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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.66 by root, Mon Feb 5 02:07:40 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * 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
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
765{ 765{
766 object *otmp; 766 object *otmp;
767 767
768 if (op->type != PLAYER) 768 if (op->type != PLAYER)
769 return 0; 769 return 0;
770
770 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))
771 { 772 {
772 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.");
773 return 0; 774 return 0;
774 } 775 }
776
775 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
776 if (!otmp) 778 if (!otmp)
777 { 779 {
778 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.");
779 return 0; 781 return 0;
780 } 782 }
783
781 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 785 {
783 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");
784 return 0; 787 return 0;
785 } 788 }
789
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
789 return 1; 793 return 1;
790} 794}
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1008
1005 /** 1009 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1008 */ 1012 */
1009 } 1013 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1015 return 1;
1012} 1016}
1015 * Handle apply on containers. 1019 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1019 */ 1023 */
1020
1021int 1024int
1022apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1023{ 1026{
1024 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1028 return 0; /* This might change */
1029 1029
1030 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1031 { 1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1033 return 0;
1034 } 1034 }
1035 1035
1036 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1037 1037
1038 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1039 { 1042 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1041 { 1048 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1043 return 1; 1051 return 1;
1044 } 1052 }
1045 1053 else if (!sack->env)
1046 /* It's on the ground, the problems begin */
1047 if (op->container != sack)
1048 {
1049 /* it's closed OR some player has opened it */
1050 if (QUERY_FLAG (sack, FLAG_APPLIED))
1051 { 1054 {
1052 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
1053 if (tmp)
1054 {
1055 /* some other player have opened it */
1056 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));
1057 return 1; 1057 return 1;
1058 }
1059 }
1060 }
1061 if (QUERY_FLAG (sack, FLAG_APPLIED))
1062 { 1058 }
1063 if (op->container == NULL)
1064 {
1065 tmp = arch_to_object (sack->other_arch);
1066 /* not good, but insert_ob_in_ob() is too smart */
1067 CLEAR_FLAG (tmp, FLAG_REMOVED);
1068 tmp->x = tmp->y = 0;
1069 tmp->map = NULL;
1070 tmp->env = sack;
1071 if (sack->inv)
1072 sack->inv->above = tmp;
1073 tmp->below = sack->inv;
1074 tmp->above = NULL;
1075 sack->inv = tmp;
1076 sack->move_off = MOVE_ALL; /* trying force closing it */
1077 }
1078 else
1079 {
1080 sack->move_off = 0;
1081 tmp = sack->inv;
1082 1059
1083 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1084 tmp->destroy ();
1085 }
1086 }
1087 }
1088
1089 if (QUERY_FLAG (sack, FLAG_APPLIED))
1090 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1091 if (op->container) 1065 op->close_container ();
1092 { 1066 sack->flag [FLAG_APPLIED] = 1;
1093 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1094 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1095 tmp = op->container; 1069 return 1;
1096 apply_container (op, tmp); 1070 }
1097 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1098 op->container = sack; 1072 // it's locked?
1099 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1100 strcat (buf, "."); 1074 {
1101 } 1075 if (object *tmp = find_key (op, op, sack))
1102 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1103 {
1104 CLEAR_FLAG (sack, FLAG_APPLIED);
1105 op->container = NULL;
1106 sprintf (buf, "You close %s.", query_name (sack));
1107 }
1108 }
1109 else 1077 else
1110 { 1078 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 sprintf (buf, "You open %s.", query_name (sack));
1113 SET_FLAG (sack, FLAG_APPLIED);
1114 op->container = sack;
1115 }
1116 }
1117 else
1118 { /* not applied */
1119 if (sack->slaying)
1120 { /* it's locked */
1121 tmp = find_key (op, op, sack);
1122 if (tmp)
1123 {
1124 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1125 SET_FLAG (sack, FLAG_APPLIED);
1126
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 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));
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141
1142 if (sack->env == NULL)
1143 { /* if it's on ground,open it also */
1144 new_draw_info (NDI_UNIQUE, 0, op, buf);
1145 apply_container (op, sack);
1146 return 1; 1080 return 1;
1147 } 1081 }
1148 }
1149 } 1082 }
1150 1083
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1152
1153 if (op->contr)
1154 op->contr->ns->floorbox_update ();
1155 1085
1156 return 1; 1086 return 1;
1157} 1087}
1158
1159/**
1160 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1161 * the player has in their inventory, eg, sacks, luggages, etc.
1162 *
1163 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1164 * This version is for client/server mode.
1165 * op is the player, sack is the container the player is opening or closing.
