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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.36 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
196{ 193{
197 int got_one = 0, i; 194 int got_one = 0, i;
198 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
199 196
200 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
201 198
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 200 {
204 if (op->type == PLAYER) 201 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 204 return 0;
208 } 205 }
209 206
210 if (op->type == PLAYER) 207 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 209 identify (tmp);
214 }
215 210
216 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
217 212
218 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 216 object *depl;
222 archetype *at; 217 archetype *at;
223 218
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 220 {
226 drain_stat (op); 221 op->drain_stat ();
227 fix_player (op); 222 op->update_stats ();
228 decrease_ob (tmp); 223 decrease_ob (tmp);
229 return 1; 224 return 1;
230 } 225 }
226
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 228 {
233 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 230 return 0;
235 } 231 }
236 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
237 if (depl != NULL) 234 if (depl)
238 { 235 {
239 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 } 239
244 depl->remove ();
245 depl->destroy (0); 240 depl->destroy ();
246 fix_player (op); 241 op->update_stats ();
247 } 242 }
248 else 243 else
249 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.");
250 245
251 decrease_ob (tmp); 246 decrease_ob (tmp);
253 } 248 }
254 249
255 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 { 252 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
260 { 254 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 256 {
263 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
293 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
294 break; 288 break;
295 } 289 }
296 } 290 }
297 } 291 }
292
298 /* Just makes checking easier */ 293 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
300 got_one = 1; 295 got_one = 1;
296
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 298 {
303 if (got_one) 299 if (got_one)
304 { 300 {
305 fix_player (op); 301 op->update_stats ();
306 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");
307 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.");
308 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.");
309 } 305 }
310 else 306 else
312 } 308 }
313 else 309 else
314 { /* cursed potion */ 310 { /* cursed potion */
315 if (got_one) 311 if (got_one)
316 { 312 {
317 fix_player (op); 313 op->update_stats ();
318 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.");
319 } 315 }
320 else 316 else
321 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.");
322 } 318 }
319
323 decrease_ob (tmp); 320 decrease_ob (tmp);
324 return 1; 321 return 1;
325 } 322 }
326 323
327 324
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 347
351 decrease_ob (tmp); 348 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 351 op->update_stats ();
355 return 1; 352 return 1;
356 } 353 }
357 354
358 /* Deal with protection potions */ 355 /* Deal with protection potions */
359 force = NULL; 356 force = NULL;
377 force->stats.food *= 10; 374 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 378 }
379
382 force->speed_left = -1; 380 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 384 change_abil (op, force);
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
764{ 765{
765 object *otmp; 766 object *otmp;
766 767
767 if (op->type != PLAYER) 768 if (op->type != PLAYER)
768 return 0; 769 return 0;
770
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 772 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 774 return 0;
773 } 775 }
776
774 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
775 if (!otmp) 778 if (!otmp)
776 { 779 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 781 return 0;
779 } 782 }
783
780 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 785 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 787 return 0;
784 } 788 }
789
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
788 return 1; 793 return 1;
789} 794}
883 888
884 if (op->type == PLAYER) 889 if (op->type == PLAYER)
885 { 890 {
886 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 893 op->update_stats ();
889 } 894 }
890 decrease_ob (improver); 895 decrease_ob (improver);
891 if (tmp) 896 if (tmp)
892 { 897 {
893 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
952 price_in = nr * CONV_NEED (converter) * item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
953 } 958 }
954 else 959 else
955 { 960 {
956 price_in = item->value; 961 price_in = item->value;
957 item->remove ();
958 item->destroy (0); 962 item->destroy ();
959 } 963 }
960 } 964 }
961 965
962 if (converter->inv != NULL) 966 if (converter->inv != NULL)
963 { 967 {
981 else 985 else
982 { 986 {
983 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
984 { 988 {
985 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",
986 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 991 return -1;
988 } 992 }
989 993
990 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1001 { 1005 {
1002 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",
1003 &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);
1004 1008
1005 /** 1009 /**
1006 * 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
1007 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1008 */ 1012 */
1009 } 1013 }
1010 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);
1011 return 1; 1015 return 1;
1012} 1016}
1015 * Handle apply on containers. 1019 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1019 */ 1023 */
1020
1021int 1024int
1022apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1023{ 1026{
1024 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1028 return 0; /* This might change */
1029 1029
1030 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1031 { 1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1033 return 0;
1034 } 1034 }
1035 op->contr->last_used = NULL; 1035
1036 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1037 1037
1038 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;
1039 { 1042 }
1040 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)
1041 { 1048 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1043 return 1; 1051 return 1;
1044 } 1052 }
1045 /* It's on the ground, the problems begin */ 1053 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1054 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1057 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1058 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 tmp->remove ();
1084 tmp->destroy (0);
1085 }
1086 }
1087 }
1088 }
1089 1059
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1060 // fall through to opening it (active in inv)
1091 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1065 op->close_container ();
1093 { 1066 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1096 tmp = op->container; 1069 return 1;
1097 apply_container (op, tmp); 1070 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1099 op->container = sack; 1072 // it's locked?
1100 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1101 strcat (buf, "."); 1074 {
1102 } 1075 if (object *tmp = find_key (op, op, sack))
1103 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1077 else
1111 { 1078 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 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));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1080 return 1;
1148 } 1081 }
1149 }
1150 } 1082 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083
1152 if (op->contr) 1084 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1085
1154 return 1; 1086 return 1;
1155} 1087}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1088
1282/** 1089/**
1283 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1285 */ 1092 */
1531 1338
1532 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1535 */ 1342 */
1536 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1346 }
1540 goto leave; 1347 goto leave;
1541 1348
1542 case SPINNER: 1349 case SPINNER:
1628 1435
1629 1436
1630 case CONVERTER: 1437 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1632 { 1439 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1441 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 } 1442 }
1443
1645 goto leave; 1444 goto leave;
1646 1445
1647 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1478 {
1680 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1681 * players output. 1480 * players output.
