check_trigger (tmp, op)) 2346 if (check_trigger (tmp, op))
2585 { 2347 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2588 } 2350 }
2589 else 2351 else
2590 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2592 } 2353
2593 return 1; 2354 return 1;
2594 2355
2595 case EXIT: 2356 case EXIT:
2596 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2597 return 0;
2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2601 }
2602 else
2603 {
2604 /* Don't display messages for random maps. */
2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2607 enter_exit (op, tmp);
2608 }
2609 return 1;
2610
2611 case SIGN:
2612 apply_sign (op, tmp, 0);
2613 return 1;
2614
2615 case BOOK:
2616 if (op->type == PLAYER)
2617 {
2618 apply_book (op, tmp);
2619 return 1;
2620 }
2621 else
2622 {
2623 return 0;
2624 }
2625
2626 case SKILLSCROLL:
2627 if (op->type == PLAYER)
2628 {
2629 apply_skillscroll (op, tmp);
2630 return 1;
2631 }
2632 return 0; 2358 return 0;
2633 2359
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 else
2363 {
2364 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2368 op->enter_exit (tmp);
2369 }
2370
2371 return 1;
2372
2373 case SIGN:
2374 apply_sign (op, tmp, 0);
2375 return 1;
2376
2634 case SPELLBOOK: 2377 case BOOK:
2635 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2636 { 2379 {
2637 apply_spellbook (op, tmp); 2380 apply_book (op, tmp);
2638 return 1; 2381 return 1;
2639 } 2382 }
2383 else
2640 return 0; 2384 return 0;
2641 2385
2642 case SCROLL: 2386 case SKILLSCROLL:
2643 apply_scroll (op, tmp, 0);
2644 return 1;
2645
2646 case POTION:
2647 (void) apply_potion (op, tmp);
2648 return 1;
2649
2650 /* Eneq(@csd.uu.se): Handle apply on containers. */
2651 case CLOSE_CON:
2652 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env);
2656 return 1;
2657
2658 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp);
2663 return 1;
2664
2665 case TREASURE:
2666 if (op->type == PLAYER)
2667 { 2388 {
2668 apply_treasure (op, tmp); 2389 apply_skillscroll (op, tmp);
2669 return 1; 2390 return 1;
2670 } 2391 }
2671 else 2392 else
2672 {
2673 return 0;
2674 }
2675
2676 case WEAPON:
2677 case ARMOUR:
2678 case BOOTS:
2679 case GLOVES:
2680 case AMULET:
2681 case GIRDLE:
2682 case BRACERS:
2683 case SHIELD:
2684 case HELMET:
2685 case RING:
2686 case CLOAK:
2687 case WAND:
2688 case ROD:
2689 case HORN:
2690 case SKILL:
2691 case BOW:
2692 case LAMP:
2693 case BUILDER:
2694 case SKILL_TOOL:
2695 if (tmp->env != op)
2696 return 2; /* not in inventory */
2697 (void) apply_special (op, tmp, aflag);
2698 return 1;
2699
2700 case DRINK:
2701 case FOOD:
2702 case FLESH:
2703 apply_food (op, tmp);
2704 return 1;
2705
2706 case POISON:
2707 apply_poison (op, tmp);
2708 return 1;
2709
2710 case SAVEBED:
2711 if (op->type == PLAYER)
2712 {
2713 apply_savebed (op);
2714 return 1;
2715 }
2716 else
2717 {
2718 return 0;
2719 }
2720
2721 case ARMOUR_IMPROVER:
2722 if (op->type == PLAYER)
2723 {
2724 apply_armour_improver (op, tmp);
2725 return 1;
2726 }
2727 else
2728 {
2729 return 0;
2730 }
2731
2732 case WEAPON_IMPROVER:
2733 (void) check_improve_weapon (op, tmp);
2734 return 1;
2735
2736 case CLOCK:
2737 if (op->type == PLAYER)
2738 {
2739 char buf[MAX_BUF];
2740 timeofday_t tod;
2741
2742 get_tod (&tod);
2743 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2748 return 1;
2749 }
2750 else
2751 {
2752 return 0;
2753 }
2754
2755 case MENU:
2756 if (op->type == PLAYER)
2757 {
2758 shop_listing (op);
2759 return 1;
2760 }
2761 else
2762 {
2763 return 0;
2764 }
2765
2766 case POWER_CRYSTAL:
2767 apply_power_crystal (op, tmp); /* see egoitem.c */
2768 return 1;
2769
2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2771 if (op->type == PLAYER)
2772 {
2773 apply_lighter (op, tmp);
2774 return 1;
2775 }
2776 else
2777 {
2778 return 0;
2779 }
2780
2781 case ITEM_TRANSFORMER:
2782 apply_item_transformer (op, tmp);
2783 return 1;
2784
2785 default:
2786 return 0; 2393 return 0;
2394
2395 case SPELLBOOK:
2396 if (op->type == PLAYER)
2397 {
2398 apply_spellbook (op, tmp);
2399 return 1;
2400 }
2401 else
2402 return 0;
2403
2404 case SCROLL:
2405 apply_scroll (op, tmp, 0);
2406 return 1;
2407
2408 case POTION:
2409 apply_potion (op, tmp);
2410 return 1;
2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON:
2415 apply_container (op, tmp->env);
2416 return 1;
2417
2418 case CONTAINER:
2419 apply_container (op, tmp);
2420 return 1;
2421
2422 case TREASURE:
2423 if (op->type == PLAYER)
2424 {
2425 apply_treasure (op, tmp);
2426 return 1;
2427 }
2428 else
2429 return 0;
2430
2431 case WEAPON:
2432 case ARMOUR:
2433 case BOOTS:
2434 case GLOVES:
2435 case AMULET:
2436 case GIRDLE:
2437 case BRACERS:
2438 case SHIELD:
2439 case HELMET:
2440 case RING:
2441 case CLOAK:
2442 case WAND:
2443 case ROD:
2444 case HORN:
2445 case SKILL:
2446 case BOW:
2447 case LAMP:
2448 case BUILDER:
2449 case SKILL_TOOL:
2450 if (tmp->env != op)
2451 return 2; /* not in inventory */
2452
2453 apply_special (op, tmp, aflag);
2454 return 1;
2455
2456 case DRINK:
2457 case FOOD:
2458 case FLESH:
2459 apply_food (op, tmp);
2460 return 1;
2461
2462 case POISON:
2463 apply_poison (op, tmp);
2464 return 1;
2465
2466 case SAVEBED:
2467 return 1;
2468
2469 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER)
2471 {
2472 apply_armour_improver (op, tmp);
2473 return 1;
2474 }
2475 else
2476 return 0;
2477
2478 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp);
2480 return 1;
2481
2482 case CLOCK:
2483 if (op->type == PLAYER)
2484 {
2485 char buf[MAX_BUF];
2486 timeofday_t tod;
2487
2488 get_tod (&tod);
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1;
2495 }
2496 else
2497 return 0;
2498
2499 case MENU:
2500 if (op->type == PLAYER)
2501 {
2502 shop_listing (tmp, op);
2503 return 1;
2504 }
2505 else
2506 return 0;
2507
2508 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2510 return 1;
2511
2512 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER)
2514 {
2515 apply_lighter (op, tmp);
2516 return 1;
2517 }
2518 else
2519 return 0;