1166 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1167 *
1168 * Reminder - there are three states for any container - closed (non applied),
1169 * applied (not open, but objects that match get tossed into it), and open
1170 * (applied flag set, and op->container points to the open container)
1171 */
1172
1173int
1174esrv_apply_container (object *op, object *sack)
1175{
1176 object *tmp = op->container;
1177
1178 if (op->type != PLAYER)
1179 return 0; /* This might change */
1180
1181 if (sack == NULL || sack->type != CONTAINER)
1182 {
1183 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1184 return 0;
1185 }
1186
1187 /* If we have a currently open container, then it needs to be closed in all cases
1188 * if we are opening this one up. We then fall through if appropriate for
1189 * openening the new container.
1190 */
1191
1192 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1193 {
1194 if (op->container->env != op)
1195 { /* if container is on the ground */
1196 op->container->move_off = 0;
1197 }
1198
1199 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1200 return 1;
1201
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1203 CLEAR_FLAG (op->container, FLAG_APPLIED);
1204 op->container = NULL;
1205 esrv_update_item (UPD_FLAGS, op, tmp);
1206 if (tmp == sack)
1207 return 1;
1208 }
1209
1210
1211 /* If the player is trying to open it (which he must be doing if we got here),
1212 * and it is locked, check to see if player has the equipment to open it.
1213 */
1214
1215 if (sack->slaying)
1216 { /* it's locked */
1217 tmp = find_key (op, op, sack);
1218 if (tmp)
1219 {
1220 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1221 }
1222 else
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1225 return 0;
1226 }
1227 }
1228
1229 /* By the time we get here, we have made sure any other container has been closed and
1230 * if this is a locked container, the player they key to open it.
1231 */
1232
1233 /* There are really two cases - the sack is either on the ground, or the sack is
1234 * part of the players inventory. If on the ground, we assume that the player is
1235 * opening it, since if it was being closed, that would have been taken care of above.
1236 */
1237
1238
1239 if (sack->env != op)
1240 {
1241 /* Hypothetical case - the player is trying to open a sack that belong to someone
1242 * else. This normally should not happen, but a misbehaving client/player could
1243 * try to do it, so lets handle it gracefully.
1244 */
1245 if (sack->env)
1246 {
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1248 return 0;
1249 }
1250 /* set these so when the player walks off, we can unapply the sack */
1251 sack->move_off = MOVE_ALL; /* trying force closing it */
1252
1253 CLEAR_FLAG (sack, FLAG_APPLIED);
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1255 SET_FLAG (sack, FLAG_APPLIED);
1256 op->container = sack;
1257 esrv_update_item (UPD_FLAGS, op, sack);
1258 esrv_send_inventory (op, sack);
1259
1260 }
1261 else
1262 { /* sack is in players inventory */
1263 if (QUERY_FLAG (sack, FLAG_APPLIED))
1264 { /* readied sack becoming open */
1265 CLEAR_FLAG (sack, FLAG_APPLIED);
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1267 SET_FLAG (sack, FLAG_APPLIED);
1268 op->container = sack;
1269 esrv_update_item (UPD_FLAGS, op, sack);
1270 esrv_send_inventory (op, sack);
1271 }
1272 else
1273 {
1274 CLEAR_FLAG (sack, FLAG_APPLIED);
1275 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1276 SET_FLAG (sack, FLAG_APPLIED);
1277 esrv_update_item (UPD_FLAGS, op, sack);
1278 }
1279 }
1280 return 1;
1281}
1282
1283 1088
1284/** 1089/**
1285 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1286 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1287 */ 1092 */
1533 1338
1534 /* 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
1535 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1536 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1537 */ 1342 */
1538 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1539 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1540 /* 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); */
1541 } 1346 }
1542 goto leave; 1347 goto leave;
1543 1348
1544 case SPINNER: 1349 case SPINNER:
1700 1505
1701 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1702 goto leave; 1507 goto leave;
1703 1508
1704 case CONTAINER: 1509 case CONTAINER:
1705 if (victim->type == PLAYER)
1706 (void) esrv_apply_container (victim, trap);
1707 else
1708 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1709 goto leave; 1511 goto leave;
1710 1512
1711 case RUNE: 1513 case RUNE:
1712 case TRAP: 1514 case TRAP:
1713 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1773 1575
1774 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1775 1577
1776 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1777 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1778 "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);
1779 1582
1780 /* gain xp from reading */ 1583 /* gain xp from reading */
1781 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1782 { /* only if not read before */ 1585 { /* only if not read before */
1783 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1939 return; 1742 return;
1940 } 1743 }
1941 1744
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 { 1746 {
1944 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]");
1945 return; 1748 return;
1946 } 1749 }
1947 1750
1948 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);
1949 1752
1972 { 1775 {
1973 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1974 1777
1975 if (!spell_skill) 1778 if (!spell_skill)
1976 { 1779 {
1977 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);
1978 return; 1781 return;
1979 } 1782 }
1980 1783
1981 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1982 { 1785 {
2016 else 1819 else
2017 { 1820 {
2018 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2019 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");
2020 } 1823 }
1824
2021 decrease_ob (tmp); 1825 decrease_ob (tmp);
2022} 1826}
2023 1827
2024/** 1828/**
2025 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2064 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2065 identify (tmp); 1869 identify (tmp);
2066 1870
2067 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);
2068 1872
2069
2070 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2071 decrease_ob (tmp); 1874 decrease_ob (tmp);
2072} 1875}
2073 1876
2074/** 1877/**
2077 * chest. 1880 * chest.