1682 */ 1481 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1685 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1686 } 1486 }
1687 goto leave; 1487 goto leave;
1688 1488
1689 case ENCOUNTER: 1489 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1705 1505
1706 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1707 goto leave; 1507 goto leave;
1708 1508
1709 case CONTAINER: 1509 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1714 goto leave; 1511 goto leave;
1715 1512
1716 case RUNE: 1513 case RUNE:
1717 case TRAP: 1514 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1778 1575
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1577
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1783 "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);
1784 1582
1785 /* gain xp from reading */ 1583 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1585 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1587
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1589 {
1792 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1794 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1795 if (tmp->env) 1594 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1596 else
1798 op->contr->socket.update_look = 1; 1597 op->contr->ns->floorbox_update ();
1799 } 1598 }
1599
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 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 */
1802 } 1602 }
1803} 1603}
1804 1604
1853 } 1653 }
1854 return; 1654 return;
1855 } 1655 }
1856 1656
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object (); 1658 tmp = spell->clone ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op); 1659 insert_ob_in_ob (tmp, op);
1861 1660
1862 if (special_prayer) 1661 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1663
1867 esrv_add_spells (op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1868} 1665}
1869 1666
1870/** 1667/**
1887 } 1684 }
1888 1685
1889 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);
1890 player_unready_range_ob (op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1892 spob->remove ();
1893 spob->destroy (0); 1689 spob->destroy ();
1894} 1690}
1895 1691
1896/** 1692/**
1897 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1898 * 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,
1946 return; 1742 return;
1947 } 1743 }
1948 1744
1949 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1950 { 1746 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1952 return; 1748 return;
1953 } 1749 }
1954 1750
1955 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);
1956 1752
1957 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1958 { 1754 {
1959 identify (tmp); 1755 identify (tmp);
1756
1960 if (tmp->env) 1757 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1759 else
1963 op->contr->socket.update_look = 1; 1760 op->contr->ns->floorbox_update ();
1964 } 1761 }
1965 1762
1966 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1978 { 1775 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1980 1777
1981 if (!spell_skill) 1778 if (!spell_skill)
1982 { 1779 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1781 return;
1985 } 1782 }
1986 1783
1987 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1988 { 1785 {
2022 else 1819 else
2023 { 1820 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1823 }
1824
2027 decrease_ob (tmp); 1825 decrease_ob (tmp);
2028} 1826}
2029 1827
2030/** 1828/**
2031 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1869 identify (tmp);
2072 1870
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074 1872
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1874 decrease_ob (tmp);
2078} 1875}
2079 1876
2080/** 1877/**
2083 * chest. 1880 * chest.
2084 */ 1881 */
2085static void 1882static void
2086apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2087{ 1884{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure 1889 * treasure
2096 */ 1890 */
2097
2098 treas = tmp->inv; 1891 object *treas = tmp->inv;
2099 if (treas == NULL) 1892
1893 if (!treas)
2100 { 1894 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1896 decrease_ob (tmp);
2103 return; 1897 return;
2104 } 1898 }
1899
2105 while (tmp->inv) 1900 while (tmp->inv)
2106 { 1901 {
2107 treas = tmp->inv; 1902 treas = tmp->inv;
2108 1903
2109 treas->remove (); 1904 treas->remove ();
2113 treas->y = op->y; 1908 treas->y = op->y;
2114 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);
2115 1910
2116 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))
2117 spring_trap (treas, op); 1912 spring_trap (treas, op);
1913
2118 /* If either player or container was destroyed, no need to do 1914 /* If either player or container was destroyed, no need to do
2119 * further processing. I think this should be enclused with 1915 * further processing. I think this should be enclused with
2120 * spring trap above, as I don't think there is otherwise 1916 * spring trap above, as I don't think there is otherwise
2121 * any way for the treasure chest or player to get killed 1917 * any way for the treasure chest or player to get killed
2122 */ 1918 */
2226 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2023 return 0;
2228 2024
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 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
2231 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 {
2233 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2234 {
2235 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2236 skin = tmp; 2033 skin = tmp;
2237 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2238 abil = tmp; 2035 abil = tmp;
2239 }
2240 }
2241 2036
2242 /* 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
2243 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2244 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2245 return 0; 2040 return 0;
2286 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2287 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2288 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2289 2084
2290 /* 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!) */
2291 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2292 { 2087 {
2293 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2294 winners++; 2089 winners++;
2295 } 2090 }
2296 2091
2327 2122
2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 { 2124 {
2330 /* resistance increased! */ 2125 /* resistance increased! */
2331 skin->resist[i]++; 2126 skin->resist[i]++;
2332 fix_player (op); 2127 op->update_stats ();
2333 2128
2334 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]);
2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336 } 2131 }
2337 2132
2356 } 2151 }
2357 } 2152 }
2358 return 1; 2153 return 1;
2359} 2154}
2360 2155
2361static void
2362apply_savebed (object *pl)
2363{
2364#ifndef COZY_SERVER
2365 if (!pl->contr->name_changed || !pl->stats.exp)
2366 {
2367 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2368 return;
2369 }
2370#endif
2371 INVOKE_PLAYER (LOGOUT, pl->contr);
2372 /* Need to call terminate_all_pets() before we remove the player ob */
2373 terminate_all_pets (pl);
2374 pl->remove ();
2375 pl->direction = 0;
2376 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2377
2378 /* update respawn position */
2379 strcpy (pl->contr->savebed_map, pl->map->path);
2380 pl->contr->bed_x = pl->x;
2381 pl->contr->bed_y = pl->y;
2382
2383 strcpy (pl->contr->killer, "left");
2384 check_score (pl); /* Always check score */
2385 (void) save_player (pl, 0);
2386 pl->map->players--;
2387#if MAP_MAXTIMEOUT
2388 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2389#endif
2390 play_again (pl);
2391 pl->speed = 0;
2392 update_ob_speed (pl);
2393}
2394
2395/** 2156/**
2396 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2397 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2398 */ 2159 */
2399static void 2160static void
2404 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))
2405 { 2166 {
2406 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.");
2407 return; 2168 return;
2408 } 2169 }
2170
2409 armor = find_marked_object (op); 2171 armor = find_marked_object (op);
2172
2410 if (!armor) 2173 if (!armor)
2411 { 2174 {
2412 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.");
2413 return; 2176 return;
2414 } 2177 }
2178
2415 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2416 && armor->type != CLOAK 2180 && armor->type != CLOAK
2417 && 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)
2418 { 2182 {
2419 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");
2422 2186
2423 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2424 improve_armour (op, tmp, armor); 2188 improve_armour (op, tmp, armor);
2425} 2189}
2426 2190
2427
2428extern void 2191extern void
2429apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2430{ 2193{
2431 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2432 { 2195 {
2443 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2444 decrease_ob (tmp); 2207 decrease_ob (tmp);
2445} 2208}
2446 2209
2447/** 2210/**
2448 * 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.
2449 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2450 * -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)
2451 * -You are 2214 * -You are
2452 * ° the owner of the exit 2215 * ° the owner of the exit
2453 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2454 * 2217 *
2455 * 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
2456 * 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
2457 * 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).