2520
2521 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp);
2523 return 1;
2524
2525 default:
2526 return 0;
2787 } 2527 }
2788} 2528}
2789 2529
2790 2530
2791/* quiet suppresses the "don't know how to apply" and "you must get it first" 2531/* quiet suppresses the "don't know how to apply" and "you must get it first"
2807 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!");
2808 return 0; 2548 return 0;
2809 } 2549 }
2810 } 2550 }
2811 2551
2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2813 * applied.
2814 */
2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2816 {
2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2820 remove_ob (op);
2821 free_object (op);
2822 return 1;
2823 }
2824
2825 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2826 pl->contr->last_used_id = op->count;
2827 2553
2828 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2829 if (!quiet) 2555 if (!quiet)
2830 { 2556 {
2831 if (tmp == 0) 2557 if (tmp == 0)
2839/** 2565/**
2840 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2841 * 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
2842 * we use the ground. 2568 * we use the ground.
2843 */ 2569 */
2844
2845void 2570void
2846player_apply_below (object *pl) 2571player_apply_below (object *pl)
2847{ 2572{
2848 object *tmp, *next;
2849 int floors; 2573 int floors = 0;
2850 2574
2851 /* 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
2852 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2853 */
2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2855
2856 /* 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
2857 * 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
2858 * 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
2859 * 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
2860 * not return a proper value. 2581 * not return a proper value.
2861 */ 2582 */
2862 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2863 { 2584 {
2864 next = tmp->below; 2585 next = tmp->below;
2586
2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2866 floors++; 2588 floors++;
2867 else if (floors > 0) 2589 else if (floors > 0)
2868 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2869 2591
2889 * 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.
2890 */ 2612 */
2891static int 2613static int
2892unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2893{ 2615{
2894 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)))
2895 return RESULT_INT (0); 2618 return RESULT_INT (0);
2896 2619
2897 object *tmp2;
2898
2899 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2900 switch (op->type) 2622 switch (op->type)
2901 { 2623 {
2902 case WEAPON:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2904
2905 (void) change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break;
2910
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL: 2624 case SKILL_TOOL:
2913 if (op != who->chosen_skill) 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
2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2914 { 2641 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2916 } 2644 }
2917 if (who->type == PLAYER) 2645
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647
2648 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break;
2651
2652 case SKILL:
2653 if (who->contr)
2918 { 2654 {
2919 if (who->contr->shoottype == range_skill)
2920 who->contr->shoottype = range_none;
2921 if (!op->invisible) 2655 if (!op->invisible)
2922 {
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else 2657 else
2926 {
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 }
2929 } 2659 }
2660
2930 (void) change_abil (who, op); 2661 change_abil (who, op);
2931 who->chosen_skill = NULL;
2932 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 2663 break;
2934 2664
2935 case ARMOUR: 2665 case ARMOUR:
2936 case HELMET: 2666 case HELMET:
2937 case SHIELD: 2667 case SHIELD:
2938 case RING: 2668 case RING:
2939 case BOOTS: 2669 case BOOTS:
2940 case GLOVES: 2670 case GLOVES:
2941 case AMULET: 2671 case AMULET:
2942 case GIRDLE: 2672 case GIRDLE:
2943 case BRACERS: 2673 case BRACERS:
2944 case CLOAK: 2674 case CLOAK:
2945 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));
2946 (void) change_abil (who, op); 2676 change_abil (who, op);
2947 break; 2677 break;
2678
2948 case LAMP: 2679 case LAMP:
2680 {
2949 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
2950 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2951 tmp2->x = op->x; 2684 tmp2->x = op->x;
2952 tmp2->y = op->y; 2685 tmp2->y = op->y;
2953 tmp2->map = op->map; 2686 tmp2->map = op->map;
2954 tmp2->below = op->below; 2687 tmp2->below = op->below;
2955 tmp2->above = op->above; 2688 tmp2->above = op->above;
2956 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2957 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691
2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2959 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER) 2694
2695 if (who->contr)
2961 esrv_del_item (who->contr, (tag_t) op->count); 2696 esrv_del_item (who->contr, op->count);
2962 remove_ob (op); 2697
2963 free_object (op); 2698 op->destroy ();
2964 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2965 fix_player (who); 2700 who->update_stats ();
2701
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 { 2703 {
2968 if (who->type == PLAYER) 2704 if (who->contr)
2969 { 2705 {
2970 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!");
2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2972 } 2708 }
2973 } 2709 }
2974 if (who->type == PLAYER) 2710
2711 if (who->contr)
2975 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2976 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2977 break; 2716
2978 case BOW: 2717 case BOW:
2979 case WAND: 2718 case WAND:
2980 case ROD: 2719 case ROD:
2981 case HORN: 2720 case HORN:
2982 clear_skill (who); 2721 if (player *pl = who->contr)
2722 {
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));
2730 }
2731 else
2732 {
2733 who->change_skill (0);
2734
