ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.27 by root, Thu Sep 14 21:16:12 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 1.27 2006/09/14 21:16:12 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 = archetype::find (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
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 */
1352 1153
1353 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1354 { 1155 {
1355 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);
1356 1157
1357 remove_ob (tmp); 1158 tmp->remove ();
1358 1159
1359 if (i == -1) 1160 if (i == -1)
1360 i = 0; 1161 i = 0;
1361 1162
1362 tmp->map = op->map; 1163 tmp->map = op->map;
1426 { 1227 {
1427 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1428 } 1229 }
1429 else 1230 else
1430 { 1231 {
1431 remove_ob (op); 1232 op->remove ();
1432 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1433 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1434 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;
1435 } 1236 }
1436 } 1237 }
1537 1338
1538 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1539 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1540 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1541 */ 1342 */
1542 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1543 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1544 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1545 } 1346 }
1546 goto leave; 1347 goto leave;
1547 1348
1548 case SPINNER: 1349 case SPINNER:
1634 1435
1635 1436
1636 case CONVERTER: 1437 case CONVERTER:
1637 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1638 { 1439 {
1639 object *op;
1640
1641 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1642 1441 get_archetype ("burnout")->insert_at (trap, trap);
1643 op = get_archetype ("burnout");
1644 if (op != NULL)
1645 {
1646 op->x = trap->x;
1647 op->y = trap->y;
1648 insert_ob_in_map (op, trap->map, trap, 0);
1649 }
1650 } 1442 }
1443
1651 goto leave; 1444 goto leave;
1652 1445
1653 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1654 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1655 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1684 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1685 { 1478 {
1686 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1687 * players output. 1480 * players output.
1688 */ 1481 */
1689 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1690 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1691 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1692 } 1486 }
1693 goto leave; 1487 goto leave;
1694 1488
1695 case ENCOUNTER: 1489 case ENCOUNTER:
1696 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1711 1505
1712 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1713 goto leave; 1507 goto leave;
1714 1508
1715 case CONTAINER: 1509 case CONTAINER:
1716 if (victim->type == PLAYER)
1717 (void) esrv_apply_container (victim, trap);
1718 else
1719 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1720 goto leave; 1511 goto leave;
1721 1512
1722 case RUNE: 1513 case RUNE:
1723 case TRAP: 1514 case TRAP:
1724 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1784 1575
1785 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1786 1577
1787 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1788 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1789 "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);
1790 1582
1791 /* gain xp from reading */ 1583 /* gain xp from reading */
1792 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1793 { /* only if not read before */ 1585 { /* only if not read before */
1794 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1587
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 { 1589 {
1798 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1799 SET_FLAG (tmp, FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1800 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1801 if (tmp->env) 1594 if (tmp->env)
1802 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1803 else 1596 else
1804 op->contr->socket.update_look = 1; 1597 op->contr->ns->floorbox_update ();
1805 } 1598 }
1599
1806 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1807 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 */
1808 } 1602 }
1809} 1603}
1810 1604
1859 } 1653 }
1860 return; 1654 return;
1861 } 1655 }
1862 1656
1863 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1864 tmp = get_object (); 1658 tmp = spell->clone ();
1865 copy_object (spell, tmp);
1866 insert_ob_in_ob (tmp, op); 1659 insert_ob_in_ob (tmp, op);
1867 1660
1868 if (special_prayer) 1661 if (special_prayer)
1869 {
1870 SET_FLAG (tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1871 }
1872 1663
1873 esrv_add_spells (op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1874} 1665}
1875 1666
1876/** 1667/**
1893 } 1684 }
1894 1685
1895 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);
1896 player_unready_range_ob (op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1897 esrv_remove_spell (op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1898 remove_ob (spob); 1689 spob->destroy ();
1899 free_object (spob);
1900} 1690}
1901 1691
1902/** 1692/**
1903 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1904 * 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,
1942 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.");
1943 return; 1733 return;
1944 } 1734 }
1945 1735
1946 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1947 if (!spell) 1738 if (!spell)
1948 { 1739 {
1949 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);
1950 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.");
1951 return; 1742 return;
1952 } 1743 }
1953 if (spell->level > (skop->level + 10)) 1744
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1954 { 1746 {
1955 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]");
1956 return; 1748 return;
1957 } 1749 }
1958 1750
1959 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);
1960 1752
1961 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1962 { 1754 {
1963 identify (tmp); 1755 identify (tmp);
1756
1964 if (tmp->env) 1757 if (tmp->env)
1965 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1966 else 1759 else
1967 op->contr->socket.update_look = 1; 1760 op->contr->ns->floorbox_update ();
1968 } 1761 }
1969 1762
1970 /* 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
1971 * 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
1972 * 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 { 1775 {
1983 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1984 1777
1985 if (!spell_skill) 1778 if (!spell_skill)
1986 { 1779 {
1987 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);
1988 return; 1781 return;
1989 } 1782 }
1990 1783
1991 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1992 { 1785 {
2026 else 1819 else
2027 { 1820 {
2028 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2029 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");
2030 } 1823 }
1824
2031 decrease_ob (tmp); 1825 decrease_ob (tmp);
2032} 1826}
2033 1827
2034/** 1828/**
2035 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2074 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2075 identify (tmp); 1869 identify (tmp);
2076 1870
2077 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);
2078 1872
2079
2080 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2081 decrease_ob (tmp); 1874 decrease_ob (tmp);
2082} 1875}
2083 1876
2084/** 1877/**
2087 * chest. 1880 * chest.