2458 */ 2221 */
2459int 2222int
2460is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2461{ 2224{
2462 object *tmp;
2463 object *exit_owner;
2464 player *pp;
2465 maptile *exitmap;
2466
2467 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2468 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
2469 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2470 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2471 /* To know if an exit has a correspondant, we look at 2231#endif
2472 * all the exits in destination and try to find one with same path as 2232
2473 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2474 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2475 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2476 else
2477 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2478 if (exitmap) 2235 if (exitmap)
2479 { 2236 {
2237 exitmap->load_sync ();
2238
2480 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2481 if (!tmp) 2241 if (!tmp)
2482 return 0; 2242 return 0;
2483 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2484 { 2245 {
2485 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2486 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2487 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2488 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2489 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2490 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2491 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2492 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2493 2257
2494 /* 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
2495 * 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
2496 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2497 */ 2261 */
2498 if (!exit->race) 2262 if (!exit->race)
2499 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2500 exit_owner = NULL; 2265 object *exit_owner = 0;
2501 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2502 { 2268 {
2503 if (!pp->ob) 2269 if (!pp->ob)
2504 continue; 2270 continue;
2271
2505 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2506 continue; 2273 continue;
2274
2507 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 */
2508 break; 2276 break;
2509 } 2277 }
2278
2510 if (!exit_owner) 2279 if (!exit_owner)
2511 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2512 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2513 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2514 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2515 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2516 ((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 */
2517 (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 */
2518 return 0; 2289 return 0;
2290
2519 return 1; 2291 return 1;
2520 } 2292 }
2521 } 2293 }
2294
2522 return 0; 2295 return 0;
2523} 2296}
2524
2525 2297
2526/** 2298/**
2527 * Main apply handler. 2299 * Main apply handler.
2528 * 2300 *
2529 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2537 * being applied. 2309 * being applied.
2538 * 2310 *
2539 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2540 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2541 */ 2313 */
2542
2543int 2314int
2544manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2545{ 2316{
2546 if (tmp->head) 2317 if (tmp->head)
2547 tmp = tmp->head; 2318 tmp = tmp->head;
2552 { 2323 {
2553 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.");
2554 return 1; 2325 return 1;
2555 } 2326 }
2556 else 2327 else
2557 {
2558 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2559 }
2560 } 2329 }
2561 2330
2562 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2563 return RESULT_INT (0); 2332 return RESULT_INT (0);
2564 2333
2565 switch (tmp->type) 2334 switch (tmp->type)
2566 { 2335 {
2567
2568 case CF_HANDLE: 2336 case CF_HANDLE:
2569 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2570 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);
2571 tmp->value = tmp->value ? 0 : 1; 2339 tmp->value = tmp->value ? 0 : 1;
2572 SET_ANIMATION (tmp, tmp->value); 2340 SET_ANIMATION (tmp, tmp->value);
2579 { 2347 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2581 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);
2582 } 2350 }
2583 else 2351 else
2584 {
2585 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.");
2586 } 2353
2587 return 1; 2354 return 1;
2588 2355
2589 case EXIT: 2356 case EXIT:
2590 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2591 return 0; 2358 return 0;
2359
2592 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2593 {
2594 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));
2595 }
2596 else 2362 else
2597 { 2363 {
2598 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2599 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2600 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2601 enter_exit (op, tmp); 2368 op->enter_exit (tmp);
2602 } 2369 }
2370
2603 return 1; 2371 return 1;
2604 2372
2605 case SIGN: 2373 case SIGN:
2606 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2607 return 1; 2375 return 1;
2611 { 2379 {
2612 apply_book (op, tmp); 2380 apply_book (op, tmp);
2613 return 1; 2381 return 1;
2614 } 2382 }
2615 else 2383 else
2616 {
2617 return 0; 2384 return 0;
2618 }
2619 2385
2620 case SKILLSCROLL: 2386 case SKILLSCROLL:
2621 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2622 { 2388 {
2623 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2624 return 1; 2390 return 1;
2625 } 2391 }
2392 else
2626 return 0; 2393 return 0;
2627 2394
2628 case SPELLBOOK: 2395 case SPELLBOOK:
2629 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2630 { 2397 {
2631 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2632 return 1; 2399 return 1;
2633 } 2400 }
2401 else
2634 return 0; 2402 return 0;
2635 2403
2636 case SCROLL: 2404 case SCROLL:
2637 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2638 return 1; 2406 return 1;
2639 2407
2640 case POTION: 2408 case POTION:
2641 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2642 return 1; 2410 return 1;
2643 2411
2644 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2645 case CLOSE_CON: 2414 case CLOSE_CON:
2646 if (op->type == PLAYER)
2647 (void) esrv_apply_container (op, tmp->env);
2648 else
2649 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2650 return 1; 2416 return 1;
2651 2417
2652 case CONTAINER: 2418 case CONTAINER:
2653 if (op->type == PLAYER)
2654 (void) esrv_apply_container (op, tmp);
2655 else
2656 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2657 return 1; 2420 return 1;
2658 2421
2659 case TREASURE: 2422 case TREASURE:
2660 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2661 { 2424 {
2662 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2663 return 1; 2426 return 1;
2664 } 2427 }
2665 else 2428 else
2666 {
2667 return 0; 2429 return 0;
2668 }
2669 2430
2670 case WEAPON: 2431 case WEAPON:
2671 case ARMOUR: 2432 case ARMOUR:
2672 case BOOTS: 2433 case BOOTS:
2673 case GLOVES: 2434 case GLOVES:
2686 case LAMP: 2447 case LAMP:
2687 case BUILDER: 2448 case BUILDER:
2688 case SKILL_TOOL: 2449 case SKILL_TOOL:
2689 if (tmp->env != op) 2450 if (tmp->env != op)
2690 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2691 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2692 return 1; 2454 return 1;
2693 2455
2694 case DRINK: 2456 case DRINK:
2695 case FOOD: 2457 case FOOD:
2696 case FLESH: 2458 case FLESH:
2700 case POISON: 2462 case POISON:
2701 apply_poison (op, tmp); 2463 apply_poison (op, tmp);
2702 return 1; 2464 return 1;
2703 2465
2704 case SAVEBED: 2466 case SAVEBED:
2705 if (op->type == PLAYER)
2706 {
2707 apply_savebed (op);
2708 return 1; 2467 return 1;
2709 }
2710 else
2711 {
2712 return 0;
2713 }
2714 2468
2715 case ARMOUR_IMPROVER: 2469 case ARMOUR_IMPROVER:
2716 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2717 { 2471 {
2718 apply_armour_improver (op, tmp); 2472 apply_armour_improver (op, tmp);
2719 return 1; 2473 return 1;
2720 } 2474 }
2721 else 2475 else
2722 {
2723 return 0; 2476 return 0;
2724 }
2725 2477
2726 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2727 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2728 return 1; 2480 return 1;
2729 2481
2730 case CLOCK: 2482 case CLOCK:
2731 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2732 { 2484 {
2740 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2741 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2742 return 1; 2494 return 1;
2743 } 2495 }
2744 else 2496 else
2745 {
2746 return 0; 2497 return 0;
2747 }
2748 2498
2749 case MENU: 2499 case MENU:
2750 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2751 { 2501 {
2752 shop_listing (op); 2502 shop_listing (tmp, op);
2753 return 1; 2503 return 1;
2754 } 2504 }
2755 else 2505 else
2756 {
2757 return 0; 2506 return 0;
2758 }
2759 2507
2760 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2761 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2762 return 1; 2510 return 1;
2763 2511
2766 { 2514 {
2767 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2768 return 1; 2516 return 1;
2769 } 2517 }
2770 else 2518 else
2771 {
2772 return 0; 2519 return 0;
2773 }
2774 2520
2775 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2776 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2777 return 1; 2523 return 1;
2778 2524
2801 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!");
2802 return 0; 2548 return 0;
2803 } 2549 }
2804 } 2550 }
2805 2551
2806 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2807 * applied.
