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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 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!");
219 object *depl; 216 object *depl;
220 archetype *at; 217 archetype *at;
221 218
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 220 {
224 drain_stat (op); 221 op->drain_stat ();
225 fix_player (op); 222 op->update_stats ();
226 decrease_ob (tmp); 223 decrease_ob (tmp);
227 return 1; 224 return 1;
228 } 225 }
229 226
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 228 {
232 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 230 return 0;
234 } 231 }
235 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
236 233
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 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 239
243 depl->destroy (); 240 depl->destroy ();
244 fix_player (op); 241 op->update_stats ();
245 } 242 }
246 else 243 else
247 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.");
248 245
249 decrease_ob (tmp); 246 decrease_ob (tmp);
299 296
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 298 {
302 if (got_one) 299 if (got_one)
303 { 300 {
304 fix_player (op); 301 op->update_stats ();
305 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");
306 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.");
307 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.");
308 } 305 }
309 else 306 else
311 } 308 }
312 else 309 else
313 { /* cursed potion */ 310 { /* cursed potion */
314 if (got_one) 311 if (got_one)
315 { 312 {
316 fix_player (op); 313 op->update_stats ();
317 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.");
318 } 315 }
319 else 316 else
320 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.");
321 } 318 }
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);
980 else 985 else
981 { 986 {
982 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
983 { 988 {
984 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",
985 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 991 return -1;
987 } 992 }
988 993
989 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1000 { 1005 {
1001 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",
1002 &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);
1003 1008
1004 /** 1009 /**
1005 * 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
1006 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1007 */ 1012 */
1008 } 1013 }
1009 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);
1010 return 1; 1015 return 1;
1011} 1016}
1014 * Handle apply on containers. 1019 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1016 * 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]
1017 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1018 */ 1023 */
1019
1020int 1024int
1021apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1022{ 1026{
1023 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1028 return 0; /* This might change */
1028 1029
1029 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1030 { 1031 {
1031 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]");
1032 return 0; 1033 return 0;
1033 } 1034 }
1034 op->contr->last_used = NULL; 1035
1035 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1036 1037
1037 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;
1038 { 1042 }
1039 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)
1040 { 1048 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1042 return 1; 1051 return 1;
1043 } 1052 }
1044 /* It's on the ground, the problems begin */ 1053 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1054 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1057 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1058 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1059
1081 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1065 op->close_container ();
1090 { 1066 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1069 return 1;
1094 apply_container (op, tmp); 1070 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1096 op->container = sack; 1072 // it's locked?
1097 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1098 strcat (buf, "."); 1074 {
1099 } 1075 if (object *tmp = find_key (op, op, sack))
1100 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1077 else
1108 { 1078 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1080 return 1;
1145 } 1081 }
1146 }
1147 } 1082 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083
1149 if (op->contr) 1084 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1085
1151 return 1; 1086 return 1;
1152} 1087}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1088
1279/** 1089/**
1280 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1282 */ 1092 */
1528 1338
1529 /* 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
1530 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1532 */ 1342 */
1533 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1534 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1535 /* 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); */
1536 } 1346 }
1537 goto leave; 1347 goto leave;
1538 1348
1539 case SPINNER: 1349 case SPINNER:
1625 1435
1626 1436
1627 case CONVERTER: 1437 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1629 { 1439 {
1630 object *op;
1631
1632 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));
1633 1441 get_archetype ("burnout")->insert_at (trap, trap);
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 } 1442 }
1443
1642 goto leave; 1444 goto leave;
1643 1445
1644 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1478 {
1677 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1678 * players output. 1480 * players output.