2088 */ 1881 */
2089static void 1882static void
2090apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2091{ 1884{
2092 object *treas;
2093 tag_t tmp_tag = tmp->count, op_tag = op->count;
2094
2095
2096 /* 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
2097 * 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
2098 * 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
2099 * 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
2100 * treasure 1889 * treasure
2101 */ 1890 */
2102
2103 treas = tmp->inv; 1891 object *treas = tmp->inv;
2104 if (treas == NULL) 1892
1893 if (!treas)
2105 { 1894 {
2106 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2107 decrease_ob (tmp); 1896 decrease_ob (tmp);
2108 return; 1897 return;
2109 } 1898 }
1899
2110 while (tmp->inv) 1900 while (tmp->inv)
2111 { 1901 {
2112 treas = tmp->inv; 1902 treas = tmp->inv;
2113 1903
2114 remove_ob (treas); 1904 treas->remove ();
2115 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));
2116 1906
2117 treas->x = op->x; 1907 treas->x = op->x;
2118 treas->y = op->y; 1908 treas->y = op->y;
2119 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);
2120 1910
2121 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))
2122 spring_trap (treas, op); 1912 spring_trap (treas, op);
1913
2123 /* If either player or container was destroyed, no need to do 1914 /* If either player or container was destroyed, no need to do
2124 * further processing. I think this should be enclused with 1915 * further processing. I think this should be enclused with
2125 * spring trap above, as I don't think there is otherwise 1916 * spring trap above, as I don't think there is otherwise
2126 * any way for the treasure chest or player to get killed 1917 * any way for the treasure chest or player to get killed
2127 */ 1918 */
2128 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1919 if (op->destroyed () || tmp->destroyed ())
2129 break; 1920 break;
2130 } 1921 }
2131 1922
2132 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1923 if (!tmp->destroyed () && tmp->inv == NULL)
2133 decrease_ob (tmp); 1924 decrease_ob (tmp);
2134 1925
2135} 1926}
2136 1927
2137/** 1928/**
2231 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2232 return 0; 2023 return 0;
2233 2024
2234 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2235 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
2236 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2237 {
2238 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2239 {
2240 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2241 skin = tmp; 2033 skin = tmp;
2242 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2243 abil = tmp; 2035 abil = tmp;
2244 }
2245 }
2246 2036
2247 /* 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
2248 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2249 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2250 return 0; 2040 return 0;
2291 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2292 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2293 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2294 2084
2295 /* 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!) */
2296 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2297 { 2087 {
2298 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2299 winners++; 2089 winners++;
2300 } 2090 }
2301 2091
2332 2122
2333 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2334 { 2124 {
2335 /* resistance increased! */ 2125 /* resistance increased! */
2336 skin->resist[i]++; 2126 skin->resist[i]++;
2337 fix_player (op); 2127 op->update_stats ();
2338 2128
2339 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]);
2340 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2341 } 2131 }
2342 2132
2361 } 2151 }
2362 } 2152 }
2363 return 1; 2153 return 1;
2364} 2154}
2365 2155
2366static void
2367apply_savebed (object *pl)
2368{
2369#ifndef COZY_SERVER
2370 if (!pl->contr->name_changed || !pl->stats.exp)
2371 {
2372 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2373 return;
2374 }
2375#endif
2376 INVOKE_PLAYER (LOGOUT, pl->contr);
2377 /* Need to call terminate_all_pets() before we remove the player ob */
2378 terminate_all_pets (pl);
2379 remove_ob (pl);
2380 pl->direction = 0;
2381 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2382
2383 /* update respawn position */
2384 strcpy (pl->contr->savebed_map, pl->map->path);
2385 pl->contr->bed_x = pl->x;
2386 pl->contr->bed_y = pl->y;
2387
2388 strcpy (pl->contr->killer, "left");
2389 check_score (pl); /* Always check score */
2390 (void) save_player (pl, 0);
2391 pl->map->players--;
2392#if MAP_MAXTIMEOUT
2393 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2394#endif
2395 play_again (pl);
2396 pl->speed = 0;
2397 update_ob_speed (pl);
2398}
2399
2400/** 2156/**
2401 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2402 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2403 */ 2159 */
2404static void 2160static void
2409 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))
2410 { 2166 {
2411 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.");
2412 return; 2168 return;
2413 } 2169 }
2170
2414 armor = find_marked_object (op); 2171 armor = find_marked_object (op);
2172
2415 if (!armor) 2173 if (!armor)
2416 { 2174 {
2417 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.");
2418 return; 2176 return;
2419 } 2177 }
2178
2420 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2421 && armor->type != CLOAK 2180 && armor->type != CLOAK
2422 && 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)
2423 { 2182 {
2424 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");
2427 2186
2428 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2429 improve_armour (op, tmp, armor); 2188 improve_armour (op, tmp, armor);
2430} 2189}
2431 2190
2432
2433extern void 2191extern void
2434apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2435{ 2193{
2436 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2437 { 2195 {
2448 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2449 decrease_ob (tmp); 2207 decrease_ob (tmp);
2450} 2208}
2451 2209
2452/** 2210/**
2453 * 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.
2454 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2455 * -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)
2456 * -You are 2214 * -You are
2457 * ° the owner of the exit 2215 * ° the owner of the exit
2458 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2459 * 2217 *
2460 * 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
2461 * 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
2462 * 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).
2463 */ 2221 */
2464int 2222int
2465is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2466{ 2224{
2467 object *tmp;
2468 object *exit_owner;
2469 player *pp;
2470 mapstruct *exitmap;
2471
2472 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2473 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
2474 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at 2231#endif
2477 * all the exits in destination and try to find one with same path as 2232
2478 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2479 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2480 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else
2482 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap) 2235 if (exitmap)
2484 { 2236 {
2237 exitmap->load_sync ();
2238
2485 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2486 if (!tmp) 2241 if (!tmp)
2487 return 0; 2242 return 0;
2488 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2489 { 2245 {
2490 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2491 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2492 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2493 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2494 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2495 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2496 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2497 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2498 2257
2499 /* 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
2500 * 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
2501 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2502 */ 2261 */
2503 if (!exit->race) 2262 if (!exit->race)
2504 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2505 exit_owner = NULL; 2265 object *exit_owner = 0;
2506 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2507 { 2268 {
2508 if (!pp->ob) 2269 if (!pp->ob)
2509 continue; 2270 continue;
2271
2510 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2511 continue; 2273 continue;
2274
2512 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 */
2513 break; 2276 break;
2514 } 2277 }
2278
2515 if (!exit_owner) 2279 if (!exit_owner)
2516 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2517 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2518 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2519 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2520 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2521 ((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 */
2522 (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 */
2523 return 0; 2289 return 0;
2290
2524 return 1; 2291 return 1;
2525 } 2292 }
2526 } 2293 }
2294
2527 return 0; 2295 return 0;
2528} 2296}
2529
2530 2297
2531/** 2298/**
2532 * Main apply handler. 2299 * Main apply handler.
2533 * 2300 *
2534 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2542 * being applied. 2309 * being applied.