2078 */ 1881 */
2079static void 1882static void
2080apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2081{ 1884{
2082 object *treas;
2083
2084
2085 /* 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
2086 * 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
2087 * 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
2088 * 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
2089 * treasure 1889 * treasure
2090 */ 1890 */
2091
2092 treas = tmp->inv; 1891 object *treas = tmp->inv;
2093 if (treas == NULL) 1892
1893 if (!treas)
2094 { 1894 {
2095 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2096 decrease_ob (tmp); 1896 decrease_ob (tmp);
2097 return; 1897 return;
2098 } 1898 }
1899
2099 while (tmp->inv) 1900 while (tmp->inv)
2100 { 1901 {
2101 treas = tmp->inv; 1902 treas = tmp->inv;
2102 1903
2103 treas->remove (); 1904 treas->remove ();
2280 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2283 2084
2284 /* 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!) */
2285 if (rndm (10000) < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2286 { 2087 {
2287 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2288 winners++; 2089 winners++;
2289 } 2090 }
2290 2091
2492 } 2293 }
2493 2294
2494 return 0; 2295 return 0;
2495} 2296}
2496 2297
2497
2498/** 2298/**
2499 * Main apply handler. 2299 * Main apply handler.
2500 * 2300 *
2501 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2502 * 2302 *
2509 * being applied. 2309 * being applied.
2510 * 2310 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2513 */ 2313 */
2514
2515int 2314int
2516manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2517{ 2316{
2518 if (tmp->head) 2317 if (tmp->head)
2519 tmp = tmp->head; 2318 tmp = tmp->head;
2557 case EXIT: 2356 case EXIT:
2558 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2559 return 0; 2358 return 0;
2560 2359
2561 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2562 {
2563 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));
2564 }
2565 else 2362 else
2566 { 2363 {
2567 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2568 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2569 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2570 2367
2571 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2572 } 2369 }
2370
2573 return 1; 2371 return 1;
2574 2372
2575 case SIGN: 2373 case SIGN:
2576 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2577 return 1; 2375 return 1;
2581 { 2379 {
2582 apply_book (op, tmp); 2380 apply_book (op, tmp);
2583 return 1; 2381 return 1;
2584 } 2382 }
2585 else 2383 else
2586 {
2587 return 0; 2384 return 0;
2588 }
2589 2385
2590 case SKILLSCROLL: 2386 case SKILLSCROLL:
2591 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2592 { 2388 {
2593 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2594 return 1; 2390 return 1;
2595 } 2391 }
2392 else
2596 return 0; 2393 return 0;
2597 2394
2598 case SPELLBOOK: 2395 case SPELLBOOK:
2599 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2600 { 2397 {
2601 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2602 return 1; 2399 return 1;
2603 } 2400 }
2401 else
2604 return 0; 2402 return 0;
2605 2403
2606 case SCROLL: 2404 case SCROLL:
2607 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2608 return 1; 2406 return 1;
2609 2407
2610 case POTION: 2408 case POTION:
2611 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2612 return 1; 2410 return 1;
2613 2411
2614 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2615 case CLOSE_CON: 2414 case CLOSE_CON:
2616 if (op->type == PLAYER)
2617 (void) esrv_apply_container (op, tmp->env);
2618 else
2619 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2620 return 1; 2416 return 1;
2621 2417
2622 case CONTAINER: 2418 case CONTAINER:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp);
2625 else
2626 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2627 return 1; 2420 return 1;
2628 2421
2629 case TREASURE: 2422 case TREASURE:
2630 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2631 { 2424 {
2632 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2633 return 1; 2426 return 1;
2634 } 2427 }
2635 else 2428 else
2636 {
2637 return 0; 2429 return 0;
2638 }
2639 2430
2640 case WEAPON: 2431 case WEAPON:
2641 case ARMOUR: 2432 case ARMOUR:
2642 case BOOTS: 2433 case BOOTS:
2643 case GLOVES: 2434 case GLOVES:
2656 case LAMP: 2447 case LAMP:
2657 case BUILDER: 2448 case BUILDER:
2658 case SKILL_TOOL: 2449 case SKILL_TOOL:
2659 if (tmp->env != op) 2450 if (tmp->env != op)
2660 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2661 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2662 return 1; 2454 return 1;
2663 2455
2664 case DRINK: 2456 case DRINK:
2665 case FOOD: 2457 case FOOD:
2666 case FLESH: 2458 case FLESH:
2682 } 2474 }
2683 else 2475 else
2684 return 0; 2476 return 0;
2685 2477
2686 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2687 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2688 return 1; 2480 return 1;
2689 2481
2690 case CLOCK: 2482 case CLOCK:
2691 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2692 { 2484 {
2700 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2701 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2702 return 1; 2494 return 1;
2703 } 2495 }
2704 else 2496 else
2705 {
2706 return 0; 2497 return 0;
2707 }
2708 2498
2709 case MENU: 2499 case MENU:
2710 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2711 { 2501 {