1679 */ 1481 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1682 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1683 } 1486 }
1684 goto leave; 1487 goto leave;
1685 1488
1686 case ENCOUNTER: 1489 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1702 1505
1703 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1704 goto leave; 1507 goto leave;
1705 1508
1706 case CONTAINER: 1509 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1711 goto leave; 1511 goto leave;
1712 1512
1713 case RUNE: 1513 case RUNE:
1714 case TRAP: 1514 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1775 1575
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1577
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1780 "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);
1781 1582
1782 /* gain xp from reading */ 1583 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1585 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1587
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1589 {
1789 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1791 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1792 if (tmp->env) 1594 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1596 else
1795 op->contr->socket.update_look = 1; 1597 op->contr->ns->floorbox_update ();
1796 } 1598 }
1599
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 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 */
1799 } 1602 }
1800} 1603}
1801 1604
1850 } 1653 }
1851 return; 1654 return;
1852 } 1655 }
1853 1656
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1658 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1659 insert_ob_in_ob (tmp, op);
1858 1660
1859 if (special_prayer) 1661 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1663
1864 esrv_add_spells (op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1865} 1665}
1866 1666
1867/** 1667/**
1942 return; 1742 return;
1943 } 1743 }
1944 1744
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 { 1746 {
1947 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]");
1948 return; 1748 return;
1949 } 1749 }
1950 1750
1951 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);
1952 1752
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1754 {
1955 identify (tmp); 1755 identify (tmp);
1756
1956 if (tmp->env) 1757 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1759 else
1959 op->contr->socket.update_look = 1; 1760 op->contr->ns->floorbox_update ();
1960 } 1761 }
1961 1762
1962 /* 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
1963 * 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
1964 * 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
1974 { 1775 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1976 1777
1977 if (!spell_skill) 1778 if (!spell_skill)
1978 { 1779 {
1979 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);
1980 return; 1781 return;
1981 } 1782 }
1982 1783
1983 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1984 { 1785 {
2018 else 1819 else
2019 { 1820 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2021 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");
2022 } 1823 }
1824
2023 decrease_ob (tmp); 1825 decrease_ob (tmp);
2024} 1826}
2025 1827
2026/** 1828/**
2027 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1869 identify (tmp);
2068 1870
2069 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);
2070 1872
2071
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1874 decrease_ob (tmp);
2074} 1875}
2075 1876
2076/** 1877/**
2079 * chest. 1880 * chest.
2080 */ 1881 */
2081static void 1882static void
2082apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2083{ 1884{
2084 object *treas;
2085
2086
2087 /* 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
2088 * 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
2089 * 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
2090 * 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
2091 * treasure 1889 * treasure
2092 */ 1890 */
2093
2094 treas = tmp->inv; 1891 object *treas = tmp->inv;
2095 if (treas == NULL) 1892
1893 if (!treas)
2096 { 1894 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098 decrease_ob (tmp); 1896 decrease_ob (tmp);
2099 return; 1897 return;
2100 } 1898 }
1899
2101 while (tmp->inv) 1900 while (tmp->inv)
2102 { 1901 {
2103 treas = tmp->inv; 1902 treas = tmp->inv;
2104 1903
2105 treas->remove (); 1904 treas->remove ();
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2023 return 0;
2225 2024
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 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
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2231 {
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2233 skin = tmp; 2033 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2235 abil = tmp; 2035 abil = tmp;
2236 }
2237 }
2238 2036
2239 /* 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
2240 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2242 return 0; 2040 return 0;
2283 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2286 2084
2287 /* 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!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2087 {
2290 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2291 winners++; 2089 winners++;
2292 } 2090 }
2293 2091
2324 2122
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2124 {
2327 /* resistance increased! */ 2125 /* resistance increased! */
2328 skin->resist[i]++; 2126 skin->resist[i]++;
2329 fix_player (op); 2127 op->update_stats ();
2330 2128
2331 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]);
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2131 }
2334 2132
2353 } 2151 }
2354 } 2152 }
2355 return 1; 2153 return 1;
2356} 2154}
2357 2155
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390}
2391
2392/** 2156/**
2393 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2395 */ 2159 */
2396static void 2160static void
2401 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))
2402 { 2166 {
2403 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.");
2404 return; 2168 return;
2405 } 2169 }
2170
2406 armor = find_marked_object (op); 2171 armor = find_marked_object (op);
2172
2407 if (!armor) 2173 if (!armor)
2408 { 2174 {
2409 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.");
2410 return; 2176 return;
2411 } 2177 }
2178
2412 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2180 && armor->type != CLOAK
2414 && 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)
2415 { 2182 {
2416 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");
2419 2186
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2188 improve_armour (op, tmp, armor);
2422} 2189}
2423 2190
2424
2425extern void 2191extern void
2426apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2427{ 2193{
2428 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2429 { 2195 {
2440 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2207 decrease_ob (tmp);
2442} 2208}
2443 2209
2444/** 2210/**
2445 * 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.
2446 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2447 * -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)
2448 * -You are 2214 * -You are
2449 * ° the owner of the exit 2215 * ° the owner of the exit
2450 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2451 * 2217 *
2452 * 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
2453 * 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
2454 * 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).