2543 * 2310 *
2544 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2545 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2546 */ 2313 */
2547
2548int 2314int
2549manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2550{ 2316{
2551 if (tmp->head) 2317 if (tmp->head)
2552 tmp = tmp->head; 2318 tmp = tmp->head;
2557 { 2323 {
2558 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.");
2559 return 1; 2325 return 1;
2560 } 2326 }
2561 else 2327 else
2562 {
2563 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2564 }
2565 } 2329 }
2566 2330
2567 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2568 return RESULT_INT (0); 2332 return RESULT_INT (0);
2569 2333
2570 switch (tmp->type) 2334 switch (tmp->type)
2571 { 2335 {
2572
2573 case CF_HANDLE: 2336 case CF_HANDLE:
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575 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);
2576 tmp->value = tmp->value ? 0 : 1; 2339 tmp->value = tmp->value ? 0 : 1;
2577 SET_ANIMATION (tmp, tmp->value); 2340 SET_ANIMATION (tmp, tmp->value);
2584 { 2347 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2586 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);
2587 } 2350 }
2588 else 2351 else
2589 {
2590 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.");
2591 } 2353
2592 return 1; 2354 return 1;
2593 2355
2594 case EXIT: 2356 case EXIT:
2595 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2596 return 0; 2358 return 0;
2359
2597 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2598 {
2599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2600 }
2601 else 2362 else
2602 { 2363 {
2603 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2604 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2605 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2606 enter_exit (op, tmp); 2368 op->enter_exit (tmp);
2607 } 2369 }
2370
2608 return 1; 2371 return 1;
2609 2372
2610 case SIGN: 2373 case SIGN:
2611 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2612 return 1; 2375 return 1;
2616 { 2379 {
2617 apply_book (op, tmp); 2380 apply_book (op, tmp);
2618 return 1; 2381 return 1;
2619 } 2382 }
2620 else 2383 else
2621 {
2622 return 0; 2384 return 0;
2623 }
2624 2385
2625 case SKILLSCROLL: 2386 case SKILLSCROLL:
2626 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2627 { 2388 {
2628 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2629 return 1; 2390 return 1;
2630 } 2391 }
2392 else
2631 return 0; 2393 return 0;
2632 2394
2633 case SPELLBOOK: 2395 case SPELLBOOK:
2634 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2635 { 2397 {
2636 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2637 return 1; 2399 return 1;
2638 } 2400 }
2401 else
2639 return 0; 2402 return 0;
2640 2403
2641 case SCROLL: 2404 case SCROLL:
2642 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2643 return 1; 2406 return 1;
2644 2407
2645 case POTION: 2408 case POTION:
2646 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2647 return 1; 2410 return 1;
2648 2411
2649 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2650 case CLOSE_CON: 2414 case CLOSE_CON:
2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp->env);
2653 else
2654 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2655 return 1; 2416 return 1;
2656 2417
2657 case CONTAINER: 2418 case CONTAINER:
2658 if (op->type == PLAYER)
2659 (void) esrv_apply_container (op, tmp);
2660 else
2661 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2662 return 1; 2420 return 1;
2663 2421
2664 case TREASURE: 2422 case TREASURE:
2665 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2666 { 2424 {
2667 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2668 return 1; 2426 return 1;
2669 } 2427 }
2670 else 2428 else
2671 {
2672 return 0; 2429 return 0;
2673 }
2674 2430
2675 case WEAPON: 2431 case WEAPON:
2676 case ARMOUR: 2432 case ARMOUR:
2677 case BOOTS: 2433 case BOOTS:
2678 case GLOVES: 2434 case GLOVES:
2691 case LAMP: 2447 case LAMP:
2692 case BUILDER: 2448 case BUILDER:
2693 case SKILL_TOOL: 2449 case SKILL_TOOL:
2694 if (tmp->env != op) 2450 if (tmp->env != op)
2695 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2696 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2697 return 1; 2454 return 1;
2698 2455
2699 case DRINK: 2456 case DRINK:
2700 case FOOD: 2457 case FOOD:
2701 case FLESH: 2458 case FLESH:
2705 case POISON: 2462 case POISON:
2706 apply_poison (op, tmp); 2463 apply_poison (op, tmp);
2707 return 1; 2464 return 1;
2708 2465
2709 case SAVEBED: 2466 case SAVEBED:
2710 if (op->type == PLAYER)
2711 {
2712 apply_savebed (op);
2713 return 1; 2467 return 1;
2714 }
2715 else
2716 {
2717 return 0;
2718 }
2719 2468
2720 case ARMOUR_IMPROVER: 2469 case ARMOUR_IMPROVER:
2721 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2722 { 2471 {
2723 apply_armour_improver (op, tmp); 2472 apply_armour_improver (op, tmp);
2724 return 1; 2473 return 1;
2725 } 2474 }
2726 else 2475 else
2727 {
2728 return 0; 2476 return 0;
2729 }
2730 2477
2731 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2732 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2733 return 1; 2480 return 1;
2734 2481
2735 case CLOCK: 2482 case CLOCK:
2736 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2737 { 2484 {
2745 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2746 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2747 return 1; 2494 return 1;
2748 } 2495 }
2749 else 2496 else
2750 {
2751 return 0; 2497 return 0;
2752 }
2753 2498
2754 case MENU: 2499 case MENU:
2755 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2756 { 2501 {
2757 shop_listing (op); 2502 shop_listing (tmp, op);
2758 return 1; 2503 return 1;
2759 } 2504 }
2760 else 2505 else
2761 {
2762 return 0; 2506 return 0;
2763 }
2764 2507
2765 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2766 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2767 return 1; 2510 return 1;
2768 2511
2771 { 2514 {
2772 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2773 return 1; 2516 return 1;
2774 } 2517 }
2775 else 2518 else
2776 {
2777 return 0; 2519 return 0;
2778 }
2779 2520
2780 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2781 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2782 return 1; 2523 return 1;
2783 2524
2806 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!");
2807 return 0; 2548 return 0;
2808 } 2549 }
2809 } 2550 }
2810 2551
2811 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2812 * applied.
2813 */
2814 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2815 {
2816 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2817 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2818 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2819 remove_ob (op);
2820 free_object (op);
2821 return 1;
2822 }
2823
2824 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2825 pl->contr->last_used_id = op->count;
2826 2553
2827 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2828 if (!quiet) 2555 if (!quiet)
2829 { 2556 {
2830 if (tmp == 0) 2557 if (tmp == 0)
2838/** 2565/**
2839 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2840 * 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
2841 * we use the ground. 2568 * we use the ground.
2842 */ 2569 */
2843
2844void 2570void
2845player_apply_below (object *pl) 2571player_apply_below (object *pl)
2846{ 2572{
2847 object *tmp, *next;
2848 int floors; 2573 int floors = 0;
2849 2574
2850 /* 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
2851 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2852 */
2853 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2854
2855 /* 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
2856 * 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
2857 * 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
2858 * 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
2859 * not return a proper value. 2581 * not return a proper value.
2860 */ 2582 */
2861 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2862 { 2584 {
2863 next = tmp->below; 2585 next = tmp->below;
2586
2864 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2865 floors++; 2588 floors++;
2866 else if (floors > 0) 2589 else if (floors > 0)
2867 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2868 2591
2888 * 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.