2808 */
2809 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2810 {
2811 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2812 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2813 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2814 op->remove ();
2815 op->destroy (0);
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2820 pl->contr->last_used_id = op->count;
2821 2553
2822 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2823 if (!quiet) 2555 if (!quiet)
2824 { 2556 {
2825 if (tmp == 0) 2557 if (tmp == 0)
2833/** 2565/**
2834 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2835 * 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
2836 * we use the ground. 2568 * we use the ground.
2837 */ 2569 */
2838
2839void 2570void
2840player_apply_below (object *pl) 2571player_apply_below (object *pl)
2841{ 2572{
2842 object *tmp, *next;
2843 int floors; 2573 int floors = 0;
2844 2574
2845 /* 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
2846 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2847 */
2848 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2849
2850 /* 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
2851 * 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
2852 * 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
2853 * 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
2854 * not return a proper value. 2581 * not return a proper value.
2855 */ 2582 */
2856 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2857 { 2584 {
2858 next = tmp->below; 2585 next = tmp->below;
2586
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++; 2588 floors++;
2861 else if (floors > 0) 2589 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2863 2591
2883 * 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.
2884 */ 2612 */
2885static int 2613static int
2886unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2887{ 2615{
2888 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)))
2889 return RESULT_INT (0); 2618 return RESULT_INT (0);
2890 2619
2891 object *tmp2;
2892
2893 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2894 switch (op->type) 2622 switch (op->type)
2895 { 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
2896 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
2897 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));
2898 2647
2899 (void) change_abil (who, op); 2648 change_abil (who, op);
2900 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2901 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2902 clear_skill (who);
2903 break; 2650 break;
2904 2651
2905 case SKILL: /* allows objects to impart skills */
2906 case SKILL_TOOL: 2652 case SKILL:
2907 if (op != who->chosen_skill) 2653 if (who->contr)
2908 { 2654 {
2909 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);
2910 } 2659 }
2911 if (who->type == PLAYER) 2660
2912 {
2913 if (who->contr->shoottype == range_skill)
2914 who->contr->shoottype = range_none;
2915 if (!op->invisible)
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2918 }
2919 else
2920 {
2921 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2922 }
2923 }
2924 (void) change_abil (who, op); 2661 change_abil (who, op);
2925 who->chosen_skill = NULL;
2926 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2927 break; 2663 break;
2928 2664
2929 case ARMOUR: 2665 case ARMOUR:
2930 case HELMET: 2666 case HELMET:
2935 case AMULET: 2671 case AMULET:
2936 case GIRDLE: 2672 case GIRDLE:
2937 case BRACERS: 2673 case BRACERS:
2938 case CLOAK: 2674 case CLOAK:
2939 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));
2940 (void) change_abil (who, op); 2676 change_abil (who, op);
2941 break; 2677 break;
2678
2942 case LAMP: 2679 case LAMP:
2680 {
2943 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
2944 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2945 tmp2->x = op->x; 2684 tmp2->x = op->x;
2946 tmp2->y = op->y; 2685 tmp2->y = op->y;
2947 tmp2->map = op->map; 2686 tmp2->map = op->map;
2948 tmp2->below = op->below; 2687 tmp2->below = op->below;
2949 tmp2->above = op->above; 2688 tmp2->above = op->above;
2950 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2951 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2952 2691
2953 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2954 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2955 2694
2956 if (who->type == PLAYER) 2695 if (who->contr)
2957 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2958 2697
2959 op->remove ();
2960 op->destroy (0); 2698 op->destroy ();
2961 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2962 fix_player (who); 2700 who->update_stats ();
2701
2963 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2964 { 2703 {
2965 if (who->type == PLAYER) 2704 if (who->contr)
2966 { 2705 {
2967 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!");
2968 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2969 } 2708 }
2970 } 2709 }
2971 if (who->type == PLAYER) 2710
2711 if (who->contr)
2972 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2973 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2974 break; 2716
2975 case BOW: 2717 case BOW:
2976 case WAND: 2718 case WAND:
2977 case ROD: 2719 case ROD:
2978 case HORN: 2720 case HORN:
2979 clear_skill (who); 2721 if (player *pl = who->contr)
2980 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2981 if (who->type == PLAYER)
2982 { 2722 {
2983 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));
2984 } 2730 }
2985 else 2731 else
2986 { 2732 {
2733 who->change_skill (0);
2734
2987 if (op->type == BOW) 2735 if (op->type == BOW)
2988 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2989 else 2737 else
2990 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2991 } 2739 }
2740
2992 break; 2741 break;
2993 2742
2994 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2995 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));
2996 who->contr->shoottype = range_none;
2997 who->contr->ranges[range_builder] = NULL;
2998 break; 2746 break;
2999 2747
3000 default: 2748 default:
3001 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));
3002 break; 2750 break;
3003 } 2751 }
3004 2752
3005 fix_player (who); 2753 who->update_stats ();
3006 2754
3007 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
3008 { 2756 {
3009 object *tmp;
3010
3011 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
3012 if (who->type == PLAYER) 2758
2759 if (who->contr)
3013 { 2760 {
3014 if (tmp) 2761 if (tmp)
3015 { /* it was merged */ 2762 { /* it was merged */
3016 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
3017 op = tmp; 2764 op = tmp;
3018 } 2765 }
3019 2766
3020 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
3021 } 2768 }
3022 } 2769 }
2770
3023 return 0; 2771 return 0;
3024} 2772}
3025 2773
3026/** 2774/**
3027 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
3028 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
3029 * 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
3030 * something like: 2778 * something like:
3031 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
3032 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3033 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
3034 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
3035 * 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.