2455 */ 2221 */
2456int 2222int
2457is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2458{ 2224{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2465 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
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2231#endif
2469 * all the exits in destination and try to find one with same path as 2232
2470 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2235 if (exitmap)
2476 { 2236 {
2237 exitmap->load_sync ();
2238
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2478 if (!tmp) 2241 if (!tmp)
2479 return 0; 2242 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2481 { 2245 {
2482 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2484 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2490 2257
2491 /* 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
2492 * 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
2493 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2494 */ 2261 */
2495 if (!exit->race) 2262 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2497 exit_owner = NULL; 2265 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2499 { 2268 {
2500 if (!pp->ob) 2269 if (!pp->ob)
2501 continue; 2270 continue;
2271
2502 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2503 continue; 2273 continue;
2274
2504 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 */
2505 break; 2276 break;
2506 } 2277 }
2278
2507 if (!exit_owner) 2279 if (!exit_owner)
2508 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2509 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2511 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2513 ((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 */
2514 (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 */
2515 return 0; 2289 return 0;
2290
2516 return 1; 2291 return 1;
2517 } 2292 }
2518 } 2293 }
2294
2519 return 0; 2295 return 0;
2520} 2296}
2521
2522 2297
2523/** 2298/**
2524 * Main apply handler. 2299 * Main apply handler.
2525 * 2300 *
2526 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2534 * being applied. 2309 * being applied.
2535 * 2310 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2538 */ 2313 */
2539
2540int 2314int
2541manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2542{ 2316{
2543 if (tmp->head) 2317 if (tmp->head)
2544 tmp = tmp->head; 2318 tmp = tmp->head;
2549 { 2323 {
2550 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.");
2551 return 1; 2325 return 1;
2552 } 2326 }
2553 else 2327 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2329 }
2558 2330
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2332 return RESULT_INT (0);
2561 2333
2562 switch (tmp->type) 2334 switch (tmp->type)
2563 { 2335 {
2564
2565 case CF_HANDLE: 2336 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 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);
2568 tmp->value = tmp->value ? 0 : 1; 2339 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2340 SET_ANIMATION (tmp, tmp->value);
2576 { 2347 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 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);
2579 } 2350 }
2580 else 2351 else
2581 {
2582 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.");
2583 } 2353
2584 return 1; 2354 return 1;
2585 2355
2586 case EXIT: 2356 case EXIT:
2587 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2588 return 0; 2358 return 0;
2359
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 {
2591 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));
2592 }
2593 else 2362 else
2594 { 2363 {
2595 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2598 enter_exit (op, tmp); 2368 op->enter_exit (tmp);
2599 } 2369 }
2370
2600 return 1; 2371 return 1;
2601 2372
2602 case SIGN: 2373 case SIGN:
2603 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2604 return 1; 2375 return 1;
2608 { 2379 {
2609 apply_book (op, tmp); 2380 apply_book (op, tmp);
2610 return 1; 2381 return 1;
2611 } 2382 }
2612 else 2383 else
2613 {
2614 return 0; 2384 return 0;
2615 }
2616 2385
2617 case SKILLSCROLL: 2386 case SKILLSCROLL:
2618 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2619 { 2388 {
2620 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2621 return 1; 2390 return 1;
2622 } 2391 }
2392 else
2623 return 0; 2393 return 0;
2624 2394
2625 case SPELLBOOK: 2395 case SPELLBOOK:
2626 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2627 { 2397 {
2628 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2629 return 1; 2399 return 1;
2630 } 2400 }
2401 else
2631 return 0; 2402 return 0;
2632 2403
2633 case SCROLL: 2404 case SCROLL:
2634 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2635 return 1; 2406 return 1;
2636 2407
2637 case POTION: 2408 case POTION:
2638 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2639 return 1; 2410 return 1;
2640 2411
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2642 case CLOSE_CON: 2414 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2647 return 1; 2416 return 1;
2648 2417
2649 case CONTAINER: 2418 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2654 return 1; 2420 return 1;
2655 2421
2656 case TREASURE: 2422 case TREASURE:
2657 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2658 { 2424 {
2659 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2660 return 1; 2426 return 1;
2661 } 2427 }
2662 else 2428 else
2663 {
2664 return 0; 2429 return 0;
2665 }
2666 2430
2667 case WEAPON: 2431 case WEAPON:
2668 case ARMOUR: 2432 case ARMOUR:
2669 case BOOTS: 2433 case BOOTS:
2670 case GLOVES: 2434 case GLOVES:
2683 case LAMP: 2447 case LAMP:
2684 case BUILDER: 2448 case BUILDER:
2685 case SKILL_TOOL: 2449 case SKILL_TOOL:
2686 if (tmp->env != op) 2450 if (tmp->env != op)
2687 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2688 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2689 return 1; 2454 return 1;
2690 2455
2691 case DRINK: 2456 case DRINK:
2692 case FOOD: 2457 case FOOD:
2693 case FLESH: 2458 case FLESH:
2697 case POISON: 2462 case POISON:
2698 apply_poison (op, tmp); 2463 apply_poison (op, tmp);
2699 return 1; 2464 return 1;
2700 2465
2701 case SAVEBED: 2466 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2467 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2468
2712 case ARMOUR_IMPROVER: 2469 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2714 { 2471 {
2715 apply_armour_improver (op, tmp); 2472 apply_armour_improver (op, tmp);
2716 return 1; 2473 return 1;
2717 } 2474 }
2718 else 2475 else
2719 {
2720 return 0; 2476 return 0;
2721 }
2722 2477
2723 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2725 return 1; 2480 return 1;
2726 2481
2727 case CLOCK: 2482 case CLOCK:
2728 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2729 { 2484 {
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2494 return 1;
2740 } 2495 }
2741 else 2496 else
2742 {
2743 return 0; 2497 return 0;
2744 }
2745 2498
2746 case MENU: 2499 case MENU:
2747 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2748 { 2501 {
2749 shop_listing (op); 2502 shop_listing (tmp, op);
2750 return 1; 2503 return 1;
2751 } 2504 }
2752 else 2505 else
2753 {
2754 return 0; 2506 return 0;
2755 }
2756 2507
2757 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1; 2510 return 1;
2760 2511
2763 { 2514 {
2764 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2765 return 1; 2516 return 1;
2766 } 2517 }
2767 else 2518 else
2768 {
2769 return 0; 2519 return 0;
2770 }
2771 2520
2772 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2774 return 1; 2523 return 1;
2775 2524
2798 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!");
2799 return 0; 2548 return 0;
2800 } 2549 }
2801 } 2550 }
2802 2551
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2553
2818 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2555 if (!quiet)
2820 { 2556 {
2821 if (tmp == 0) 2557 if (tmp == 0)
2829/** 2565/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2831 * 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
2832 * we use the ground. 2568 * we use the ground.
2833 */ 2569 */
2834
2835void 2570void
2836player_apply_below (object *pl) 2571player_apply_below (object *pl)
2837{ 2572{
2838 object *tmp, *next;
2839 int floors; 2573 int floors = 0;
2840 2574
2841 /* 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
2842 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* 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
2847 * 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
2848 * 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
2849 * 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
2850 * not return a proper value. 2581 * not return a proper value.
2851 */ 2582 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2584 {
2854 next = tmp->below; 2585 next = tmp->below;
2586
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2588 floors++;
2857 else if (floors > 0) 2589 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2859 2591
2879 * 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.
2880 */ 2612 */
2881static int 2613static int
2882unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2883{ 2615{
2884 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)))
2885 return RESULT_INT (0); 2618 return RESULT_INT (0);
2886 2619
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2890 switch (op->type) 2622 switch (op->type)
2891 { 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
2892 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
2893 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));
2894 2647
2895 (void) change_abil (who, op); 2648 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2650 break;
2900 2651
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2652 case SKILL:
2903 if (op != who->chosen_skill) 2653 if (who->contr)
2904 { 2654 {
2905 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);
2906 } 2659 }
2907 if (who->type == PLAYER) 2660
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op); 2661 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2663 break;
2924 2664
2925 case ARMOUR: 2665 case ARMOUR:
2926 case HELMET: 2666 case HELMET:
2931 case AMULET: 2671 case AMULET:
2932 case GIRDLE: 2672 case GIRDLE:
2933 case BRACERS: 2673 case BRACERS:
2934 case CLOAK: 2674 case CLOAK:
2935 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));
2936 (void) change_abil (who, op); 2676 change_abil (who, op);
2937 break; 2677 break;
2678
2938 case LAMP: 2679 case LAMP:
2680 {
2939 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
2940 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x; 2684 tmp2->x = op->x;
2942 tmp2->y = op->y; 2685 tmp2->y = op->y;
2943 tmp2->map = op->map; 2686 tmp2->map = op->map;
2944 tmp2->below = op->below; 2687 tmp2->below = op->below;
2945 tmp2->above = op->above; 2688 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2691
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951 2694
2952 if (who->type == PLAYER) 2695 if (who->contr)
2953 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2954 2697
2955 op->destroy (); 2698 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2700 who->update_stats ();
2701
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2703 {
2960 if (who->type == PLAYER) 2704 if (who->contr)
2961 { 2705 {
2962 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!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 } 2708 }
2965 } 2709 }
2966 if (who->type == PLAYER) 2710
2711 if (who->contr)
2967 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2968 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2969 break; 2716
2970 case BOW: 2717 case BOW:
2971 case WAND: 2718 case WAND:
2972 case ROD: 2719 case ROD:
2973 case HORN: 2720 case HORN:
2974 clear_skill (who); 2721 if (player *pl = who->contr)
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 { 2722 {
2978 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));
2979 } 2730 }
2980 else 2731 else
2981 { 2732 {
2733 who->change_skill (0);
2734