2735 if (op->type == BOW)
2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2737 else
2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2739 }
2740
2741 break;
2742
2743 case BUILDER:
2744 if (who->contr)
2983 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));
2984 if (who->type == PLAYER)
2985 {
2986 who->contr->shoottype = range_none;
2987 }
2988 else
2989 {
2990 if (op->type == BOW)
2991 CLEAR_FLAG (who, FLAG_READY_BOW);
2992 else
2993 CLEAR_FLAG (who, FLAG_READY_RANGE);
2994 }
2995 break; 2746 break;
2996 2747
2997 case BUILDER:
2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2999 who->contr->shoottype = range_none;
3000 who->contr->ranges[range_builder] = NULL;
3001 break;
3002
3003 default: 2748 default:
3004 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));
3005 break; 2750 break;
3006 } 2751 }
3007 2752
3008 fix_player (who); 2753 who->update_stats ();
3009 2754
3010 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
3011 { 2756 {
3012 object *tmp;
3013
3014 tag_t del_tag = op->count;
3015
3016 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
3017 if (who->type == PLAYER) 2758
2759 if (who->contr)
3018 { 2760 {
3019 if (tmp) 2761 if (tmp)
3020 { /* it was merged */ 2762 { /* it was merged */
3021 esrv_del_item (who->contr, del_tag); 2763 esrv_del_item (who->contr, op->count);
3022 op = tmp; 2764 op = tmp;
3023 } 2765 }
2766
3024 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
3025 } 2768 }
3026 } 2769 }
2770
3027 return 0; 2771 return 0;
3028} 2772}
3029 2773
3030/** 2774/**
3031 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
3032 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
3033 * 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
3034 * something like: 2778 * something like:
3035 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
3036 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3037 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
3038 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
3039 * 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.
3040 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
3041 * invisible other objects that use 2785 * invisible other objects that use
3042 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
3043 */ 2787 */
3044object * 2788static object *
3045get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
3046{ 2790{
3047 object *tmp;
3048
3049 if (!start)
3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3053 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))
3054 return tmp; 2795 return tmp;
3055 2796
3056 return NULL; 2797 return 0;
3057} 2798}
3058
3059
3060 2799
3061/** 2800/**
3062 * '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.
3063 * This should only be called when it is known 2802 * This should only be called when it is known
3064 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3070 * another function that does just that. 2809 * another function that does just that.
3071 */ 2810 */
3072int 2811int
3073unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3074{ 2813{
3075 int i; 2814 if (op->is_range ())
3076 object *tmp = NULL, *last;
3077
3078 /* If we are applying a shield or weapon, unapply any equipped shield
3079 * or weapons first - only allowed to use one weapon/shield at a time.
3080 */
3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3083 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3086 {
3087 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)))
3088 { 2818 {
3089 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3091 else 2821 else
3092 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3093 } 2823 }
3094 else 2824 else
3095 { 2825 {
3096 /* 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.
3097 * 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
3098 * at least generate the message. 2828 * at least generate the message.
3099 */ 2829 */
3100 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));
3101 return 1; 2831 return 1;
3102 }
3103
3104 } 2832 }
3105 }
3106 }
3107 2833
3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 { 2835 {
3110 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3111 if (op->body_info[i]) 2837 if (op->slot[i].info)
3112 { 2838 {
3113 last = who->inv; 2839 object *last = who->inv;
3114 2840
3115 /* 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
3116 * to free up enough slots. 2842 * to free up enough slots.
3117 */ 2843 */
3118 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3119 { 2845 {
3120 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3121 if (!tmp) 2848 if (!tmp)
3122 { 2849 {
3123#if 0 2850#if 0
3124 /* 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
3125 * equipped. 2852 * equipped.
3126 */ 2853 */
3127 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);
3128#endif 2855#endif
3129 return 1; 2856 return 1;
3130 } 2857 }
2858
3131 /* 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 */
3132 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))))
3133 { 2861 {
3134 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3143 * 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
3144 * one cursed ring.) 2872 * one cursed ring.)
3145 */ 2873 */
3146 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));
3147 } 2875 }
2876
3148 last = tmp->below; 2877 last = tmp->below;
3149 } 2878 }
3150 /* 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
3151 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3152 */ 2881 */
3153 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3154 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3155 return 0; 2885 return 0;
3156} 2886}
3157 2887
3158/** 2888/**
3159 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3160 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3161 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3162 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3163 * 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
3164 * 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?)