3036 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
3037 * invisible other objects that use 2785 * invisible other objects that use
3038 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
3039 */ 2787 */
3040object * 2788static object *
3041get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
3042{ 2790{
3043 object *tmp;
3044
3045 if (!start)
3046 return NULL;
3047
3048 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3049 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))
3050 return tmp; 2795 return tmp;
3051 2796
3052 return NULL; 2797 return 0;
3053} 2798}
3054
3055
3056 2799
3057/** 2800/**
3058 * '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.
3059 * This should only be called when it is known 2802 * This should only be called when it is known
3060 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3066 * another function that does just that. 2809 * another function that does just that.
3067 */ 2810 */
3068int 2811int
3069unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3070{ 2813{
3071 int i; 2814 if (op->is_range ())
3072 object *tmp = NULL, *last;
3073
3074 /* If we are applying a shield or weapon, unapply any equipped shield
3075 * or weapons first - only allowed to use one weapon/shield at a time.
3076 */
3077 if (op->type == WEAPON || op->type == SHIELD)
3078 {
3079 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3080 {
3081 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3082 {
3083 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)))
3084 { 2818 {
3085 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3087 else 2821 else
3088 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3089 } 2823 }
3090 else 2824 else
3091 { 2825 {
3092 /* 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.
3093 * 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
3094 * at least generate the message. 2828 * at least generate the message.
3095 */ 2829 */
3096 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));
3097 return 1; 2831 return 1;
3098 }
3099
3100 } 2832 }
3101 }
3102 }
3103 2833
3104 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3105 { 2835 {
3106 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3107 if (op->body_info[i]) 2837 if (op->slot[i].info)
3108 { 2838 {
3109 last = who->inv; 2839 object *last = who->inv;
3110 2840
3111 /* 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
3112 * to free up enough slots. 2842 * to free up enough slots.
3113 */ 2843 */
3114 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3115 { 2845 {
3116 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3117 if (!tmp) 2848 if (!tmp)
3118 { 2849 {
3119#if 0 2850#if 0
3120 /* 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
3121 * equipped. 2852 * equipped.
3122 */ 2853 */
3123 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);
3124#endif 2855#endif
3125 return 1; 2856 return 1;
3126 } 2857 }
2858
3127 /* 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 */
3128 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))))
3129 { 2861 {
3130 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3131 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3139 * 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
3140 * one cursed ring.) 2872 * one cursed ring.)
3141 */ 2873 */
3142 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));
3143 } 2875 }
2876
3144 last = tmp->below; 2877 last = tmp->below;
3145 } 2878 }
3146 /* 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
3147 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3148 */ 2881 */
3149 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3150 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3151 return 0; 2885 return 0;
3152} 2886}
3153 2887
3154/** 2888/**
3155 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3156 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3157 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3158 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3159 * 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
3160 * 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?)
3161 * 2895 *
3162 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3163 * these return values. 2897 * these return values.
3164 */ 2898 */
3165int 2899int
3166can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3167{ 2901{
3168 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)))
3169 return RESULT_INT (0); 2903 return RESULT_INT (0);
3170 2904
3171 int i, retval = 0; 2905 int retval = 0;
3172 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3173 2907
3174 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3175 * 2 weapons, but we don't want to let them do that. So if they are
3176 * trying to equip a weapon or shield, see if they already have one
3177 * in place and store that way.
3178 */
3179 if (op->type == WEAPON || op->type == SHIELD)
3180 { 2909 {
3181 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3182 { 2911 {
3183 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)
3184 { 2914 {
3185 retval = CAN_APPLY_UNAPPLY;
3186 ws = tmp;
3187 }
3188 }
3189 }
3190
3191
3192 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3193 {
3194 if (op->body_info[i])
3195 {
3196 /* Item uses more slots than we have */
3197 if (FABS (op->body_info[i]) > who->body_info[i])
3198 {
3199 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3200 * really needed. 2916 * really needed.
3201 */ 2917 */
3202 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3203 } 2919 }
3204 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3205 { 2921 {
3206 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3207 * we have. 2923 * we have.
3208 */ 2924 */
3209 object *tmp1;
3210
3211 2925
3212 /* 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
3213 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3214 * 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
3215 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3216 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3217 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3218 * may be two handed for example. 2932 * may be two handed for example.
3219 */ 2933 */
3220 if (ws) 2934 if (ws)
3221 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3222 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3223 { 2936 {
3224 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3225 continue; 2938 continue;
3226 } 2939 }
3227 }
3228 2940
3229 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3230 if (!tmp1) 2942 if (!tmp1)
3231 { 2943 {
3232#if 0 2944#if 0
3233 /* 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
3234 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3242 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3243 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3244 * to apply multiple objects 2956 * to apply multiple objects
3245 */ 2957 */
3246 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3247 if (!tmp) 2960 if (!tmp)
3248 tmp = tmp1; 2961 tmp = tmp1;
3249 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3250 {
3251 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3252 } 2964
3253 /* 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
3254 * 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
3255 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3256 */ 2968 */
3257 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)
3258 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3259 2972
3260 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3261 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3262 */ 2975 */
3263 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)
3264 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3265
3266 } 2978 }
3267 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3268 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3269 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3270 2982
3275 * 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
3276 * all use the same location. 2988 * all use the same location.
3277 */ 2989 */
3278 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3279 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3280 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3281 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3282 2995
3283
3284 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3285 { 2997 {
3286 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))
3287 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3288 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3289 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3290 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3291 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3294 } 3009 }
3010
3295 return retval; 3011 return retval;
3296} 3012}
3297
3298
3299 3013
3300/** 3014/**
3301 * 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.