2982 if (op->type == BOW) 2735 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2737 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 2739 }
2740
2987 break; 2741 break;
2988 2742
2989 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2990 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));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 2746 break;
2994 2747
2995 default: 2748 default:
2996 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));
2997 break; 2750 break;
2998 } 2751 }
2999 2752
3000 fix_player (who); 2753 who->update_stats ();
3001 2754
3002 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
3003 { 2756 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
3007 if (who->type == PLAYER) 2758
2759 if (who->contr)
3008 { 2760 {
3009 if (tmp) 2761 if (tmp)
3010 { /* it was merged */ 2762 { /* it was merged */
3011 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
3012 op = tmp; 2764 op = tmp;
3013 } 2765 }
3014 2766
3015 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
3016 } 2768 }
3017 } 2769 }
2770
3018 return 0; 2771 return 0;
3019} 2772}
3020 2773
3021/** 2774/**
3022 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
3024 * 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
3025 * something like: 2778 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
3030 * 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.
3031 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 2785 * invisible other objects that use
3033 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
3034 */ 2787 */
3035object * 2788static object *
3036get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
3037{ 2790{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3044 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))
3045 return tmp; 2795 return tmp;
3046 2796
3047 return NULL; 2797 return 0;
3048} 2798}
3049
3050
3051 2799
3052/** 2800/**
3053 * '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.
3054 * This should only be called when it is known 2802 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3061 * another function that does just that. 2809 * another function that does just that.
3062 */ 2810 */
3063int 2811int
3064unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3065{ 2813{
3066 int i; 2814 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3077 {
3078 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)))
3079 { 2818 {
3080 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3082 else 2821 else
3083 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3084 } 2823 }
3085 else 2824 else
3086 { 2825 {
3087 /* 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.
3088 * 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
3089 * at least generate the message. 2828 * at least generate the message.
3090 */ 2829 */
3091 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));
3092 return 1; 2831 return 1;
3093 }
3094
3095 } 2832 }
3096 }
3097 }
3098 2833
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 2835 {
3101 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 2837 if (op->slot[i].info)
3103 { 2838 {
3104 last = who->inv; 2839 object *last = who->inv;
3105 2840
3106 /* 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
3107 * to free up enough slots. 2842 * to free up enough slots.
3108 */ 2843 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 2845 {
3111 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3112 if (!tmp) 2848 if (!tmp)
3113 { 2849 {
3114#if 0 2850#if 0
3115 /* 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
3116 * equipped. 2852 * equipped.
3117 */ 2853 */
3118 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);
3119#endif 2855#endif
3120 return 1; 2856 return 1;
3121 } 2857 }
2858
3122 /* 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 */
3123 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))))
3124 { 2861 {
3125 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3134 * 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
3135 * one cursed ring.) 2872 * one cursed ring.)
3136 */ 2873 */
3137 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));
3138 } 2875 }
2876
3139 last = tmp->below; 2877 last = tmp->below;
3140 } 2878 }
3141 /* 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
3142 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3143 */ 2881 */
3144 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3145 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3146 return 0; 2885 return 0;
3147} 2886}
3148 2887
3149/** 2888/**
3150 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3154 * 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
3155 * 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?)
3156 * 2895 *
3157 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3158 * these return values. 2897 * these return values.
3159 */ 2898 */
3160int 2899int
3161can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3162{ 2901{
3163 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)))
3164 return RESULT_INT (0); 2903 return RESULT_INT (0);
3165 2904
3166 int i, retval = 0; 2905 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3168 2907
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 2909 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3177 { 2911 {
3178 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)
3179 { 2914 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 2916 * really needed.
3196 */ 2917 */
3197 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3198 } 2919 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 2921 {
3201 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3202 * we have. 2923 * we have.
3203 */ 2924 */
3204 object *tmp1;
3205
3206 2925
3207 /* 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
3208 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3209 * 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
3210 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3213 * may be two handed for example. 2932 * may be two handed for example.