3165 * 2895 *
3166 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3167 * these return values. 2897 * these return values.
3168 */ 2898 */
3169int 2899int
3170can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3171{ 2901{
3172 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)))
3173 return RESULT_INT (0); 2903 return RESULT_INT (0);
3174 2904
3175 int i, retval = 0; 2905 int retval = 0;
3176 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3177 2907
3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3179 * 2 weapons, but we don't want to let them do that. So if they are
3180 * trying to equip a weapon or shield, see if they already have one
3181 * in place and store that way.
3182 */
3183 if (op->type == WEAPON || op->type == SHIELD)
3184 { 2909 {
3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3186 { 2911 {
3187 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)
3188 { 2914 {
3189 retval = CAN_APPLY_UNAPPLY;
3190 ws = tmp;
3191 }
3192 }
3193 }
3194
3195
3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3198 if (op->body_info[i])
3199 {
3200 /* Item uses more slots than we have */
3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3203 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3204 * really needed. 2916 * really needed.
3205 */ 2917 */
3206 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3207 } 2919 }
3208 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3209 { 2921 {
3210 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3211 * we have. 2923 * we have.
3212 */ 2924 */
3213 object *tmp1;
3214
3215 2925
3216 /* 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
3217 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3218 * 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
3219 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3220 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3221 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3222 * may be two handed for example. 2932 * may be two handed for example.
3223 */ 2933 */
3224 if (ws) 2934 if (ws)
3225 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 { 2936 {
3228 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3229 continue; 2938 continue;
3230 } 2939 }
3231 }
3232 2940
3233 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3234 if (!tmp1) 2942 if (!tmp1)
3235 { 2943 {
3236#if 0 2944#if 0
3237 /* 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
3238 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3246 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3247 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3248 * to apply multiple objects 2956 * to apply multiple objects
3249 */ 2957 */
3250 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3251 if (!tmp) 2960 if (!tmp)
3252 tmp = tmp1; 2961 tmp = tmp1;
3253 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 } 2964
3257 /* 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
3258 * 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
3259 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3260 */ 2968 */
3261 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)
3262 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3263 2972
3264 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3265 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3266 */ 2975 */
3267 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)
3268 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3269
3270 } 2978 }
3271 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3272 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3273 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3274 2982
3279 * 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
3280 * all use the same location. 2988 * all use the same location.
3281 */ 2989 */
3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3286 2995
3287
3288 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3289 { 2997 {
3290 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))
3291 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3298 } 3009 }
3010
3299 return retval; 3011 return retval;
3300} 3012}
3301
3302
3303 3013
3304/** 3014/**
3305 * 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.
3306 * 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,
3307 * 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
3316 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3317 * 3027 *
3318 * Optional flags: 3028 * Optional flags:
3319 * 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
3320 * 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
3321 * 3032 *
3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3323 * 3034 *
3324 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3325 */ 3036 */
3326int 3037int
3327apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3328{ 3039{
3329 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3330 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3331 int i;
3332 3042
3333 if (who == NULL) 3043 if (who == NULL)
3334 { 3044 {
3335 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1; 3046 return 1;
3346 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3347 return 0; 3057 return 0;
3348 3058
3349 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)))
3350 { 3060 {
3351 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));
3352 return 1; 3062 return 1;
3353 } 3063 }
3064
3354 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3355 } 3066 }
3356 3067
3357 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3358 return 0; 3069 return 0;
3359 3070
3360 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);
3361 3081
3362 /* 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 */
3363 if (i) 3083 if (int i = can_apply_object (who, op))
3364 { 3084 {
3365 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3366 { 3086 {
3367 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));
3368 return 1; 3088 return 1;
3370 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3371 { 3091 {
3372 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));
3373 return 1; 3093 return 1;
3374 } 3094 }
3095
3375 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3376 { 3097 {
3377 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3379 return 1; 3100 return 1;
3380 } 3101 }
3381 else 3102 else
3382 { 3103 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 { 3105 {
3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3386 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3387 return 1; 3108 return 1;
3388 } 3109 }
3389 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))
3390 {
3391 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3392 if (i)
3393 return 1; 3112 return 1;
3394 } 3113 }
3395 }
3396 } 3114 }
3115
3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 { 3117 {
3399 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3400 if (!skop) 3120 if (!skop)
3401 { 3121 {
3402 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);
3403 return 1; 3123 return 1;
3404 } 3124 }
3405 else 3125 else
3406 {
3407 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3408 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3409 */ 3128 */
3410 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 { 3130 }
3416 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]");
3417 return 1; 3139 return 1;
3418 } 3140 }
3419
3420 3141
3421 /* 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.