2712 shop_listing (op); 2502 shop_listing (tmp, op);
2713 return 1; 2503 return 1;
2714 } 2504 }
2715 else 2505 else
2716 {
2717 return 0; 2506 return 0;
2718 }
2719 2507
2720 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2721 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2722 return 1; 2510 return 1;
2723 2511
2726 { 2514 {
2727 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2728 return 1; 2516 return 1;
2729 } 2517 }
2730 else 2518 else
2731 {
2732 return 0; 2519 return 0;
2733 }
2734 2520
2735 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2736 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2737 return 1; 2523 return 1;
2738 2524
2761 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!");
2762 return 0; 2548 return 0;
2763 } 2549 }
2764 } 2550 }
2765 2551
2766 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2767 * applied.
2768 */
2769 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2770 {
2771 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2772 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2773 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2774 op->destroy ();
2775 return 1;
2776 }
2777
2778 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2779 2553
2780 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2781 if (!quiet) 2555 if (!quiet)
2782 { 2556 {
2791/** 2565/**
2792 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2793 * 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
2794 * we use the ground. 2568 * we use the ground.
2795 */ 2569 */
2796
2797void 2570void
2798player_apply_below (object *pl) 2571player_apply_below (object *pl)
2799{ 2572{
2800 object *tmp, *next;
2801 int floors; 2573 int floors = 0;
2802 2574
2803 /* 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
2804 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2805 */
2806 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2807
2808 /* 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
2809 * 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
2810 * 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
2811 * 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
2812 * not return a proper value. 2581 * not return a proper value.
2813 */ 2582 */
2814 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2815 { 2584 {
2816 next = tmp->below; 2585 next = tmp->below;
2586
2817 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2818 floors++; 2588 floors++;
2819 else if (floors > 0) 2589 else if (floors > 0)
2820 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2821 2591
2841 * 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.
2842 */ 2612 */
2843static int 2613static int
2844unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2845{ 2615{
2846 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)))
2847 return RESULT_INT (0); 2618 return RESULT_INT (0);
2848 2619
2849 object *tmp2;
2850
2851 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2852 switch (op->type) 2622 switch (op->type)
2853 { 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
2854 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
2855 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));
2856 2647
2857 (void) change_abil (who, op); 2648 change_abil (who, op);
2858 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2859 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2860 clear_skill (who);
2861 break; 2650 break;
2862 2651
2863 case SKILL: /* allows objects to impart skills */
2864 case SKILL_TOOL: 2652 case SKILL:
2865 if (op != who->chosen_skill) 2653 if (who->contr)
2866 { 2654 {
2867 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);
2868 } 2659 }
2869 if (who->type == PLAYER) 2660
2870 {
2871 if (who->contr->shoottype == range_skill)
2872 who->contr->shoottype = range_none;
2873 if (!op->invisible)
2874 {
2875 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2876 }
2877 else
2878 {
2879 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2880 }
2881 }
2882 (void) change_abil (who, op); 2661 change_abil (who, op);
2883 who->chosen_skill = NULL;
2884 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2885 break; 2663 break;
2886 2664
2887 case ARMOUR: 2665 case ARMOUR:
2888 case HELMET: 2666 case HELMET:
2893 case AMULET: 2671 case AMULET:
2894 case GIRDLE: 2672 case GIRDLE:
2895 case BRACERS: 2673 case BRACERS:
2896 case CLOAK: 2674 case CLOAK:
2897 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));
2898 (void) change_abil (who, op); 2676 change_abil (who, op);
2899 break; 2677 break;
2678
2900 case LAMP: 2679 case LAMP:
2680 {
2901 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
2902 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2903 tmp2->x = op->x; 2684 tmp2->x = op->x;
2904 tmp2->y = op->y; 2685 tmp2->y = op->y;
2905 tmp2->map = op->map; 2686 tmp2->map = op->map;
2906 tmp2->below = op->below; 2687 tmp2->below = op->below;
2907 tmp2->above = op->above; 2688 tmp2->above = op->above;
2908 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2909 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2910 2691
2911 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2912 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2913 2694
2914 if (who->type == PLAYER) 2695 if (who->contr)
2915 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2916 2697
2917 op->destroy (); 2698 op->destroy ();