3214 */ 2933 */
3215 if (ws) 2934 if (ws)
3216 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 2936 {
3219 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 2938 continue;
3221 } 2939 }
3222 }
3223 2940
3224 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 2942 if (!tmp1)
3226 { 2943 {
3227#if 0 2944#if 0
3228 /* 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
3229 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3239 * to apply multiple objects 2956 * to apply multiple objects
3240 */ 2957 */
3241 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3242 if (!tmp) 2960 if (!tmp)
3243 tmp = tmp1; 2961 tmp = tmp1;
3244 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 2964
3248 /* 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
3249 * 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
3250 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3251 */ 2968 */
3252 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)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 2972
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3257 */ 2975 */
3258 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)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 2978 }
3262 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3263 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3265 2982
3270 * 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
3271 * all use the same location. 2988 * all use the same location.
3272 */ 2989 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3277 2995
3278
3279 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3280 { 2997 {
3281 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))
3282 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3289 } 3009 }
3010
3290 return retval; 3011 return retval;
3291} 3012}
3292
3293
3294 3013
3295/** 3014/**
3296 * 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.
3297 * 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,
3298 * 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
3307 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3308 * 3027 *
3309 * Optional flags: 3028 * Optional flags:
3310 * 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
3311 * 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
3312 * 3032 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3034 *
3315 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3316 */ 3036 */
3317int 3037int
3318apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3319{ 3039{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3042
3324 if (who == NULL) 3043 if (who == NULL)
3325 { 3044 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3046 return 1;
3337 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3338 return 0; 3057 return 0;
3339 3058
3340 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)))
3341 { 3060 {
3342 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));
3343 return 1; 3062 return 1;
3344 } 3063 }
3064
3345 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3346 } 3066 }
3347 3067
3348 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3349 return 0; 3069 return 0;
3350 3070
3351 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);
3352 3081
3353 /* 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 */
3354 if (i) 3083 if (int i = can_apply_object (who, op))
3355 { 3084 {
3356 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3357 { 3086 {
3358 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));
3359 return 1; 3088 return 1;
3361 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3091 {
3363 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));
3364 return 1; 3093 return 1;
3365 } 3094 }
3095
3366 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3367 { 3097 {
3368 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3100 return 1;
3371 } 3101 }
3372 else 3102 else
3373 { 3103 {
3374 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))
3375 { 3105 {
3376 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:");
3377 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3108 return 1;
3379 } 3109 }
3380 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))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3112 return 1;
3385 } 3113 }
3386 }
3387 } 3114 }
3115
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3117 {
3390 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3391 if (!skop) 3120 if (!skop)
3392 { 3121 {
3393 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);
3394 return 1; 3123 return 1;
3395 } 3124 }
3396 else 3125 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3400 */ 3128 */
3401 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 { 3130 }
3407 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]");
3408 return 1; 3139 return 1;
3409 } 3140 }
3410
3411 3141
3412 /* 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.
3413 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3415 */ 3145 */
3416
3417
3418 if (op->nrof > 1) 3146 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3420 else 3148 else
3421 tmp = NULL; 3149 tmp = 0;
3422 3150
3423 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)))
3424 return RESULT_INT (0); 3152 return RESULT_INT (0);
3425 3153
3426 switch (op->type) 3154 switch (op->type)
3427 { 3155 {
3428 case WEAPON: 3156 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3430 { 3158 {
3431 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. "
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3433 if (tmp != NULL) 3162 if (tmp)
3434 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3435 return 1; 3165 return 1;
3436 } 3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3171 {
3439 /* 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. */
3440 /* (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) */
3441 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
3442 if (tmp != NULL) 3176 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3178
3444 return 1; 3179 return 1;
3445 } 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
3446 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3452 3193
3453 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));
3454 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3455 (void) change_abil (who, op); 3197 change_abil (who, op);
3456 break; 3198 break;
3457 3199
3458 case ARMOUR: 3200 case ARMOUR:
3459 case HELMET: 3201 case HELMET:
3460 case SHIELD: 3202 case SHIELD:
3465 case CLOAK: 3207 case CLOAK:
3466 case RING: 3208 case RING:
3467 case AMULET: 3209 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3469 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));
3470 (void) change_abil (who, op); 3212 change_abil (who, op);
3471 break; 3213 break;
3214
3472 case LAMP: 3215 case LAMP:
3473 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3474 { 3217 {
3475 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);
3476 return 1; 3219 return 1;
3477 } 3220 }
3221
3478 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);
3479 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3484 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3485 3231
3486 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3487 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3489 3235
3490 op->destroy (); 3236 op->destroy ();
3491 3237
3492 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3493 if (tmp != NULL) 3239 if (tmp)