2889 */ 2612 */
2890static int 2613static int
2891unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2892{ 2615{
2893 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)))
2894 return RESULT_INT (0); 2618 return RESULT_INT (0);
2895 2619
2896 object *tmp2;
2897
2898 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2899 switch (op->type) 2622 switch (op->type)
2900 { 2623 {
2624 case SKILL_TOOL:
2625 // unapplying a skill tool should also unapply the skill it governs
2626 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2629 if (tmp->skill == op->skill
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0);
2634
2635 change_abil (who, op);
2636 break;
2637
2901 case WEAPON: 2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2903 2647
2904 (void) change_abil (who, op); 2648 change_abil (who, op);
2905 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2906 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2907 clear_skill (who);
2908 break; 2650 break;
2909 2651
2910 case SKILL: /* allows objects to impart skills */
2911 case SKILL_TOOL: 2652 case SKILL:
2912 if (op != who->chosen_skill) 2653 if (who->contr)
2913 { 2654 {
2914 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2655 if (!op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2657 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915 } 2659 }
2916 if (who->type == PLAYER) 2660
2917 {
2918 if (who->contr->shoottype == range_skill)
2919 who->contr->shoottype = range_none;
2920 if (!op->invisible)
2921 {
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2923 }
2924 else
2925 {
2926 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2927 }
2928 }
2929 (void) change_abil (who, op); 2661 change_abil (who, op);
2930 who->chosen_skill = NULL;
2931 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break; 2663 break;
2933 2664
2934 case ARMOUR: 2665 case ARMOUR:
2935 case HELMET: 2666 case HELMET:
2940 case AMULET: 2671 case AMULET:
2941 case GIRDLE: 2672 case GIRDLE:
2942 case BRACERS: 2673 case BRACERS:
2943 case CLOAK: 2674 case CLOAK:
2944 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));
2945 (void) change_abil (who, op); 2676 change_abil (who, op);
2946 break; 2677 break;
2678
2947 case LAMP: 2679 case LAMP:
2680 {
2948 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
2949 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2950 tmp2->x = op->x; 2684 tmp2->x = op->x;
2951 tmp2->y = op->y; 2685 tmp2->y = op->y;
2952 tmp2->map = op->map; 2686 tmp2->map = op->map;
2953 tmp2->below = op->below; 2687 tmp2->below = op->below;
2954 tmp2->above = op->above; 2688 tmp2->above = op->above;
2955 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2956 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691
2957 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2958 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2959 if (who->type == PLAYER) 2694
2695 if (who->contr)
2960 esrv_del_item (who->contr, (tag_t) op->count); 2696 esrv_del_item (who->contr, op->count);
2961 remove_ob (op); 2697
2962 free_object (op); 2698 op->destroy ();
2963 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2964 fix_player (who); 2700 who->update_stats ();
2701
2965 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2966 { 2703 {
2967 if (who->type == PLAYER) 2704 if (who->contr)
2968 { 2705 {
2969 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!");
2970 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2971 } 2708 }
2972 } 2709 }
2973 if (who->type == PLAYER) 2710
2711 if (who->contr)
2974 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2975 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2976 break; 2716
2977 case BOW: 2717 case BOW:
2978 case WAND: 2718 case WAND:
2979 case ROD: 2719 case ROD:
2980 case HORN: 2720 case HORN:
2981 clear_skill (who); 2721 if (player *pl = who->contr)
2982 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2983 if (who->type == PLAYER)
2984 { 2722 {
2985 who->contr->shoottype = range_none; 2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2986 } 2730 }
2987 else 2731 else
2988 { 2732 {
2733 who->change_skill (0);
2734
2989 if (op->type == BOW) 2735 if (op->type == BOW)
2990 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2991 else 2737 else
2992 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2993 } 2739 }
2740
2994 break; 2741 break;
2995 2742
2996 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2997 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));
2998 who->contr->shoottype = range_none;
2999 who->contr->ranges[range_builder] = NULL;
3000 break; 2746 break;
3001 2747
3002 default: 2748 default:
3003 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));
3004 break; 2750 break;
3005 } 2751 }
3006 2752
3007 fix_player (who); 2753 who->update_stats ();
3008 2754
3009 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
3010 { 2756 {
3011 object *tmp;
3012
3013 tag_t del_tag = op->count;
3014
3015 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
3016 if (who->type == PLAYER) 2758
2759 if (who->contr)
3017 { 2760 {
3018 if (tmp) 2761 if (tmp)
3019 { /* it was merged */ 2762 { /* it was merged */
3020 esrv_del_item (who->contr, del_tag); 2763 esrv_del_item (who->contr, op->count);
3021 op = tmp; 2764 op = tmp;
3022 } 2765 }
2766
3023 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
3024 } 2768 }
3025 } 2769 }
2770
3026 return 0; 2771 return 0;
3027} 2772}
3028 2773
3029/** 2774/**
3030 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
3031 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
3032 * 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
3033 * something like: 2778 * something like:
3034 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
3035 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3036 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
3037 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
3038 * 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.
3039 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
3040 * invisible other objects that use 2785 * invisible other objects that use
3041 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
3042 */ 2787 */
3043object * 2788static object *
3044get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
3045{ 2790{
3046 object *tmp;
3047
3048 if (!start)
3049 return NULL;
3050
3051 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3052 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))
3053 return tmp; 2795 return tmp;
3054 2796
3055 return NULL; 2797 return 0;
3056} 2798}
3057
3058
3059 2799
3060/** 2800/**
3061 * '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.
3062 * This should only be called when it is known 2802 * This should only be called when it is known
3063 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3069 * another function that does just that. 2809 * another function that does just that.
3070 */ 2810 */
3071int 2811int
3072unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3073{ 2813{
3074 int i; 2814 if (op->is_range ())
3075 object *tmp = NULL, *last;
3076
3077 /* If we are applying a shield or weapon, unapply any equipped shield
3078 * or weapons first - only allowed to use one weapon/shield at a time.
3079 */
3080 if (op->type == WEAPON || op->type == SHIELD)
3081 {
3082 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3083 {
3084 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3085 {
3086 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)))
3087 { 2818 {
3088 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3089 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3090 else 2821 else
3091 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3092 } 2823 }
3093 else 2824 else
3094 { 2825 {
3095 /* 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.
3096 * 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
3097 * at least generate the message. 2828 * at least generate the message.