3302 * 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,
3303 * 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
3312 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3313 * 3027 *
3314 * Optional flags: 3028 * Optional flags:
3315 * 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
3316 * 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
3317 * 3032 *
3318 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3319 * 3034 *
3320 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3321 */ 3036 */
3322int 3037int
3323apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3324{ 3039{
3325 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3326 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3327 int i;
3328 3042
3329 if (who == NULL) 3043 if (who == NULL)
3330 { 3044 {
3331 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3332 return 1; 3046 return 1;
3342 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3343 return 0; 3057 return 0;
3344 3058
3345 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)))
3346 { 3060 {
3347 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));
3348 return 1; 3062 return 1;
3349 } 3063 }
3064
3350 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3351 } 3066 }
3352 3067
3353 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3354 return 0; 3069 return 0;
3355 3070
3356 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);
3357 3081
3358 /* 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 */
3359 if (i) 3083 if (int i = can_apply_object (who, op))
3360 { 3084 {
3361 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3362 { 3086 {
3363 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));
3364 return 1; 3088 return 1;
3366 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3367 { 3091 {
3368 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));
3369 return 1; 3093 return 1;
3370 } 3094 }
3095
3371 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3372 { 3097 {
3373 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3374 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3375 return 1; 3100 return 1;
3376 } 3101 }
3377 else 3102 else
3378 { 3103 {
3379 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))
3380 { 3105 {
3381 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:");
3382 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3383 return 1; 3108 return 1;
3384 } 3109 }
3385 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))
3386 {
3387 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3388 if (i)
3389 return 1; 3112 return 1;
3390 } 3113 }
3391 }
3392 } 3114 }
3115
3393 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3394 { 3117 {
3395 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3396 if (!skop) 3120 if (!skop)
3397 { 3121 {
3398 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);
3399 return 1; 3123 return 1;
3400 } 3124 }
3401 else 3125 else
3402 {
3403 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3404 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3405 */ 3128 */
3406 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3407 }
3408 }
3409
3410 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3411 { 3130 }
3412 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]");
3413 return 1; 3139 return 1;
3414 } 3140 }
3415
3416 3141
3417 /* 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.
3418 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3419 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3420 */ 3145 */
3421
3422
3423 if (op->nrof > 1) 3146 if (op->nrof > 1)
3424 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3425 else 3148 else
3426 tmp = NULL; 3149 tmp = 0;
3427 3150
3428 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)))
3429 return RESULT_INT (0); 3152 return RESULT_INT (0);
3430 3153
3431 switch (op->type) 3154 switch (op->type)
3432 { 3155 {
3433 case WEAPON: 3156 case WEAPON:
3434 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3435 { 3158 {
3436 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. "
3437 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3438 if (tmp != NULL) 3162 if (tmp)
3439 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3440 return 1; 3165 return 1;
3441 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3442 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3443 { 3171 {
3444 /* 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. */
3445 /* (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) */
3446 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
3447 if (tmp != NULL) 3176 if (tmp)
3448 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3449 return 1; 3179 return 1;
3450 } 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
3451 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3452
3453 if (skop)
3454 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3455 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3456 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3457 3193
3458 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));
3459 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3460 (void) change_abil (who, op); 3197 change_abil (who, op);
3461 break; 3198 break;
3462 3199
3463 case ARMOUR: 3200 case ARMOUR:
3464 case HELMET: 3201 case HELMET:
3465 case SHIELD: 3202 case SHIELD:
3470 case CLOAK: 3207 case CLOAK:
3471 case RING: 3208 case RING:
3472 case AMULET: 3209 case AMULET:
3473 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3474 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));
3475 (void) change_abil (who, op); 3212 change_abil (who, op);
3476 break; 3213 break;
3214
3477 case LAMP: 3215 case LAMP:
3478 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3479 { 3217 {
3480 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);
3481 return 1; 3219 return 1;
3482 } 3220 }
3221
3483 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);
3484 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3485 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3486 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3487 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3488 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3489 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3490 3231
3491 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3492 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3493 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3494 3235
3495 op->remove ();
3496 op->destroy (0); 3236 op->destroy ();
3497 3237
3498 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3499 if (tmp != NULL) 3239 if (tmp)
3500 { 3240 {
3501 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3502 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3503 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3504 } 3244 }
3505 fix_player (who); 3245
3246 who->update_stats ();
3247
3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507 {
3508 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3509 { 3250 {
3510 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!");
3511 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3512 } 3253 }
3513 } 3254
3514 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3515 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3516 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 }
3517 break; 3270 break;
3518 3271
3519 /* this part is needed for skill-tools */
3520 case SKILL: 3272 case SKILL:
3521 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3522 if (who->chosen_skill)
3523 { 3274 {
3524 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3525 return 1;
3526 }
3527 if (who->type == PLAYER)
3528 { 3276 {
3529 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3530 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
3531 if (!op->invisible) 3318 if (!op->invisible)
3532 { 3319 {
3533 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));
3534 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);
3535 } 3322 }
3536 else 3323 else
3537 {
3538 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);
3539 }
3540 } 3325 }
3326 else
3327 {
3541 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3542 (void) change_abil (who, op); 3329 change_abil (who, op);
3543 who->chosen_skill = op; 3330 who->chosen_skill = op;
3544 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3545 break; 3334 break;
3546 3335
3547 case BOW: 3336 case BOW:
3548 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3549 { 3338 {
3550 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.");
3551 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
3552 if (tmp != NULL) 3342 if (tmp)
3553 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3554 return 1; 3345 return 1;
3555 } 3346 }
3347
3556 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3557 { 3349 {
3558 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.");
3559 if (tmp != NULL) 3351 if (tmp)
3560 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3561 return 1; 3354 return 1;
3562 } 3355 }
3356
3563 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3564 case ROD: 3359 case ROD:
3565 case HORN: 3360 case HORN:
3566 /* 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
3567 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3568 if (skop)
3569 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3571 3371
3572 if (who->type == PLAYER) 3372 if (who->contr)
3573 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3574 if (op->type == BOW) 3378 if (op->type == BOW)
3575 { 3379 {
3380 who->current_weapon = op;
3576 (void) change_abil (who, op); 3381 change_abil (who, op);
3577 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3578 "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));
3579 who->contr->shoottype = range_bow;
3580 }
3581 else
3582 {
3583 who->contr->shoottype = range_misc;
3584 } 3384 }
3585 } 3385 }
3586 else 3386 else
3587 { 3387 {
3588 if (op->type == BOW) 3388 if (op->type == BOW)
3589 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3590 else 3390 else
3591 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3592 } 3392 }
3393
3593 break; 3394 break;
3594 3395
3595 case BUILDER: 3396 case BUILDER:
3596 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)
3597 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3598 who->contr->shoottype = range_builder; 3402
3599 who->contr->ranges[range_builder] = op;
3600 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 }
3601 break; 3407 break;
3602 3408
3603 default: 3409 default:
3604 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));
3605 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3606 3412
3607 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3608 3414
3609 if (tmp != NULL) 3415 if (tmp)
3610 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3611 3417
3612 fix_player (who); 3418 who->update_stats ();
3613 3419
3614 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3615 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3616 * you don't know anything about them. 3422 * you don't know anything about them.