3422 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3423 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3424 */ 3145 */
3425
3426
3427 if (op->nrof > 1) 3146 if (op->nrof > 1)
3428 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3429 else 3148 else
3430 tmp = NULL; 3149 tmp = 0;
3431 3150
3432 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)))
3433 return RESULT_INT (0); 3152 return RESULT_INT (0);
3434 3153
3435 switch (op->type) 3154 switch (op->type)
3436 { 3155 {
3437 case WEAPON: 3156 case WEAPON:
3438 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3439 { 3158 {
3440 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. "
3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3442 if (tmp != NULL) 3162 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3444 return 1; 3165 return 1;
3445 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 { 3171 {
3448 /* 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. */
3449 /* (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) */
3450 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
3451 if (tmp != NULL) 3176 if (tmp)
3452 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3453 return 1; 3179 return 1;
3454 } 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
3455 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3456
3457 if (skop)
3458 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3460 SET_FLAG (who, FLAG_READY_WEAPON);
3461 3190
3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3193
3462 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));
3463 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3464 (void) change_abil (who, op); 3197 change_abil (who, op);
3465 break; 3198 break;
3466 3199
3467 case ARMOUR: 3200 case ARMOUR:
3468 case HELMET: 3201 case HELMET:
3469 case SHIELD: 3202 case SHIELD:
3470 case BOOTS: 3203 case BOOTS:
3471 case GLOVES: 3204 case GLOVES:
3472 case GIRDLE: 3205 case GIRDLE:
3473 case BRACERS: 3206 case BRACERS:
3474 case CLOAK: 3207 case CLOAK:
3475 case RING: 3208 case RING:
3476 case AMULET: 3209 case AMULET:
3477 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3478 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));
3479 (void) change_abil (who, op); 3212 change_abil (who, op);
3480 break; 3213 break;
3214
3481 case LAMP: 3215 case LAMP:
3482 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3483 { 3217 {
3484 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);
3485 return 1; 3219 return 1;
3486 } 3220 }
3221
3487 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);
3488 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3489 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3490 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3492 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3493 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3494 3231
3495 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3496 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3497 esrv_del_item (who->contr, (tag_t) op->count); 3234 esrv_del_item (who->contr, op->count);
3498 remove_ob (op);
3499 free_object (op);
3500 3235
3236 op->destroy ();
3237
3501 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3502 if (tmp != NULL) 3239 if (tmp)
3503 { 3240 {
3504 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3505 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3507 } 3244 }
3508 fix_player (who); 3245
3246 who->update_stats ();
3247
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3511 if (who->type == PLAYER)
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3515 }
3516 }
3517 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp2);
3519 return 0;
3520 break;
3521
3522 /* this part is needed for skill-tools */
3523 case SKILL:
3524 case SKILL_TOOL:
3525 if (who->chosen_skill)
3526 {
3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3528 return 1;
3529 }
3530 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3531 { 3250 {
3532 who->contr->shoottype = range_skill; 3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3533 who->contr->ranges[range_skill] = op; 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3534 if (!op->invisible)
3535 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3538 }
3539 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3542 }
3543 } 3253 }
3254
3255 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp2);
3257
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 }
3270 break;
3271
3272 case SKILL:
3273 if (player *pl = who->contr)
3274 {
3275 if (IS_COMBAT_SKILL (op->subtype))
3276 {
3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
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
3318 if (!op->invisible)
3319 {
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3322 }
3323 else
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3325 }
3326 else
3327 {
3544 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3545 (void) change_abil (who, op); 3329 change_abil (who, op);
3546 who->chosen_skill = op; 3330 who->chosen_skill = op;
3547 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3548 break; 3334 break;
3549 3335
3550 case BOW: 3336 case BOW:
3551 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3552 { 3338 {
3553 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.");
3554 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
3555 if (tmp != NULL) 3342 if (tmp)
3556 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3557 return 1; 3345 return 1;
3558 } 3346 }
3347
3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3560 { 3349 {
3561 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.");
3562 if (tmp != NULL) 3351 if (tmp)
3563 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3564 return 1; 3354 return 1;
3565 } 3355 }
3356
3566 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3567 case ROD: 3359 case ROD:
3568 case HORN: 3360 case HORN:
3569 /* 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
3570 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3572 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3371
3372 if (who->contr)
3373 {
3374 who->contr->ranged_ob = op;
3375
3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3574 3377
3575 if (who->type == PLAYER)
3576 {
3577 if (op->type == BOW) 3378 if (op->type == BOW)
3578 { 3379 {
3380 who->current_weapon = op;
3579 (void) change_abil (who, op); 3381 change_abil (who, op);
3580 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3581 "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));
3582 who->contr->shoottype = range_bow;
3583 } 3384 }
3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 }
3588 } 3385 }
3589 else 3386 else
3590 { 3387 {
3591 if (op->type == BOW) 3388 if (op->type == BOW)
3592 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3593 else 3390 else
3594 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3595 } 3392 }
3393
3596 break; 3394 break;
3597 3395
3598 case BUILDER: 3396 case BUILDER:
3599 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)
3600 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3601 who->contr->shoottype = range_builder; 3402
3602 who->contr->ranges[range_builder] = op;
3603 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 }
3604 break; 3407 break;
3605 3408
3606 default: 3409 default:
3607 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));
3608 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3609 3412
3610 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3611 3414
3612 if (tmp != NULL) 3415 if (tmp)
3613 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3614 3417
3615 fix_player (who); 3418 who->update_stats ();
3616 3419
3617 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3618 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3619 * you don't know anything about them. 3422 * you don't know anything about them.