3098 */ 2829 */
3099 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));
3100 return 1; 2831 return 1;
3101 }
3102
3103 } 2832 }
3104 }
3105 }
3106 2833
3107 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3108 { 2835 {
3109 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3110 if (op->body_info[i]) 2837 if (op->slot[i].info)
3111 { 2838 {
3112 last = who->inv; 2839 object *last = who->inv;
3113 2840
3114 /* 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
3115 * to free up enough slots. 2842 * to free up enough slots.
3116 */ 2843 */
3117 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3118 { 2845 {
3119 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3120 if (!tmp) 2848 if (!tmp)
3121 { 2849 {
3122#if 0 2850#if 0
3123 /* 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
3124 * equipped. 2852 * equipped.
3125 */ 2853 */
3126 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);
3127#endif 2855#endif
3128 return 1; 2856 return 1;
3129 } 2857 }
2858
3130 /* 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 */
3131 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))))
3132 { 2861 {
3133 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3134 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3142 * 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
3143 * one cursed ring.) 2872 * one cursed ring.)
3144 */ 2873 */
3145 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));
3146 } 2875 }
2876
3147 last = tmp->below; 2877 last = tmp->below;
3148 } 2878 }
3149 /* 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
3150 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3151 */ 2881 */
3152 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3153 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3154 return 0; 2885 return 0;
3155} 2886}
3156 2887
3157/** 2888/**
3158 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3159 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3160 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3161 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3162 * 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
3163 * 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?)
3164 * 2895 *
3165 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3166 * these return values. 2897 * these return values.
3167 */ 2898 */
3168int 2899int
3169can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3170{ 2901{
3171 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)))
3172 return RESULT_INT (0); 2903 return RESULT_INT (0);
3173 2904
3174 int i, retval = 0; 2905 int retval = 0;
3175 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3176 2907
3177 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3178 * 2 weapons, but we don't want to let them do that. So if they are
3179 * trying to equip a weapon or shield, see if they already have one
3180 * in place and store that way.
3181 */
3182 if (op->type == WEAPON || op->type == SHIELD)
3183 { 2909 {
3184 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3185 { 2911 {
3186 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)
3187 { 2914 {
3188 retval = CAN_APPLY_UNAPPLY;
3189 ws = tmp;
3190 }
3191 }
3192 }
3193
3194
3195 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3196 {
3197 if (op->body_info[i])
3198 {
3199 /* Item uses more slots than we have */
3200 if (FABS (op->body_info[i]) > who->body_info[i])
3201 {
3202 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3203 * really needed. 2916 * really needed.
3204 */ 2917 */
3205 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3206 } 2919 }
3207 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3208 { 2921 {
3209 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3210 * we have. 2923 * we have.
3211 */ 2924 */
3212 object *tmp1;
3213
3214 2925
3215 /* 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
3216 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3217 * 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
3218 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3219 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3220 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3221 * may be two handed for example. 2932 * may be two handed for example.
3222 */ 2933 */
3223 if (ws) 2934 if (ws)
3224 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3225 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3226 { 2936 {
3227 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3228 continue; 2938 continue;
3229 } 2939 }
3230 }
3231 2940
3232 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3233 if (!tmp1) 2942 if (!tmp1)
3234 { 2943 {
3235#if 0 2944#if 0
3236 /* 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
3237 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3245 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3246 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3247 * to apply multiple objects 2956 * to apply multiple objects
3248 */ 2957 */
3249 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3250 if (!tmp) 2960 if (!tmp)
3251 tmp = tmp1; 2961 tmp = tmp1;
3252 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3253 {
3254 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3255 } 2964
3256 /* 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
3257 * 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
3258 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3259 */ 2968 */
3260 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)
3261 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3262 2972
3263 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3264 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3265 */ 2975 */
3266 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)
3267 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3268
3269 } 2978 }
3270 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3271 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3272 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3273 2982
3278 * 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
3279 * all use the same location. 2988 * all use the same location.
3280 */ 2989 */
3281 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3282 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3283 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3284 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3285 2995
3286
3287 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3288 { 2997 {
3289 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))
3290 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3293 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3294 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3295 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3296 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3297 } 3009 }
3010
3298 return retval; 3011 return retval;
3299} 3012}
3300
3301
3302 3013
3303/** 3014/**
3304 * 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.
3305 * 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,
3306 * 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
3315 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3316 * 3027 *
3317 * Optional flags: 3028 * Optional flags:
3318 * 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
3319 * 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
3320 * 3032 *
3321 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3322 * 3034 *
3323 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3324 */ 3036 */
3325int 3037int
3326apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3327{ 3039{
3328 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3329 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3330 int i;
3331 3042
3332 if (who == NULL) 3043 if (who == NULL)
3333 { 3044 {
3334 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3335 return 1; 3046 return 1;
3345 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3346 return 0; 3057 return 0;
3347 3058
3348 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)))
3349 { 3060 {
3350 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));
3351 return 1; 3062 return 1;
3352 } 3063 }
3064
3353 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3354 } 3066 }
3355 3067
3356 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3357 return 0; 3069 return 0;
3358 3070
3359 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);
3360 3081
3361 /* 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 */
3362 if (i) 3083 if (int i = can_apply_object (who, op))
3363 { 3084 {
3364 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3365 { 3086 {
3366 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));
3367 return 1; 3088 return 1;
3369 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3370 { 3091 {
3371 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));
3372 return 1; 3093 return 1;
3373 } 3094 }
3095
3374 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3375 { 3097 {
3376 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3377 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3378 return 1; 3100 return 1;
3379 } 3101 }
3380 else 3102 else
3381 { 3103 {
3382 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))
3383 { 3105 {
3384 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:");
3385 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3386 return 1; 3108 return 1;
3387 } 3109 }
3388 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))
3389 {
3390 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3391 if (i)
3392 return 1; 3112 return 1;
3393 } 3113 }
3394 }
3395 } 3114 }
3115
3396 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3397 { 3117 {
3398 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3399 if (!skop) 3120 if (!skop)
3400 { 3121 {
3401 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);
3402 return 1; 3123 return 1;
3403 } 3124 }
3404 else 3125 else
3405 {
3406 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3407 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3408 */ 3128 */
3409 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3410 }
3411 }
3412
3413 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3414 { 3130 }
3415 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]");
3416 return 1; 3139 return 1;
3417 } 3140 }
3418
3419 3141
3420 /* 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.