2918 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2919 who->update_stats (); 2700 who->update_stats ();
2701
2920 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2921 { 2703 {
2922 if (who->type == PLAYER) 2704 if (who->contr)
2923 { 2705 {
2924 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!");
2925 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2926 } 2708 }
2927 } 2709 }
2928 if (who->type == PLAYER) 2710
2711 if (who->contr)
2929 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2930 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2931 break; 2716
2932 case BOW: 2717 case BOW:
2933 case WAND: 2718 case WAND:
2934 case ROD: 2719 case ROD:
2935 case HORN: 2720 case HORN:
2936 clear_skill (who); 2721 if (player *pl = who->contr)
2937 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2938 if (who->type == PLAYER)
2939 { 2722 {
2940 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));
2941 } 2730 }
2942 else 2731 else
2943 { 2732 {
2733 who->change_skill (0);
2734
2944 if (op->type == BOW) 2735 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else 2737 else
2947 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2948 } 2739 }
2740
2949 break; 2741 break;
2950 2742
2951 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2952 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));
2953 who->contr->shoottype = range_none;
2954 who->contr->ranges[range_builder] = NULL;
2955 break; 2746 break;
2956 2747
2957 default: 2748 default:
2958 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));
2959 break; 2750 break;
2961 2752
2962 who->update_stats (); 2753 who->update_stats ();
2963 2754
2964 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
2965 { 2756 {
2966 object *tmp;
2967
2968 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
2969 if (who->type == PLAYER) 2758
2759 if (who->contr)
2970 { 2760 {
2971 if (tmp) 2761 if (tmp)
2972 { /* it was merged */ 2762 { /* it was merged */
2973 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2974 op = tmp; 2764 op = tmp;
2975 } 2765 }
2976 2766
2977 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2978 } 2768 }
2979 } 2769 }
2770
2980 return 0; 2771 return 0;
2981} 2772}
2982 2773
2983/** 2774/**
2984 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2985 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2986 * 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
2987 * something like: 2778 * something like:
2988 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2989 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2990 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2991 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2992 * 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.
2993 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2994 * invisible other objects that use 2785 * invisible other objects that use
2995 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2996 */ 2787 */
2997object * 2788static object *
2998get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
2999{ 2790{
3000 object *tmp;
3001
3002 if (!start)
3003 return NULL;
3004
3005 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
3006 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))
3007 return tmp; 2795 return tmp;
3008 2796
3009 return NULL; 2797 return 0;
3010} 2798}
3011
3012
3013 2799
3014/** 2800/**
3015 * '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.
3016 * This should only be called when it is known 2802 * This should only be called when it is known
3017 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
3023 * another function that does just that. 2809 * another function that does just that.
3024 */ 2810 */
3025int 2811int
3026unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3027{ 2813{
3028 int i; 2814 if (op->is_range ())
3029 object *tmp = NULL, *last;
3030
3031 /* If we are applying a shield or weapon, unapply any equipped shield
3032 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD)
3035 {
3036 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3037 {
3038 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3039 {
3040 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)))
3041 { 2818 {
3042 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3043 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3044 else 2821 else
3045 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3046 } 2823 }
3047 else 2824 else
3048 { 2825 {
3049 /* 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.
3050 * 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
3051 * at least generate the message. 2828 * at least generate the message.
3052 */ 2829 */
3053 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));
3054 return 1; 2831 return 1;
3055 }
3056
3057 } 2832 }
3058 }
3059 }
3060 2833
3061 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3062 { 2835 {
3063 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3064 if (op->body_info[i]) 2837 if (op->slot[i].info)
3065 { 2838 {
3066 last = who->inv; 2839 object *last = who->inv;
3067 2840
3068 /* 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
3069 * to free up enough slots. 2842 * to free up enough slots.
3070 */ 2843 */
3071 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3072 { 2845 {
3073 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
3074 if (!tmp) 2848 if (!tmp)
3075 { 2849 {
3076#if 0 2850#if 0
3077 /* 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
3078 * equipped. 2852 * equipped.