3617 */ 3423 */
3624 { 3430 {
3625 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!");
3626 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3627 } 3433 }
3628 } 3434 }
3435
3629 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3630 { 3437 {
3631 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3632 if (tmp) 3439 if (tmp)
3633 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3634 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3635 } 3443 }
3444
3636 return 0; 3445 return 0;
3637} 3446}
3638
3639 3447
3640int 3448int
3641monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3642{ 3450{
3643 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3657 int i; 3465 int i;
3658 3466
3659 switch (op->type) 3467 switch (op->type)
3660 { 3468 {
3661 case SHOP_FLOOR: 3469 case SHOP_FLOOR:
3662 if (!HAS_RANDOM_ITEMS (op)) 3470 if (!op->has_random_items ())
3663 return 0; 3471 return 0;
3472
3664 do 3473 do
3665 { 3474 {
3666 i = 10; /* let's give it 10 tries */ 3475 i = 10; /* let's give it 10 tries */
3667 while ((tmp = generate_treasure (op->randomitems, 3476 while ((tmp = generate_treasure (op->randomitems,
3668 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);
3669 if (tmp == NULL) 3478 if (tmp == NULL)
3670 return 0; 3479 return 0;
3671 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3672 { 3481 {
3673 tmp->destroy (0); 3482 tmp->destroy ();
3674 tmp = NULL; 3483 tmp = NULL;
3675 } 3484 }
3676 } 3485 }
3677 while (!tmp); 3486 while (!tmp);
3487
3678 tmp->x = op->x; 3488 tmp->x = op->x;
3679 tmp->y = op->y; 3489 tmp->y = op->y;
3680 SET_FLAG (tmp, FLAG_UNPAID); 3490 SET_FLAG (tmp, FLAG_UNPAID);
3681 insert_ob_in_map (tmp, op->map, NULL, 0); 3491 insert_ob_in_map (tmp, op->map, NULL, 0);
3682 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3684 break; 3494 break;
3685 3495
3686 case TREASURE: 3496 case TREASURE:
3687 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3688 return 0; 3498 return 0;
3499
3689 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3502 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3503
3693 /* If we generated an object and put it in this object inventory, 3504 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about 3505 * move it to the parent object as the current object is about
3697 */ 3508 */
3698 for (tmp = op->inv; tmp; tmp = tmp2) 3509 for (tmp = op->inv; tmp; tmp = tmp2)
3699 { 3510 {
3700 tmp2 = tmp->below; 3511 tmp2 = tmp->below;
3701 tmp->remove (); 3512 tmp->remove ();
3513
3702 if (op->env) 3514 if (op->env)
3703 insert_ob_in_ob (tmp, op->env); 3515 insert_ob_in_ob (tmp, op->env);
3704 else 3516 else
3705 tmp->destroy (0); 3517 tmp->destroy ();
3706 } 3518 }
3707 op->remove (); 3519
3708 op->destroy (0); 3520 op->destroy ();
3709 break; 3521 break;
3710 } 3522 }
3711 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3712} 3524}
3713 3525
3714/** 3526/**
3715 * 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
3716 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3717 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3718 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3719 */ 3531 */
3720void 3532void
3721fix_auto_apply (maptile *m) 3533maptile::fix_auto_apply ()
3722{ 3534{
3723 object *tmp, *above = NULL; 3535 if (!spaces)
3724 int x, y;
3725
3726 if (m == NULL)
3727 return; 3536 return;
3728 3537
3729 for (x = 0; x < MAP_WIDTH (m); x++) 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3730 for (y = 0; y < MAP_HEIGHT (m); y++) 3539 for (object *tmp = ms->bot; tmp; )
3731 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3732 { 3540 {
3733 above = tmp->above; 3541 object *above = tmp->above;
3734 3542
3735 if (tmp->inv) 3543 if (tmp->inv)
3736 { 3544 {
3737 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3738 3546
3739 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3740 { 3548 {
3741 invnext = invtmp->below; 3549 invnext = invtmp->below;
3742 3550
3743 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3744 auto_apply (invtmp); 3552 auto_apply (invtmp);
3745 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3746 { 3554 {
3747 while ((invtmp->stats.hp--) > 0) 3555 while ((invtmp->stats.hp--) > 0)
3748 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3749
3750 invtmp->randomitems = NULL;
3751 }
3752 else if (invtmp && invtmp->arch
3753 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3754 {
3755 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);
3756 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3757 * treasure again for this object 3565 * treasure again for this object
3758 */ 3566 */
3759 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3760 } 3568 }
3761 } 3569 }
3762 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3763 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3764 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3765 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3766 * MSW 2004-05-13 3574 * MSW 2004-05-13
3767 * 3575 *
3768 * 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,
3769 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3770 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3771 */ 3579 */
3772 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3773 || 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)
3774 tmp->randomitems = NULL;
3775
3776 }
3777
3778 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3779 auto_apply (tmp);
3780 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3781 {
3782 while ((tmp->stats.hp--) > 0)
3783 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3784 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3583
3785 } 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 }
3786 else if (tmp->type == TIMED_GATE) 3594 else if (tmp->type == TIMED_GATE)
3787 { 3595 {
3788 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3789 3597
3790 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3791 {
3792 tmp->speed = 0; 3599 tmp->set_speed (0);
3793 update_ob_speed (tmp);
3794 }
3795 } 3600 }
3796 /* 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
3797 * 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
3798 * 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
3799 * 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.