3620 */ 3423 */
3627 { 3430 {
3628 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!");
3629 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3630 } 3433 }
3631 } 3434 }
3435
3632 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3633 { 3437 {
3634 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3635 if (tmp) 3439 if (tmp)
3636 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3637 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3638 } 3443 }
3444
3639 return 0; 3445 return 0;
3640} 3446}
3641
3642 3447
3643int 3448int
3644monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3645{ 3450{
3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3659 object *tmp = NULL, *tmp2; 3464 object *tmp = NULL, *tmp2;
3660 int i; 3465 int i;
3661 3466
3662 switch (op->type) 3467 switch (op->type)
3663 { 3468 {
3664 case SHOP_FLOOR: 3469 case SHOP_FLOOR:
3665 if (!HAS_RANDOM_ITEMS (op)) 3470 if (!op->has_random_items ())
3666 return 0; 3471 return 0;
3472
3667 do 3473 do
3668 { 3474 {
3669 i = 10; /* let's give it 10 tries */ 3475 i = 10; /* let's give it 10 tries */
3670 while ((tmp = generate_treasure (op->randomitems, 3476 while ((tmp = generate_treasure (op->randomitems,
3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3672 if (tmp == NULL) 3478 if (tmp == NULL)
3673 return 0; 3479 return 0;
3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 { 3481 {
3676 free_object (tmp); 3482 tmp->destroy ();
3677 tmp = NULL; 3483 tmp = NULL;
3678 } 3484 }
3679 } 3485 }
3680 while (!tmp); 3486 while (!tmp);
3487
3681 tmp->x = op->x; 3488 tmp->x = op->x;
3682 tmp->y = op->y; 3489 tmp->y = op->y;
3683 SET_FLAG (tmp, FLAG_UNPAID); 3490 SET_FLAG (tmp, FLAG_UNPAID);
3684 insert_ob_in_map (tmp, op->map, NULL, 0); 3491 insert_ob_in_map (tmp, op->map, NULL, 0);
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686 identify (tmp); 3493 identify (tmp);
3687 break; 3494 break;
3688 3495
3689 case TREASURE: 3496 case TREASURE:
3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3691 return 0; 3498 return 0;
3499
3692 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3694 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);
3695 3503
3696 /* 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,
3697 * 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
3698 * to disappear. An example of this item is the random_* stuff 3506 * to disappear. An example of this item is the random_* stuff
3699 * that is put inside other objects. 3507 * that is put inside other objects.
3700 */ 3508 */
3701 for (tmp = op->inv; tmp; tmp = tmp2) 3509 for (tmp = op->inv; tmp; tmp = tmp2)
3702 { 3510 {
3703 tmp2 = tmp->below; 3511 tmp2 = tmp->below;
3704 remove_ob (tmp); 3512 tmp->remove ();
3513
3705 if (op->env) 3514 if (op->env)
3706 insert_ob_in_ob (tmp, op->env); 3515 insert_ob_in_ob (tmp, op->env);
3707 else 3516 else
3708 free_object (tmp); 3517 tmp->destroy ();
3709 } 3518 }
3710 remove_ob (op); 3519
3711 free_object (op); 3520 op->destroy ();
3712 break; 3521 break;
3713 } 3522 }
3714 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3715} 3524}
3716 3525
3717/** 3526/**
3718 * 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
3719 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3720 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3721 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3722 */ 3531 */
3723void 3532void
3724fix_auto_apply (mapstruct *m) 3533maptile::fix_auto_apply ()
3725{ 3534{
3726 object *tmp, *above = NULL; 3535 if (!spaces)
3727 int x, y;
3728
3729 if (m == NULL)
3730 return; 3536 return;
3731 3537
3732 for (x = 0; x < MAP_WIDTH (m); x++) 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3733 for (y = 0; y < MAP_HEIGHT (m); y++) 3539 for (object *tmp = ms->bot; tmp; )
3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3735 { 3540 {
3736 above = tmp->above; 3541 object *above = tmp->above;
3737 3542
3738 if (tmp->inv) 3543 if (tmp->inv)
3739 { 3544 {
3740 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3741 3546
3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3743 { 3548 {
3744 invnext = invtmp->below; 3549 invnext = invtmp->below;
3745 3550
3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3747 auto_apply (invtmp); 3552 auto_apply (invtmp);
3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3749 { 3554 {
3750 while ((invtmp->stats.hp--) > 0) 3555 while ((invtmp->stats.hp--) > 0)
3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3752
3753 invtmp->randomitems = NULL;
3754 }
3755 else if (invtmp && invtmp->arch
3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3757 {
3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557
3558 invtmp->randomitems = NULL;
3559 }
3560 else if (invtmp && invtmp->arch
3561 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3562 {
3563 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3759 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3760 * treasure again for this object 3565 * treasure again for this object
3761 */ 3566 */
3762 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3763 } 3568 }
3764 } 3569 }
3765 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3766 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3767 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3768 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3769 * MSW 2004-05-13 3574 * MSW 2004-05-13
3770 * 3575 *
3771 * And if it's a spellbook, it's better to set randomitems to NULL too, 3576 * And if it's a spellbook, it's better to set randomitems to NULL too,
3772 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3773 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3774 */ 3579 */
3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3581 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3777 tmp->randomitems = NULL;
3778
3779 }
3780
3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3782 auto_apply (tmp);
3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3785 while ((tmp->stats.hp--) > 0)
3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3787 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3583
3788 } 3584 }
3585
3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3587 auto_apply (tmp);
3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589 {
3590 while ((tmp->stats.hp--) > 0)
3591 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3592 tmp->randomitems = NULL;
3593 }
3789 else if (tmp->type == TIMED_GATE) 3594 else if (tmp->type == TIMED_GATE)
3790 { 3595 {
3791 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3792 3597
3793 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3794 {
3795 tmp->speed = 0; 3599 tmp->set_speed (0);
3796 update_ob_speed (tmp);
3797 }
3798 } 3600 }
3799 /* This function can be called everytime a map is loaded, even when 3601 /* This function can be called everytime a map is loaded, even when
3800 * swapping back in. As such, we don't want to create the treasure 3602 * swapping back in. As such, we don't want to create the treasure
3801 * over and ove again, so after we generate the treasure, blank out 3603 * over and ove again, so after we generate the treasure, blank out
3802 * randomitems so if it is swapped in again, it won't make anything. 3604 * randomitems so if it is swapped in again, it won't make anything.