3079 */ 2853 */
3080 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);
3081#endif 2855#endif
3082 return 1; 2856 return 1;
3083 } 2857 }
2858
3084 /* 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 */
3085 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))))
3086 { 2861 {
3087 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3088 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3096 * 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
3097 * one cursed ring.) 2872 * one cursed ring.)
3098 */ 2873 */
3099 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));
3100 } 2875 }
2876
3101 last = tmp->below; 2877 last = tmp->below;
3102 } 2878 }
3103 /* 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
3104 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3105 */ 2881 */
3106 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3107 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3108 return 0; 2885 return 0;
3109} 2886}
3110 2887
3111/** 2888/**
3112 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3113 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3114 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3115 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3116 * 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
3117 * 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?)
3118 * 2895 *
3119 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3120 * these return values. 2897 * these return values.
3121 */ 2898 */
3122int 2899int
3123can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
3124{ 2901{
3125 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)))
3126 return RESULT_INT (0); 2903 return RESULT_INT (0);
3127 2904
3128 int i, retval = 0; 2905 int retval = 0;
3129 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
3130 2907
3131 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3132 * 2 weapons, but we don't want to let them do that. So if they are
3133 * trying to equip a weapon or shield, see if they already have one
3134 * in place and store that way.
3135 */
3136 if (op->type == WEAPON || op->type == SHIELD)
3137 { 2909 {
3138 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
3139 { 2911 {
3140 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)
3141 { 2914 {
3142 retval = CAN_APPLY_UNAPPLY;
3143 ws = tmp;
3144 }
3145 }
3146 }
3147
3148
3149 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3150 {
3151 if (op->body_info[i])
3152 {
3153 /* Item uses more slots than we have */
3154 if (FABS (op->body_info[i]) > who->body_info[i])
3155 {
3156 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3157 * really needed. 2916 * really needed.
3158 */ 2917 */
3159 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3160 } 2919 }
3161 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
3162 { 2921 {
3163 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3164 * we have. 2923 * we have.
3165 */ 2924 */
3166 object *tmp1;
3167
3168 2925
3169 /* 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
3170 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3171 * 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
3172 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3173 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3174 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3175 * may be two handed for example. 2932 * may be two handed for example.
3176 */ 2933 */
3177 if (ws) 2934 if (ws)
3178 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3179 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3180 { 2936 {
3181 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
3182 continue; 2938 continue;
3183 } 2939 }
3184 }
3185 2940
3186 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3187 if (!tmp1) 2942 if (!tmp1)
3188 { 2943 {
3189#if 0 2944#if 0
3190 /* 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
3191 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3199 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3200 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3201 * to apply multiple objects 2956 * to apply multiple objects
3202 */ 2957 */
3203 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3204 if (!tmp) 2960 if (!tmp)
3205 tmp = tmp1; 2961 tmp = tmp1;
3206 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3207 {
3208 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3209 } 2964
3210 /* 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
3211 * 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
3212 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3213 */ 2968 */
3214 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)
3215 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3216 2972
3217 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3218 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3219 */ 2975 */
3220 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)
3221 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3222
3223 } 2978 }
3224 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3225 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3226 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3227 2982
3232 * 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
3233 * all use the same location. 2988 * all use the same location.
3234 */ 2989 */
3235 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3236 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3237 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3238 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3239 2995
3240
3241 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3242 { 2997 {
3243 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))
3244 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3245 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3246 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3248 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3249 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3250 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3251 } 3009 }
3010
3252 return retval; 3011 return retval;
3253} 3012}
3254
3255
3256 3013
3257/** 3014/**
3258 * 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.