3494 { 3240 {
3495 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3498 } 3244 }
3499 fix_player (who); 3245
3246 who->update_stats ();
3247
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3503 { 3250 {
3504 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!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 } 3253 }
3507 } 3254
3508 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3510 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 }
3511 break; 3270 break;
3512 3271
3513 /* this part is needed for skill-tools */
3514 case SKILL: 3272 case SKILL:
3515 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 { 3274 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3519 return 1;
3520 }
3521 if (who->type == PLAYER)
3522 { 3276 {
3523 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3524 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
3525 if (!op->invisible) 3318 if (!op->invisible)
3526 { 3319 {
3527 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));
3528 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);
3529 } 3322 }
3530 else 3323 else
3531 {
3532 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);
3533 }
3534 } 3325 }
3326 else
3327 {
3535 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op); 3329 change_abil (who, op);
3537 who->chosen_skill = op; 3330 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3539 break; 3334 break;
3540 3335
3541 case BOW: 3336 case BOW:
3542 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3543 { 3338 {
3544 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.");
3545 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
3546 if (tmp != NULL) 3342 if (tmp)
3547 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3548 return 1; 3345 return 1;
3549 } 3346 }
3347
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 { 3349 {
3552 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.");
3553 if (tmp != NULL) 3351 if (tmp)
3554 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3555 return 1; 3354 return 1;
3556 } 3355 }
3356
3557 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3558 case ROD: 3359 case ROD:
3559 case HORN: 3360 case HORN:
3560 /* 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
3561 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3371
3566 if (who->type == PLAYER) 3372 if (who->contr)
3567 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3568 if (op->type == BOW) 3378 if (op->type == BOW)
3569 { 3379 {
3380 who->current_weapon = op;
3570 (void) change_abil (who, op); 3381 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "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));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 } 3384 }
3579 } 3385 }
3580 else 3386 else
3581 { 3387 {
3582 if (op->type == BOW) 3388 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3390 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3392 }
3393
3587 break; 3394 break;
3588 3395
3589 case BUILDER: 3396 case BUILDER:
3590 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)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3402
3593 who->contr->ranges[range_builder] = op;
3594 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 }
3595 break; 3407 break;
3596 3408
3597 default: 3409 default:
3598 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));
3599 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3600 3412
3601 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3602 3414
3603 if (tmp != NULL) 3415 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3605 3417
3606 fix_player (who); 3418 who->update_stats ();
3607 3419
3608 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3422 * you don't know anything about them.
3611 */ 3423 */
3618 { 3430 {
3619 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!");
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3433 }
3622 } 3434 }
3435
3623 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3624 { 3437 {
3625 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3626 if (tmp) 3439 if (tmp)
3627 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3628 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3629 } 3443 }
3444
3630 return 0; 3445 return 0;
3631} 3446}
3632
3633 3447
3634int 3448int
3635monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3636{ 3450{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 int i; 3465 int i;
3652 3466
3653 switch (op->type) 3467 switch (op->type)
3654 { 3468 {
3655 case SHOP_FLOOR: 3469 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3470 if (!op->has_random_items ())
3657 return 0; 3471 return 0;
3658 3472
3659 do 3473 do
3660 { 3474 {
3661 i = 10; /* let's give it 10 tries */ 3475 i = 10; /* let's give it 10 tries */
3681 3495
3682 case TREASURE: 3496 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3498 return 0;
3685 3499
3686 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 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);
3689 3503
3690 /* 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,
3691 * 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
3708 } 3522 }
3709 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3710} 3524}
3711 3525
3712/** 3526/**
3713 * 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
3714 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3531 */
3718void 3532void
3719fix_auto_apply (maptile *m) 3533maptile::fix_auto_apply ()
3720{ 3534{
3721 object *tmp, *above = NULL; 3535 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3536 return;
3726 3537
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3539 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3540 {
3731 above = tmp->above; 3541 object *above = tmp->above;
3732 3542
3733 if (tmp->inv) 3543 if (tmp->inv)
3734 { 3544 {
3735 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3736 3546
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3548 {
3739 invnext = invtmp->below; 3549 invnext = invtmp->below;
3740 3550
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3552 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3554 {
3745 while ((invtmp->stats.hp--) > 0) 3555 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 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);
3754 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3565 * treasure again for this object
3756 */ 3566 */
3757 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3758 } 3568 }
3759 } 3569 }
3760 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3574 * MSW 2004-05-13
3765 * 3575 *
3766 * 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,
3767 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3769 */ 3579 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || 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)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3583
3783 } 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 }
3784 else if (tmp->type == TIMED_GATE) 3594 else if (tmp->type == TIMED_GATE)
3785 { 3595 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3597
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3599 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3600 }
3794 /* 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
3795 * 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
3796 * 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
3797 * 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.