3421 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3422 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3423 */ 3145 */
3424
3425
3426 if (op->nrof > 1) 3146 if (op->nrof > 1)
3427 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3428 else 3148 else
3429 tmp = NULL; 3149 tmp = 0;
3430 3150
3431 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)))
3432 return RESULT_INT (0); 3152 return RESULT_INT (0);
3433 3153
3434 switch (op->type) 3154 switch (op->type)
3435 { 3155 {
3436 case WEAPON: 3156 case WEAPON:
3437 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3438 { 3158 {
3439 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. "
3440 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3441 if (tmp != NULL) 3162 if (tmp)
3442 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3443 return 1; 3165 return 1;
3444 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3445 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3446 { 3171 {
3447 /* 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. */
3448 /* (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) */
3449 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
3450 if (tmp != NULL) 3176 if (tmp)
3451 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3452 return 1; 3179 return 1;
3453 } 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
3454 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3455
3456 if (skop)
3457 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3458 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3459 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3460 3193
3461 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));
3462 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3463 (void) change_abil (who, op); 3197 change_abil (who, op);
3464 break; 3198 break;
3465 3199
3466 case ARMOUR: 3200 case ARMOUR:
3467 case HELMET: 3201 case HELMET:
3468 case SHIELD: 3202 case SHIELD:
3473 case CLOAK: 3207 case CLOAK:
3474 case RING: 3208 case RING:
3475 case AMULET: 3209 case AMULET:
3476 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3477 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));
3478 (void) change_abil (who, op); 3212 change_abil (who, op);
3479 break; 3213 break;
3214
3480 case LAMP: 3215 case LAMP:
3481 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3482 { 3217 {
3483 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);
3484 return 1; 3219 return 1;
3485 } 3220 }
3221
3486 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);
3487 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3488 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3489 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3490 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3491 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3492 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3493 3231
3494 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3495 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3496 esrv_del_item (who->contr, (tag_t) op->count); 3234 esrv_del_item (who->contr, op->count);
3497 remove_ob (op); 3235
3498 free_object (op); 3236 op->destroy ();
3499 3237
3500 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3501 if (tmp != NULL) 3239 if (tmp)
3502 { 3240 {
3503 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3504 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3506 } 3244 }
3507 fix_player (who); 3245
3246 who->update_stats ();
3247
3508 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3509 {
3510 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3511 { 3250 {
3512 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3513 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3514 } 3253 }
3515 } 3254
3516 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3517 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3518 return 0; 3258 return 0;
3259
3260 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3266 skop = find_skill_by_name (who, op->skill);
3267 if (!skop->flag [FLAG_APPLIED])
3268 apply_special (who, skop, AP_APPLY);
3269 }
3519 break; 3270 break;
3520 3271
3521 /* this part is needed for skill-tools */
3522 case SKILL: 3272 case SKILL:
3523 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3524 if (who->chosen_skill)
3525 { 3274 {
3526 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3527 return 1;
3528 }
3529 if (who->type == PLAYER)
3530 { 3276 {
3531 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3532 who->contr->ranges[range_skill] = op; 3278 {
3279 for (object *item = who->inv; item; item = item->below)
3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281 {
3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon;
3286 }
3287 }
3288
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3290 return 1;
3291
3292 found_weapon:;
3293 }
3294 else
3295 who->change_weapon (pl->combat_ob = op);
3296 }
3297 else if (IS_RANGED_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3310 return 1;
3311
3312 found_bow:;
3313 }
3314 else
3315 who->change_weapon (pl->ranged_ob = op);
3316 }
3317
3533 if (!op->invisible) 3318 if (!op->invisible)
3534 { 3319 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3537 } 3322 }
3538 else 3323 else
3539 {
3540 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3541 }
3542 } 3325 }
3326 else
3327 {
3543 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3544 (void) change_abil (who, op); 3329 change_abil (who, op);
3545 who->chosen_skill = op; 3330 who->chosen_skill = op;
3546 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3547 break; 3334 break;
3548 3335
3549 case BOW: 3336 case BOW:
3550 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3551 { 3338 {
3552 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.");
3553 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
3554 if (tmp != NULL) 3342 if (tmp)
3555 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3556 return 1; 3345 return 1;
3557 } 3346 }
3347
3558 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3559 { 3349 {
3560 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.");
3561 if (tmp != NULL) 3351 if (tmp)
3562 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3563 return 1; 3354 return 1;
3564 } 3355 }
3356
3565 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3566 case ROD: 3359 case ROD:
3567 case HORN: 3360 case HORN:
3568 /* 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
3569 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3570 if (skop)
3571 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3572 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3573 3371
3574 if (who->type == PLAYER) 3372 if (who->contr)
3575 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3576 if (op->type == BOW) 3378 if (op->type == BOW)
3577 { 3379 {
3380 who->current_weapon = op;
3578 (void) change_abil (who, op); 3381 change_abil (who, op);
3579 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3580 "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));
3581 who->contr->shoottype = range_bow;
3582 }
3583 else
3584 {
3585 who->contr->shoottype = range_misc;
3586 } 3384 }
3587 } 3385 }
3588 else 3386 else
3589 { 3387 {
3590 if (op->type == BOW) 3388 if (op->type == BOW)
3591 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3592 else 3390 else
3593 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3594 } 3392 }
3393
3595 break; 3394 break;
3596 3395
3597 case BUILDER: 3396 case BUILDER:
3598 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)
3599 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3600 who->contr->shoottype = range_builder; 3402
3601 who->contr->ranges[range_builder] = op;
3602 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 }
3603 break; 3407 break;
3604 3408
3605 default: 3409 default:
3606 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));
3607 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3608 3412
3609 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3610 3414
3611 if (tmp != NULL) 3415 if (tmp)
3612 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3613 3417
3614 fix_player (who); 3418 who->update_stats ();
3615 3419
3616 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3617 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3618 * you don't know anything about them. 3422 * you don't know anything about them.