3259 * 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,
3260 * 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
3269 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3270 * 3027 *
3271 * Optional flags: 3028 * Optional flags:
3272 * 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
3273 * 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
3274 * 3032 *
3275 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3276 * 3034 *
3277 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3278 */ 3036 */
3279int 3037int
3280apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3281{ 3039{
3282 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3283 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3284 int i;
3285 3042
3286 if (who == NULL) 3043 if (who == NULL)
3287 { 3044 {
3288 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3289 return 1; 3046 return 1;
3299 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3300 return 0; 3057 return 0;
3301 3058
3302 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)))
3303 { 3060 {
3304 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));
3305 return 1; 3062 return 1;
3306 } 3063 }
3064
3307 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3308 } 3066 }
3309 3067
3310 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3311 return 0; 3069 return 0;
3312 3070
3313 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);
3314 3081
3315 /* 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 */
3316 if (i) 3083 if (int i = can_apply_object (who, op))
3317 { 3084 {
3318 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3319 { 3086 {
3320 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));
3321 return 1; 3088 return 1;
3323 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3324 { 3091 {
3325 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));
3326 return 1; 3093 return 1;
3327 } 3094 }
3095
3328 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3329 { 3097 {
3330 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3331 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3332 return 1; 3100 return 1;
3338 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3339 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3340 return 1; 3108 return 1;
3341 } 3109 }
3342 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))
3343 {
3344 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3345 if (i)
3346 return 1; 3112 return 1;
3347 }
3348 } 3113 }
3349 } 3114 }
3350 3115
3351 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352 { 3117 {
3353 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3354 if (!skop) 3120 if (!skop)
3355 { 3121 {
3356 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);
3357 return 1; 3123 return 1;
3358 } 3124 }
3359 else 3125 else
3360 {
3361 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3362 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3363 */ 3128 */
3364 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3365 }
3366 }
3367
3368 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3369 { 3130 }
3370 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]");
3371 return 1; 3139 return 1;
3372 } 3140 }
3373
3374 3141
3375 /* 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.
3376 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3377 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3378 */ 3145 */
3379
3380
3381 if (op->nrof > 1) 3146 if (op->nrof > 1)
3382 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3383 else 3148 else
3384 tmp = NULL; 3149 tmp = 0;
3385 3150
3386 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)))
3387 return RESULT_INT (0); 3152 return RESULT_INT (0);
3388 3153
3389 switch (op->type) 3154 switch (op->type)
3390 { 3155 {
3391 case WEAPON: 3156 case WEAPON:
3392 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3393 { 3158 {
3394 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. "
3395 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3396 if (tmp != NULL) 3162 if (tmp)
3397 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3398 return 1; 3165 return 1;
3399 } 3166 }
3400 3167
3401 //TODO: this obviously fails for players using a shiorter prefix 3168 //TODO: this obviously fails for players using a shorter prefix
3402 // i.e. "R" can use Ragnarok's swors. 3169 // i.e. "R" can use Ragnarok's sword.
3403 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3404 { 3171 {
3405 /* 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. */
3406 /* (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) */
3407 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.");
3410 insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3411 3178
3412 return 1; 3179 return 1;
3413 } 3180 }
3414 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
3415 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3416
3417 if (skop)
3418 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3419 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3420 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3421 3193
3422 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));
3423 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3424 (void) change_abil (who, op); 3197 change_abil (who, op);
3425 break; 3198 break;
3426 3199
3427 case ARMOUR: 3200 case ARMOUR:
3428 case HELMET: 3201 case HELMET:
3429 case SHIELD: 3202 case SHIELD:
3434 case CLOAK: 3207 case CLOAK:
3435 case RING: 3208 case RING:
3436 case AMULET: 3209 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3438 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));
3439 (void) change_abil (who, op); 3212 change_abil (who, op);
3440 break; 3213 break;
3214
3441 case LAMP: 3215 case LAMP:
3442 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3443 { 3217 {
3444 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);
3445 return 1; 3219 return 1;
3446 } 3220 }
3221
3447 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);
3448 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3453 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3454 3231
3455 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3456 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3458 3235
3459 op->destroy (); 3236 op->destroy ();
3460 3237
3461 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3462 if (tmp != NULL) 3239 if (tmp)
3463 { 3240 {
3464 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3465 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3466 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3467 } 3244 }
3245
3468 who->update_stats (); 3246 who->update_stats ();
3247
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 {
3471 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3472 { 3250 {
3473 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!");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 } 3253 }
3476 } 3254
3477 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3479 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 }
3480 break; 3270 break;
3481 3271
3482 /* this part is needed for skill-tools */
3483 case SKILL: 3272 case SKILL:
3484 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3485 if (who->chosen_skill)
3486 { 3274 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3488 return 1;
3489 }
3490 if (who->type == PLAYER)
3491 { 3276 {
3492 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3493 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
3494 if (!op->invisible) 3318 if (!op->invisible)
3495 { 3319 {
3496 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));
3497 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);
3498 } 3322 }