3803 * This is a problem for the above objects, because they have counters 3605 * This is a problem for the above objects, because they have counters
3804 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3805 */ 3607 */
3806 else if (tmp && tmp->arch && tmp->type != PLAYER 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3807 && tmp->type != TREASURE && tmp->type != SPELL 3609 && tmp->type != TREASURE && tmp->type != SPELL
3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3809 { 3611 {
3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3811 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3812 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3813 } 3621 }
3814 3622
3815 for (x = 0; x < MAP_WIDTH (m); x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (y = 0; y < MAP_HEIGHT (m); y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3819 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3820} 3627}
3821 3628
3822/** 3629/**
3823 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3824 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3825 * 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
3826 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3827 */ 3634 */
3828
3829void 3635void
3830eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3831{ 3637{
3832 object *force; 3638 object *force;
3833 int i, did_one = 0; 3639 int i, did_one = 0;
3834 sint8 k;
3835 3640
3836 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3837 3642
3838 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3839 { 3644 if (sint8 k = food->stats.stat (i))
3840 k = get_attr_value (&food->stats, i);
3841 if (k)
3842 { 3645 {
3843 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3844 did_one = 1; 3647 did_one = 1;
3845 } 3648 }
3846 }
3847 3649
3848 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3849 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3850 { 3652 {
3851 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3852 { 3654 {
3853 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3854 did_one = 1; 3656 did_one = 1;
3855 } 3657 }
3856 } 3658 }
3659
3857 if (did_one) 3660 if (did_one)
3858 { 3661 {
3859 force->speed = 0.1; 3662 force->set_speed (0.1);
3860 update_ob_speed (force);
3861 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3862 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3863 SET_FLAG (force, FLAG_IS_USED_UP);
3864 SET_FLAG (force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3865 change_abil (who, force); 3666 change_abil (who, force);
3866 insert_ob_in_ob (force, who); 3667 insert_ob_in_ob (force, who);
3867 } 3668 }
3868 else 3669 else
3869 { 3670 force->destroy ();
3870 free_object (force);
3871 }
3872 3671
3873 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3874 if (food->stats.hp != 0) 3673 if (food->stats.hp != 0)
3875 { 3674 {
3876 if (QUERY_FLAG (food, FLAG_CURSED)) 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3877 { 3676 {
3878 strcpy (who->contr->killer, food->name); 3677 assign (who->contr->killer, food->name);
3879 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881 } 3680 }
3882 else 3681 else
3883 { 3682 {
3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3903 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3904 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3905 } 3704 }
3906 } 3705 }
3907 fix_player (who); 3706 who->update_stats ();
3908} 3707}
3909
3910 3708
3911/** 3709/**
3912 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3913 * Also burns up burnable material too. First object in the inventory is 3711 * Also burns up burnable material too. First object in the inventory is
3914 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3915 */ 3713 */
3916
3917void 3714void
3918apply_lighter (object *who, object *lighter) 3715apply_lighter (object *who, object *lighter)
3919{ 3716{
3920 object *item; 3717 object *item;
3921 int is_player_env = 0; 3718 int is_player_env = 0;
3922 uint32 nrof;
3923 tag_t count;
3924 char item_name[MAX_BUF];
3925 3719
3926 item = find_marked_object (who); 3720 item = find_marked_object (who);
3927 if (item) 3721 if (item)
3928 { 3722 {
3929 if (lighter->last_eat && lighter->stats.food) 3723 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */ 3724 { /* lighter gets used up */
3931 /* Split multiple lighters if they're being used up. Otherwise * 3725 /* Split multiple lighters if they're being used up. Otherwise *
3932 * one charge from each would be used up. --DAMN */ 3726 * one charge from each would be used up. --DAMN */
3933 if (lighter->nrof > 1) 3727 if (lighter->nrof > 1)
3934 { 3728 {
3935 object *oneLighter = get_object (); 3729 object *oneLighter = lighter->clone ();
3936 3730
3937 copy_object (lighter, oneLighter);
3938 lighter->nrof -= 1; 3731 lighter->nrof -= 1;
3939 oneLighter->nrof = 1; 3732 oneLighter->nrof = 1;
3940 oneLighter->stats.food--; 3733 oneLighter->stats.food--;
3941 esrv_send_item (who, lighter); 3734 esrv_send_item (who, lighter);
3942 oneLighter = insert_ob_in_ob (oneLighter, who); 3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 esrv_send_item (who, oneLighter); 3736 esrv_send_item (who, oneLighter);
3944 } 3737 }
3945 else 3738 else
3946 {
3947 lighter->stats.food--; 3739 lighter->stats.food--;
3948 }
3949
3950 } 3740 }
3951 else if (lighter->last_eat) 3741 else if (lighter->last_eat)
3952 { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3954 return; 3744 return;
3955 } 3745 }
3746
3956 /* Perhaps we should split what we are trying to light on fire? 3747 /* Perhaps we should split what we are trying to light on fire?
3957 * I can't see many times when you would want to light multiple 3748 * I can't see many times when you would want to light multiple
3958 * objects at once. 3749 * objects at once.
3959 */ 3750 */
3960 nrof = item->nrof; 3751
3961 count = item->count;
3962 /* If the item is destroyed, we don't have a valid pointer to the
3963 * name object, so make a copy so the message we print out makes
3964 * some sense.