3800 * 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
3801 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3802 */ 3607 */
3803 else if (tmp && tmp->arch && tmp->type != PLAYER 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3804 && tmp->type != TREASURE && tmp->type != SPELL 3609 && tmp->type != TREASURE && tmp->type != SPELL
3805 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3806 { 3611 {
3807 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3808 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3809 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3810 } 3621 }
3811 3622
3812 for (x = 0; x < MAP_WIDTH (m); x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3813 for (y = 0; y < MAP_HEIGHT (m); y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3814 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3817} 3627}
3818 3628
3819/** 3629/**
3820 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3821 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3822 * 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
3823 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3824 */ 3634 */
3825
3826void 3635void
3827eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3828{ 3637{
3829 object *force; 3638 object *force;
3830 int i, did_one = 0; 3639 int i, did_one = 0;
3831 sint8 k;
3832 3640
3833 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3834 3642
3835 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3836 { 3644 if (sint8 k = food->stats.stat (i))
3837 k = get_attr_value (&food->stats, i);
3838 if (k)
3839 { 3645 {
3840 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3841 did_one = 1; 3647 did_one = 1;
3842 } 3648 }
3843 }
3844 3649
3845 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3846 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3847 { 3652 {
3848 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3849 { 3654 {
3850 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3851 did_one = 1; 3656 did_one = 1;
3852 } 3657 }
3853 } 3658 }
3659
3854 if (did_one) 3660 if (did_one)
3855 { 3661 {
3856 force->speed = 0.1; 3662 force->set_speed (0.1);
3857 update_ob_speed (force);
3858 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3859 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3860 SET_FLAG (force, FLAG_IS_USED_UP);
3861 SET_FLAG (force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3862 change_abil (who, force); 3666 change_abil (who, force);
3863 insert_ob_in_ob (force, who); 3667 insert_ob_in_ob (force, who);
3864 } 3668 }
3865 else 3669 else
3866 {
3867 force->destroy (0); 3670 force->destroy ();
3868 }
3869 3671
3870 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3871 if (food->stats.hp != 0) 3673 if (food->stats.hp != 0)
3872 { 3674 {
3873 if (QUERY_FLAG (food, FLAG_CURSED)) 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3874 { 3676 {
3875 strcpy (who->contr->killer, food->name); 3677 assign (who->contr->killer, food->name);
3876 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3878 } 3680 }
3879 else 3681 else
3880 { 3682 {
3899 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!");
3900 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3901 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3902 } 3704 }
3903 } 3705 }
3904 fix_player (who); 3706 who->update_stats ();
3905} 3707}
3906
3907 3708
3908/** 3709/**
3909 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3910 * 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
3911 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3912 */ 3713 */
3913
3914void 3714void
3915apply_lighter (object *who, object *lighter) 3715apply_lighter (object *who, object *lighter)
3916{ 3716{
3917 object *item; 3717 object *item;
3918 int is_player_env = 0; 3718 int is_player_env = 0;
3919 char item_name[MAX_BUF];
3920 3719
3921 item = find_marked_object (who); 3720 item = find_marked_object (who);
3922 if (item) 3721 if (item)
3923 { 3722 {
3924 if (lighter->last_eat && lighter->stats.food) 3723 if (lighter->last_eat && lighter->stats.food)
3925 { /* lighter gets used up */ 3724 { /* lighter gets used up */
3926 /* Split multiple lighters if they're being used up. Otherwise * 3725 /* Split multiple lighters if they're being used up. Otherwise *
3927 * one charge from each would be used up. --DAMN */ 3726 * one charge from each would be used up. --DAMN */
3928 if (lighter->nrof > 1) 3727 if (lighter->nrof > 1)
3929 { 3728 {
3930 object *oneLighter = get_object (); 3729 object *oneLighter = lighter->clone ();
3931 3730
3932 copy_object (lighter, oneLighter);
3933 lighter->nrof -= 1; 3731 lighter->nrof -= 1;
3934 oneLighter->nrof = 1; 3732 oneLighter->nrof = 1;
3935 oneLighter->stats.food--; 3733 oneLighter->stats.food--;
3936 esrv_send_item (who, lighter); 3734 esrv_send_item (who, lighter);
3937 oneLighter = insert_ob_in_ob (oneLighter, who); 3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 else if (lighter->last_eat) 3741 else if (lighter->last_eat)
3944 { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3945 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);
3946 return; 3744 return;
3947 } 3745 }
3746
3948 /* 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?
3949 * 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
3950 * objects at once. 3749 * objects at once.
3951 */ 3750 */
3952 /* If the item is destroyed, we don't have a valid pointer to the 3751
3953 * name object, so make a copy so the message we print out makes
3954 * some sense.
3955 */
3956 strcpy (item_name, item->name);
3957 if (who == is_player_inv (item)) 3752 if (who == item->in_player ())
3958 is_player_env = 1; 3753 is_player_env = 1;
3959 3754
3960 save_throw_object (item, AT_FIRE, who); 3755 save_throw_object (item, AT_FIRE, who);
3961 /* Change to check count and not freed, since the object pointer 3756
3962 * may have gotten recycled
3963 */
3964 if (item->destroyed ()) 3757 if (item->destroyed ())
3965 { 3758 {
3966 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);
3967 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3968 * gets changed. 3761 * gets changed.
3969 */ 3762 */
3970 if (is_player_env) 3763 if (is_player_env)
3971 fix_player (who); 3764 who->update_stats ();
3972 } 3765 }
3973 else 3766 else
3974 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);
3975 } 3768 }
3976 else /* nothing to light */ 3769 else /* nothing to light */
3993 object *tmp; 3786 object *tmp;
3994 3787
3995 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3996 tmp = get_archetype (SPELL_WONDER); 3789 tmp = get_archetype (SPELL_WONDER);
3997 cast_wonder (op, op, 0, tmp); 3790 cast_wonder (op, op, 0, tmp);
3998 tmp->destroy (0); 3791 tmp->destroy ();
3999 } 3792 }
4000 else if (failure <= -15 && failure > -35) 3793 else if (failure <= -15 && failure > -35)
4001 { /* drain mana */ 3794 { /* drain mana */
4002 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4003 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4021 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!");
4022 blind_player (op, op, power); 3815 blind_player (op, op, power);
4023 } 3816 }
4024 else if (failure <= -80) 3817 else if (failure <= -80)
4025 { /* blast the immediate area */ 3818 { /* blast the immediate area */
4026 object *tmp;
4027
4028 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
4029 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
4030 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4031 tmp->destroy (0); 3822 tmp->destroy ();
4032 } 3823 }
4033 } 3824 }
4034} 3825}
4035 3826
4036void 3827void
4055 */ 3846 */
4056 int i, j; 3847 int i, j;
4057 3848
4058 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4059 { 3850 {
4060 sint8 stat = get_attr_value (stats, i);
4061 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);
4062 3853
4063 stat += get_attr_value (ns, i);
4064 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4065 { 3855 {
4066 excess_stat++; 3856 excess_stat++;
4067 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4068 } 3858 }
4069 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4070 } 3861 }
4071 3862
4072 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4073 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4074 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4075 int stat = get_attr_value (stats, i);
4076 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4077 3866
4078 if (i == CHA) 3867 if (i == CHA)
4079 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);
4080 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4081 { 3873 {
4082 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4083 excess_stat--; 3875 excess_stat--;
4084 } 3876 }
4087 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4088 * the player ref: player.c 3880 * the player ref: player.c
4089 */ 3881 */
4090 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4091 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4092
4093 3884
4094 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4095 3886
4096 /* first, look for the force object banning 3887 /* first, look for the force object banning
4097 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.

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