3499 else 3323 else
3500 {
3501 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);
3502 }
3503 } 3325 }
3326 else
3327 {
3504 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op); 3329 change_abil (who, op);
3506 who->chosen_skill = op; 3330 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3508 break; 3334 break;
3509 3335
3510 case BOW: 3336 case BOW:
3511 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3512 { 3338 {
3513 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.");
3514 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
3515 if (tmp != NULL) 3342 if (tmp)
3516 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3517 return 1; 3345 return 1;
3518 } 3346 }
3347
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 { 3349 {
3521 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.");
3522 if (tmp != NULL) 3351 if (tmp)
3523 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3524 return 1; 3354 return 1;
3525 } 3355 }
3356
3526 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3527 case ROD: 3359 case ROD:
3528 case HORN: 3360 case HORN:
3529 /* 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
3530 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop)
3532 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 3371
3535 if (who->type == PLAYER) 3372 if (who->contr)
3536 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3537 if (op->type == BOW) 3378 if (op->type == BOW)
3538 { 3379 {
3380 who->current_weapon = op;
3539 (void) change_abil (who, op); 3381 change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "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));
3542 who->contr->shoottype = range_bow;
3543 }
3544 else
3545 {
3546 who->contr->shoottype = range_misc;
3547 } 3384 }
3548 } 3385 }
3549 else 3386 else
3550 { 3387 {
3551 if (op->type == BOW) 3388 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3553 else 3390 else
3554 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3555 } 3392 }
3393
3556 break; 3394 break;
3557 3395
3558 case BUILDER: 3396 case BUILDER:
3559 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)
3560 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3561 who->contr->shoottype = range_builder; 3402
3562 who->contr->ranges[range_builder] = op;
3563 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 }
3564 break; 3407 break;
3565 3408
3566 default: 3409 default:
3567 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));
3568 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3569 3412
3570 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3571 3414
3572 if (tmp != NULL) 3415 if (tmp)
3573 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3574 3417
3575 who->update_stats (); 3418 who->update_stats ();
3576 3419
3577 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3587 { 3430 {
3588 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!");
3589 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3590 } 3433 }
3591 } 3434 }
3435
3592 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3593 { 3437 {
3594 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3595 if (tmp) 3439 if (tmp)
3596 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3597 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3598 } 3443 }
3444
3599 return 0; 3445 return 0;
3600} 3446}
3601
3602 3447
3603int 3448int
3604monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3605{ 3450{
3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3650 3495
3651 case TREASURE: 3496 case TREASURE:
3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3653 return 0; 3498 return 0;
3654 3499
3655 while ((op->stats.hp--) > 0) 3500 while (op->stats.hp-- > 0)
3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3657 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);
3658 3503
3659 /* 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,
3660 * 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
3677 } 3522 }
3678 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3679} 3524}
3680 3525
3681/** 3526/**
3682 * 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
3683 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3684 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3686 */ 3531 */
3687void 3532void
3688maptile::fix_auto_apply () 3533maptile::fix_auto_apply ()
3766 { 3611 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3769 } 3614 }
3770 3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3771 tmp = above; 3620 tmp = above;
3772 } 3621 }
3773 3622
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3781 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3782 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3783 * 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
3784 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3785 */ 3634 */
3786
3787void 3635void
3788eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3789{ 3637{
3790 object *force; 3638 object *force;
3791 int i, did_one = 0; 3639 int i, did_one = 0;
3792 sint8 k;
3793 3640
3794 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3795 3642
3796 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3797 { 3644 if (sint8 k = food->stats.stat (i))
3798 k = get_attr_value (&food->stats, i);
3799 if (k)
3800 { 3645 {
3801 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3802 did_one = 1; 3647 did_one = 1;
3803 } 3648 }
3804 }
3805 3649
3806 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3807 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3808 { 3652 {
3809 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3970 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!");
3971 blind_player (op, op, power); 3815 blind_player (op, op, power);
3972 } 3816 }
3973 else if (failure <= -80) 3817 else if (failure <= -80)
3974 { /* blast the immediate area */ 3818 { /* blast the immediate area */
3975 object *tmp;
3976
3977 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3978 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3980 tmp->destroy (); 3822 tmp->destroy ();
3981 } 3823 }
3982 } 3824 }
3983} 3825}
3984 3826
4004 */ 3846 */
4005 int i, j; 3847 int i, j;
4006 3848
4007 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
4008 { 3850 {
4009 sint8 stat = get_attr_value (stats, i);
4010 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);
4011 3853
4012 stat += get_attr_value (ns, i);
4013 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
4014 { 3855 {
4015 excess_stat++; 3856 excess_stat++;
4016 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
4017 } 3858 }
4018 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
4019 } 3861 }
4020 3862
4021 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
4022 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
4024 int stat = get_attr_value (stats, i);
4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026 3866
4027 if (i == CHA) 3867 if (i == CHA)
4028 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);
4029 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
4030 { 3873 {
4031 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
4032 excess_stat--; 3875 excess_stat--;
4033 } 3876 }
4036 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c 3880 * the player ref: player.c
4038 */ 3881 */
4039 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
4040 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
4041
4042 3884
4043 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
4044 3886
4045 /* first, look for the force object banning 3887 /* first, look for the force object banning
4046 * 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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