3619 */ 3423 */
3626 { 3430 {
3627 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!");
3628 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629 } 3433 }
3630 } 3434 }
3435
3631 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3632 { 3437 {
3633 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3634 if (tmp) 3439 if (tmp)
3635 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3636 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3637 } 3443 }
3444
3638 return 0; 3445 return 0;
3639} 3446}
3640
3641 3447
3642int 3448int
3643monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3644{ 3450{
3645 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3659 int i; 3465 int i;
3660 3466
3661 switch (op->type) 3467 switch (op->type)
3662 { 3468 {
3663 case SHOP_FLOOR: 3469 case SHOP_FLOOR:
3664 if (!HAS_RANDOM_ITEMS (op)) 3470 if (!op->has_random_items ())
3665 return 0; 3471 return 0;
3472
3666 do 3473 do
3667 { 3474 {
3668 i = 10; /* let's give it 10 tries */ 3475 i = 10; /* let's give it 10 tries */
3669 while ((tmp = generate_treasure (op->randomitems, 3476 while ((tmp = generate_treasure (op->randomitems,
3670 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);
3671 if (tmp == NULL) 3478 if (tmp == NULL)
3672 return 0; 3479 return 0;
3673 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3674 { 3481 {
3675 free_object (tmp); 3482 tmp->destroy ();
3676 tmp = NULL; 3483 tmp = NULL;
3677 } 3484 }
3678 } 3485 }
3679 while (!tmp); 3486 while (!tmp);
3487
3680 tmp->x = op->x; 3488 tmp->x = op->x;
3681 tmp->y = op->y; 3489 tmp->y = op->y;
3682 SET_FLAG (tmp, FLAG_UNPAID); 3490 SET_FLAG (tmp, FLAG_UNPAID);
3683 insert_ob_in_map (tmp, op->map, NULL, 0); 3491 insert_ob_in_map (tmp, op->map, NULL, 0);
3684 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686 break; 3494 break;
3687 3495
3688 case TREASURE: 3496 case TREASURE:
3689 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3690 return 0; 3498 return 0;
3499
3691 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3692 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3693 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);
3694 3503
3695 /* 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,
3696 * 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 * that is put inside other objects. 3507 * that is put inside other objects.
3699 */ 3508 */
3700 for (tmp = op->inv; tmp; tmp = tmp2) 3509 for (tmp = op->inv; tmp; tmp = tmp2)
3701 { 3510 {
3702 tmp2 = tmp->below; 3511 tmp2 = tmp->below;
3703 remove_ob (tmp); 3512 tmp->remove ();
3513
3704 if (op->env) 3514 if (op->env)
3705 insert_ob_in_ob (tmp, op->env); 3515 insert_ob_in_ob (tmp, op->env);
3706 else 3516 else
3707 free_object (tmp); 3517 tmp->destroy ();
3708 } 3518 }
3709 remove_ob (op); 3519
3710 free_object (op); 3520 op->destroy ();
3711 break; 3521 break;
3712 } 3522 }
3713 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3714} 3524}
3715 3525
3716/** 3526/**
3717 * 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
3718 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3719 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3720 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3721 */ 3531 */
3722void 3532void
3723fix_auto_apply (mapstruct *m) 3533maptile::fix_auto_apply ()
3724{ 3534{
3725 object *tmp, *above = NULL; 3535 if (!spaces)
3726 int x, y;
3727
3728 if (m == NULL)
3729 return; 3536 return;
3730 3537
3731 for (x = 0; x < MAP_WIDTH (m); x++) 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3732 for (y = 0; y < MAP_HEIGHT (m); y++) 3539 for (object *tmp = ms->bot; tmp; )
3733 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3734 { 3540 {
3735 above = tmp->above; 3541 object *above = tmp->above;
3736 3542
3737 if (tmp->inv) 3543 if (tmp->inv)
3738 { 3544 {
3739 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3740 3546
3741 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3742 { 3548 {
3743 invnext = invtmp->below; 3549 invnext = invtmp->below;
3744 3550
3745 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3746 auto_apply (invtmp); 3552 auto_apply (invtmp);
3747 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3748 { 3554 {
3749 while ((invtmp->stats.hp--) > 0) 3555 while ((invtmp->stats.hp--) > 0)
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751
3752 invtmp->randomitems = NULL;
3753 }
3754 else if (invtmp && invtmp->arch
3755 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3756 {
3757 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);
3758 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3759 * treasure again for this object 3565 * treasure again for this object
3760 */ 3566 */
3761 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3762 } 3568 }
3763 } 3569 }
3764 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3765 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3766 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3767 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3768 * MSW 2004-05-13 3574 * MSW 2004-05-13
3769 * 3575 *
3770 * 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,
3771 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3772 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3773 */ 3579 */
3774 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3775 || 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)
3776 tmp->randomitems = NULL;
3777
3778 }
3779
3780 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3781 auto_apply (tmp);
3782 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3783 {
3784 while ((tmp->stats.hp--) > 0)
3785 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3786 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3583
3787 } 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 }
3788 else if (tmp->type == TIMED_GATE) 3594 else if (tmp->type == TIMED_GATE)
3789 { 3595 {
3790 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3791 3597
3792 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3793 {
3794 tmp->speed = 0; 3599 tmp->set_speed (0);
3795 update_ob_speed (tmp);
3796 }
3797 } 3600 }
3798 /* 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
3799 * 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
3800 * 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
3801 * 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.
3802 * 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
3803 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3804 */ 3607 */
3805 else if (tmp && tmp->arch && tmp->type != PLAYER 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3806 && tmp->type != TREASURE && tmp->type != SPELL 3609 && tmp->type != TREASURE && tmp->type != SPELL
3807 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3808 { 3611 {
3809 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3810 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3811 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3812 } 3621 }
3813 3622
3814 for (x = 0; x < MAP_WIDTH (m); x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (y = 0; y < MAP_HEIGHT (m); y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3816 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3817 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3818 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3819} 3627}
3820 3628
3821/** 3629/**
3822 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3823 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3824 * 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
3825 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3826 */ 3634 */
3827
3828void 3635void
3829eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3830{ 3637{
3831 object *force; 3638 object *force;
3832 int i, did_one = 0; 3639 int i, did_one = 0;
3833 sint8 k;
3834 3640
3835 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3836 3642
3837 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3838 { 3644 if (sint8 k = food->stats.stat (i))
3839 k = get_attr_value (&food->stats, i);
3840 if (k)
3841 { 3645 {
3842 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3843 did_one = 1; 3647 did_one = 1;
3844 } 3648 }
3845 }
3846 3649
3847 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3848 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3849 { 3652 {