3798 * 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
3799 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3800 */ 3607 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3609 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3611 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3807 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3808 } 3621 }
3809 3622
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3815} 3627}
3816 3628
3817/** 3629/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3820 * 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
3821 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3822 */ 3634 */
3823
3824void 3635void
3825eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3826{ 3637{
3827 object *force; 3638 object *force;
3828 int i, did_one = 0; 3639 int i, did_one = 0;
3829 sint8 k;
3830 3640
3831 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3832 3642
3833 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3834 { 3644 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3645 {
3838 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3839 did_one = 1; 3647 did_one = 1;
3840 } 3648 }
3841 }
3842 3649
3843 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3845 { 3652 {
3846 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3847 { 3654 {
3848 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3656 did_one = 1;
3850 } 3657 }
3851 } 3658 }
3659
3852 if (did_one) 3660 if (did_one)
3853 { 3661 {
3854 force->speed = 0.1; 3662 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3666 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3667 insert_ob_in_ob (force, who);
3862 } 3668 }
3863 else 3669 else
3866 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3673 if (food->stats.hp != 0)
3868 { 3674 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3676 {
3871 strcpy (who->contr->killer, food->name); 3677 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 } 3680 }
3875 else 3681 else
3876 { 3682 {
3895 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!");
3896 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3898 } 3704 }
3899 } 3705 }
3900 fix_player (who); 3706 who->update_stats ();
3901} 3707}
3902
3903 3708
3904/** 3709/**
3905 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3906 * 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
3907 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3908 */ 3713 */
3909
3910void 3714void
3911apply_lighter (object *who, object *lighter) 3715apply_lighter (object *who, object *lighter)
3912{ 3716{
3913 object *item; 3717 object *item;
3914 int is_player_env = 0; 3718 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3719
3917 item = find_marked_object (who); 3720 item = find_marked_object (who);
3918 if (item) 3721 if (item)
3919 { 3722 {
3920 if (lighter->last_eat && lighter->stats.food) 3723 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3724 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3725 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3726 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3727 if (lighter->nrof > 1)
3925 { 3728 {
3926 object *oneLighter = object::create (); 3729 object *oneLighter = lighter->clone ();
3927 3730
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3731 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3732 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3733 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3734 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3741 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3941 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);
3942 return; 3744 return;
3943 } 3745 }
3746
3944 /* 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?
3945 * 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
3946 * objects at once. 3749 * objects at once.
3947 */ 3750 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3751
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item)) 3752 if (who == item->in_player ())
3954 is_player_env = 1; 3753 is_player_env = 1;
3955 3754
3956 save_throw_object (item, AT_FIRE, who); 3755 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3756
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3757 if (item->destroyed ())
3961 { 3758 {
3962 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);
3963 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3964 * gets changed. 3761 * gets changed.
3965 */ 3762 */
3966 if (is_player_env) 3763 if (is_player_env)
3967 fix_player (who); 3764 who->update_stats ();
3968 } 3765 }
3969 else 3766 else
3970 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);
3971 } 3768 }
3972 else /* nothing to light */ 3769 else /* nothing to light */
4017 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!");
4018 blind_player (op, op, power); 3815 blind_player (op, op, power);
4019 } 3816 }
4020 else if (failure <= -80) 3817 else if (failure <= -80)
4021 { /* blast the immediate area */ 3818 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4027 tmp->destroy (); 3822 tmp->destroy ();
4028 } 3823 }
4029 } 3824 }
4030} 3825}
4031 3826
4051 */ 3846 */
4052 int i, j; 3847 int i, j;
4053 3848
4054 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4055 { 3850 {
4056 sint8 stat = get_attr_value (stats, i);
4057 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);
4058 3853
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4061 { 3855 {
4062 excess_stat++; 3856 excess_stat++;
4063 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4064 } 3858 }
4065 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4066 } 3861 }
4067 3862
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073 3866
4074 if (i == CHA) 3867 if (i == CHA)
4075 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);
4076 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4077 { 3873 {
4078 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4079 excess_stat--; 3875 excess_stat--;
4080 } 3876 }
4083 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 3880 * the player ref: player.c
4085 */ 3881 */
4086 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4088
4089 3884
4090 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4091 3886
4092 /* first, look for the force object banning 3887 /* first, look for the force object banning
4093 * 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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