3965 */
3966 strcpy (item_name, item->name);
3967 if (who == is_player_inv (item)) 3752 if (who == item->in_player ())
3968 is_player_env = 1; 3753 is_player_env = 1;
3969 3754
3970 save_throw_object (item, AT_FIRE, who); 3755 save_throw_object (item, AT_FIRE, who);
3971 /* Change to check count and not freed, since the object pointer 3756
3972 * may have gotten recycled 3757 if (item->destroyed ())
3973 */ 3758 {
3974 if ((nrof != item->nrof) || (count != item->count))
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3977 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3978 * gets changed. 3761 * gets changed.
3979 */ 3762 */
3980 if (is_player_env) 3763 if (is_player_env)
3981 fix_player (who); 3764 who->update_stats ();
3982 } 3765 }
3983 else 3766 else
3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3986 }
3987
3988 } 3768 }
3989 else /* nothing to light */ 3769 else /* nothing to light */
3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3770 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3991 3771
3992} 3772}
4006 object *tmp; 3786 object *tmp;
4007 3787
4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4009 tmp = get_archetype (SPELL_WONDER); 3789 tmp = get_archetype (SPELL_WONDER);
4010 cast_wonder (op, op, 0, tmp); 3790 cast_wonder (op, op, 0, tmp);
4011 free_object (tmp); 3791 tmp->destroy ();
4012 } 3792 }
4013 else if (failure <= -15 && failure > -35) 3793 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */ 3794 { /* drain mana */
4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4034 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!");
4035 blind_player (op, op, power); 3815 blind_player (op, op, power);
4036 } 3816 }
4037 else if (failure <= -80) 3817 else if (failure <= -80)
4038 { /* blast the immediate area */ 3818 { /* blast the immediate area */
4039 object *tmp;
4040
4041 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
4042 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4044 free_object (tmp); 3822 tmp->destroy ();
4045 } 3823 }
4046 } 3824 }
4047} 3825}
4048 3826
4049void 3827void
4053 for the race, put the excess stat some 3831 for the race, put the excess stat some
4054 where else. */ 3832 where else. */
4055 3833
4056 switch (change->type) 3834 switch (change->type)
4057 { 3835 {
4058 case CLASS: 3836 case CLASS:
4059 { 3837 {
4060 living *stats = &(pl->contr->orig_stats); 3838 living *stats = &(pl->contr->orig_stats);
4061 living *ns = &(change->stats); 3839 living *ns = &(change->stats);
4062 object *walk; 3840 object *walk;
4063 int flag_change_face = 1; 3841 int flag_change_face = 1;
4064 3842
4065 /* the following code assigns stats up to the stat max 3843 /* the following code assigns stats up to the stat max
4066 * for the race, and if the stat max is exceeded, 3844 * for the race, and if the stat max is exceeded,
4067 * tries to randomly reassign the excess stat 3845 * tries to randomly reassign the excess stat
4068 */ 3846 */
4069 int i, j; 3847 int i, j;
4070 3848
4071 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4072 { 3850 {
4073 sint8 stat = get_attr_value (stats, i);
4074 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);
4075 3853
4076 stat += get_attr_value (ns, i);
4077 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4078 { 3855 {
4079 excess_stat++; 3856 excess_stat++;
4080 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4081 } 3858 }
4082 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4083 } 3861 }
4084 3862
4085 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4088 int stat = get_attr_value (stats, i);
4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090 3866
4091 if (i == CHA) 3867 if (i == CHA)
4092 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);
4093 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4094 { 3873 {
4095 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4096 excess_stat--; 3875 excess_stat--;
4097 } 3876 }
4098 } 3877 }
4099 3878
4100 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c 3880 * the player ref: player.c
4102 */ 3881 */
4103 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4104 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4105 3884
4106
4107 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4108 3886
4109 /* first, look for the force object banning 3887 /* first, look for the force object banning
4110 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.
4111 */ 3889 */
4112 for (walk = pl->inv; walk != NULL; walk = walk->below) 3890 for (walk = pl->inv; walk != NULL; walk = walk->below)
4113 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4114 flag_change_face = 0; 3892 flag_change_face = 0;
4115 3893
4116 if (flag_change_face) 3894 if (flag_change_face)
4117 { 3895 {
4118 pl->animation_id = GET_ANIM_ID (change); 3896 pl->animation_id = GET_ANIM_ID (change);
4119 pl->face = change->face; 3897 pl->face = change->face;
4120 3898
4121 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3899 if (QUERY_FLAG (change, FLAG_ANIMATE))
4122 SET_FLAG (pl, FLAG_ANIMATE); 3900 SET_FLAG (pl, FLAG_ANIMATE);
4123 else 3901 else
4124 CLEAR_FLAG (pl, FLAG_ANIMATE); 3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
4125 } 3903 }
4126 3904
4127 /* check the special case of can't use weapons */ 3905 /* check the special case of can't use weapons */
4128 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4129 if (!strcmp (change->name, "monk")) 3907 if (!strcmp (change->name, "monk"))
4130 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4131 3909
4132 break; 3910 break;
4133 } 3911 }
4134 } 3912 }
4135} 3913}
4136 3914
4137/** 3915/**
4138 * This handles items of type 'transformer'. 3916 * This handles items of type 'transformer'.
4212 if (!new_item) 3990 if (!new_item)
4213 { 3991 {
4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4215 return; 3993 return;
4216 } 3994 }
3995
4217 new_item->nrof = yield; 3996 new_item->nrof = yield;
4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 3997 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4219 insert_ob_in_ob (new_item, pl); 3998 insert_ob_in_ob (new_item, pl);
4220 esrv_send_inventory (pl, pl); 3999 esrv_send_inventory (pl, pl);
4221 /* Eat up one item */ 4000 /* Eat up one item */

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