3850 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3851 { 3654 {
3852 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3853 did_one = 1; 3656 did_one = 1;
3854 } 3657 }
3855 } 3658 }
3659
3856 if (did_one) 3660 if (did_one)
3857 { 3661 {
3858 force->speed = 0.1; 3662 force->set_speed (0.1);
3859 update_ob_speed (force);
3860 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3861 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3862 SET_FLAG (force, FLAG_IS_USED_UP);
3863 SET_FLAG (force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3864 change_abil (who, force); 3666 change_abil (who, force);
3865 insert_ob_in_ob (force, who); 3667 insert_ob_in_ob (force, who);
3866 } 3668 }
3867 else 3669 else
3868 { 3670 force->destroy ();
3869 free_object (force);
3870 }
3871 3671
3872 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3873 if (food->stats.hp != 0) 3673 if (food->stats.hp != 0)
3874 { 3674 {
3875 if (QUERY_FLAG (food, FLAG_CURSED)) 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3876 { 3676 {
3877 strcpy (who->contr->killer, food->name); 3677 assign (who->contr->killer, food->name);
3878 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3879 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3880 } 3680 }
3881 else 3681 else
3882 { 3682 {
3901 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!");
3902 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3903 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3904 } 3704 }
3905 } 3705 }
3906 fix_player (who); 3706 who->update_stats ();
3907} 3707}
3908
3909 3708
3910/** 3709/**
3911 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3912 * 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
3913 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3914 */ 3713 */
3915
3916void 3714void
3917apply_lighter (object *who, object *lighter) 3715apply_lighter (object *who, object *lighter)
3918{ 3716{
3919 object *item; 3717 object *item;
3920 int is_player_env = 0; 3718 int is_player_env = 0;
3921 uint32 nrof;
3922 tag_t count;
3923 char item_name[MAX_BUF];
3924 3719
3925 item = find_marked_object (who); 3720 item = find_marked_object (who);
3926 if (item) 3721 if (item)
3927 { 3722 {
3928 if (lighter->last_eat && lighter->stats.food) 3723 if (lighter->last_eat && lighter->stats.food)
3929 { /* lighter gets used up */ 3724 { /* lighter gets used up */
3930 /* Split multiple lighters if they're being used up. Otherwise * 3725 /* Split multiple lighters if they're being used up. Otherwise *
3931 * one charge from each would be used up. --DAMN */ 3726 * one charge from each would be used up. --DAMN */
3932 if (lighter->nrof > 1) 3727 if (lighter->nrof > 1)
3933 { 3728 {
3934 object *oneLighter = get_object (); 3729 object *oneLighter = lighter->clone ();
3935 3730
3936 copy_object (lighter, oneLighter);
3937 lighter->nrof -= 1; 3731 lighter->nrof -= 1;
3938 oneLighter->nrof = 1; 3732 oneLighter->nrof = 1;
3939 oneLighter->stats.food--; 3733 oneLighter->stats.food--;
3940 esrv_send_item (who, lighter); 3734 esrv_send_item (who, lighter);
3941 oneLighter = insert_ob_in_ob (oneLighter, who); 3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 esrv_send_item (who, oneLighter); 3736 esrv_send_item (who, oneLighter);
3943 } 3737 }
3944 else 3738 else
3945 {
3946 lighter->stats.food--; 3739 lighter->stats.food--;
3947 }
3948
3949 } 3740 }
3950 else if (lighter->last_eat) 3741 else if (lighter->last_eat)
3951 { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3952 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);
3953 return; 3744 return;
3954 } 3745 }
3746
3955 /* 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?
3956 * 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
3957 * objects at once. 3749 * objects at once.
3958 */ 3750 */
3959 nrof = item->nrof; 3751
3960 count = item->count;
3961 /* If the item is destroyed, we don't have a valid pointer to the
3962 * name object, so make a copy so the message we print out makes
3963 * some sense.
3964 */
3965 strcpy (item_name, item->name);
3966 if (who == is_player_inv (item)) 3752 if (who == item->in_player ())
3967 is_player_env = 1; 3753 is_player_env = 1;
3968 3754
3969 save_throw_object (item, AT_FIRE, who); 3755 save_throw_object (item, AT_FIRE, who);
3970 /* Change to check count and not freed, since the object pointer 3756
3971 * may have gotten recycled 3757 if (item->destroyed ())
3972 */ 3758 {
3973 if ((nrof != item->nrof) || (count != item->count))
3974 {
3975 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);
3976 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3977 * gets changed. 3761 * gets changed.
3978 */ 3762 */
3979 if (is_player_env) 3763 if (is_player_env)
3980 fix_player (who); 3764 who->update_stats ();
3981 } 3765 }
3982 else 3766 else
3983 {
3984 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);
3985 }
3986
3987 } 3768 }
3988 else /* nothing to light */ 3769 else /* nothing to light */
3989 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.");
3990 3771
3991} 3772}
4005 object *tmp; 3786 object *tmp;
4006 3787
4007 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4008 tmp = get_archetype (SPELL_WONDER); 3789 tmp = get_archetype (SPELL_WONDER);
4009 cast_wonder (op, op, 0, tmp); 3790 cast_wonder (op, op, 0, tmp);
4010 free_object (tmp); 3791 tmp->destroy ();
4011 } 3792 }
4012 else if (failure <= -15 && failure > -35) 3793 else if (failure <= -15 && failure > -35)
4013 { /* drain mana */ 3794 { /* drain mana */
4014 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4015 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4033 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!");
4034 blind_player (op, op, power); 3815 blind_player (op, op, power);
4035 } 3816 }
4036 else if (failure <= -80) 3817 else if (failure <= -80)
4037 { /* blast the immediate area */ 3818 { /* blast the immediate area */
4038 object *tmp;
4039
4040 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
4041 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
4042 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4043 free_object (tmp); 3822 tmp->destroy ();
4044 } 3823 }
4045 } 3824 }
4046} 3825}
4047 3826
4048void 3827void
4067 */ 3846 */
4068 int i, j; 3847 int i, j;
4069 3848
4070 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4071 { 3850 {
4072 sint8 stat = get_attr_value (stats, i);
4073 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);
4074 3853
4075 stat += get_attr_value (ns, i);
4076 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4077 { 3855 {
4078 excess_stat++; 3856 excess_stat++;
4079 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4080 } 3858 }
4081 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4082 } 3861 }
4083 3862
4084 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4087 int stat = get_attr_value (stats, i);
4088 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4089 3866
4090 if (i == CHA) 3867 if (i == CHA)
4091 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);
4092 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4093 { 3873 {
4094 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4095 excess_stat--; 3875 excess_stat--;
4096 } 3876 }
4099 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4100 * the player ref: player.c 3880 * the player ref: player.c
4101 */ 3881 */
4102 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4103 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4104
4105 3884
4106 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4107 3886
4108 /* first, look for the force object banning 3887 /* first, look for the force object banning
4109 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.
4211 if (!new_item) 3990 if (!new_item)
4212 { 3991 {
4213 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));
4214 return; 3993 return;
4215 } 3994 }
3995
4216 new_item->nrof = yield; 3996 new_item->nrof = yield;
4217 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));
4218 insert_ob_in_ob (new_item, pl); 3998 insert_ob_in_ob (new_item, pl);
4219 esrv_send_inventory (pl, pl); 3999 esrv_send_inventory (pl, pl);
4220 /* Eat up one item */ 4000 /* Eat up one item */

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines