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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.25 by root, Mon Sep 11 23:33:30 2006 UTC vs.
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: apply.C,v 1.25 2006/09/11 23:33:30 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
28*/ 22 */
23
24#include <cmath>
29 25
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <spells.h> 28#include <spells.h>
33#include <skills.h> 29#include <skills.h>
34#include <tod.h> 30#include <tod.h>
35 31
36#ifndef __CEXTRACT__
37# include <sproto.h> 32#include <sproto.h>
38#endif
39 33
40/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
41#include <sounds.h> 35#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 36
46/** 37/**
47 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
48 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
49 */ 40 */
72 { 63 {
73 arch_flag = 1; 64 arch_flag = 1;
74 name_flag = 1; 65 name_flag = 1;
75 race_flag = 1; 66 race_flag = 1;
76 } 67 }
68
77 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
78 * name or race that matches. 70 * name or race that matches.
79 */ 71 */
80 if ((op->race) && 72 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 76 return 1;
86 } 77
87 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 79 * of arch, name, or race match.
89 */ 80 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 84 return 1;
95 } 85
96 return 0; 86 return 0;
97} 87}
98 88
99/** 89/**
100 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
201apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
202{ 192{
203 int got_one = 0, i; 193 int got_one = 0, i;
204 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
205 195
206 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
207 197
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 { 199 {
210 if (op->type == PLAYER) 200 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 203 return 0;
214 } 204 }
215 205
216 if (op->type == PLAYER) 206 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 208 identify (tmp);
220 }
221 209
222 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
223 211
224 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 215 object *depl;
228 archetype *at; 216 archetype *at;
229 217
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 219 {
232 drain_stat (op); 220 op->drain_stat ();
233 fix_player (op); 221 op->update_stats ();
234 decrease_ob (tmp); 222 decrease_ob (tmp);
235 return 1; 223 return 1;
236 } 224 }
225
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
238 { 227 {
239 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 229 return 0;
241 } 230 }
242 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
243 if (depl != NULL) 233 if (depl)
244 { 234 {
245 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
247 {
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
249 } 238
250 remove_ob (depl); 239 depl->destroy ();
251 free_object (depl); 240 op->update_stats ();
252 fix_player (op);
253 } 241 }
254 else 242 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
256 244
257 decrease_ob (tmp); 245 decrease_ob (tmp);
259 } 247 }
260 248
261 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
263 { 251 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
266 { 253 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 255 {
269 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
299 op->contr->levgrace[i] = 3; 286 op->contr->levgrace[i] = 3;
300 break; 287 break;
301 } 288 }
302 } 289 }
303 } 290 }
291
304 /* Just makes checking easier */ 292 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 293 if (i < MIN (11, op->level))
306 got_one = 1; 294 got_one = 1;
295
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 297 {
309 if (got_one) 298 if (got_one)
310 { 299 {
311 fix_player (op); 300 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
315 } 304 }
316 else 305 else
318 } 307 }
319 else 308 else
320 { /* cursed potion */ 309 { /* cursed potion */
321 if (got_one) 310 if (got_one)
322 { 311 {
323 fix_player (op); 312 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
325 } 314 }
326 else 315 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
328 } 317 }
318
329 decrease_ob (tmp); 319 decrease_ob (tmp);
330 return 1; 320 return 1;
331 } 321 }
332 322
333 323
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 346
357 decrease_ob (tmp); 347 decrease_ob (tmp);
358 /* if youre dead, no point in doing this... */ 348 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 349 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 350 op->update_stats ();
361 return 1; 351 return 1;
362 } 352 }
363 353
364 /* Deal with protection potions */ 354 /* Deal with protection potions */
365 force = NULL; 355 force = NULL;
383 force->stats.food *= 10; 373 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 377 }
378
388 force->speed_left = -1; 379 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 383 change_abil (op, force);
409 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 402 * up all the stats.
412 */ 403 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 405 op->update_stats ();
415 decrease_ob (tmp); 406 decrease_ob (tmp);
416 return 1; 407 return 1;
417} 408}
418 409
419/**************************************************************************** 410/****************************************************************************
429 int count = 0; 420 int count = 0;
430 421
431 422
432 if (item == NULL) 423 if (item == NULL)
433 return 0; 424 return 0;
425
434 op = op->below; 426 op = op->below;
435 while (op != NULL) 427 while (op != NULL)
436 { 428 {
437 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
438 { 430 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 { 433 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++; 435 count++;
444 else 436 else
445 count += op->nrof; 437 count += op->nrof;
446 } 438 }
447 } 439 }
440
448 op = op->below; 441 op = op->below;
449 } 442 }
443
450 return count; 444 return count;
451} 445}
452 446
453/** 447/**
454 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
464 prev = op; 458 prev = op;
465 op = op->below; 459 op = op->below;
466 460
467 while (op != NULL) 461 while (op != NULL)
468 { 462 {
469 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
470 { 464 {
471 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
472 { 466 {
473 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
474 return; 468 return;
576 weapon->last_eat++; 570 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
578 decrease_ob (improver); 572 decrease_ob (improver);
579 573
580 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
581 fix_player (op); 575 op->update_stats ();
582 return 1; 576 return 1;
583} 577}
584 578
585/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
770{ 764{
771 object *otmp; 765 object *otmp;
772 766
773 if (op->type != PLAYER) 767 if (op->type != PLAYER)
774 return 0; 768 return 0;
769
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 { 771 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
778 return 0; 773 return 0;
779 } 774 }
775
780 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
781 if (!otmp) 777 if (!otmp)
782 { 778 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
784 return 0; 780 return 0;
785 } 781 }
782
786 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 784 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
789 return 0; 786 return 0;
790 } 787 }
788
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
792 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
794 return 1; 792 return 1;
795} 793}
856 { 854 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 856 pow++;
859 } 857 }
860 858
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 860 }
863 else 861 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865 863
866 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
867 { 865 {
868 int base = 100; 866 int base = 100;
869 int pow = 0; 867 int pow = 0;
872 { 870 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 872 pow++;
875 } 873 }
876 874
877 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
878 } 876 }
879 else 877 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881 879
882 if (armour->weight <= 0) 880 if (armour->weight <= 0)
883 { 881 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 883 armour->weight = 1;
886 } 884 }
887 885
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
889 887
890 if (op->type == PLAYER) 888 if (op->type == PLAYER)
891 { 889 {
892 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 892 op->update_stats ();
895 } 893 }
896 decrease_ob (improver); 894 decrease_ob (improver);
897 if (tmp) 895 if (tmp)
898 { 896 {
899 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
945 943
946 price_in = cost * item->value; 944 price_in = cost * item->value;
947 } 945 }
948 else 946 else
949 { 947 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
952 return 0; 950 return 0;
953 951
954 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
955 { 953 {
958 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * CONV_NEED (converter) * item->value;
959 } 957 }
960 else 958 else
961 { 959 {
962 price_in = item->value; 960 price_in = item->value;
963 remove_ob (item); 961 item->destroy ();
964 free_object (item);
965 } 962 }
966 } 963 }
967 964
968 if (converter->inv != NULL) 965 if (converter->inv != NULL)
969 { 966 {
987 else 984 else
988 { 985 {
989 if (converter->other_arch == NULL) 986 if (converter->other_arch == NULL)
990 { 987 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y); 989 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 990 return -1;
994 } 991 }
995 992
996 item = object_create_arch (converter->other_arch); 993 item = object_create_arch (converter->other_arch);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1004 if (is_in_shop (converter)) 1001 if (is_in_shop (converter))
1005 SET_FLAG (item, FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
1006 else if (price_in < item->nrof * item->value) 1003 else if (price_in < item->nrof * item->value)
1007 { 1004 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010 1007
1011 /** 1008 /**
1012 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1013 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1014 */ 1011 */
1015 } 1012 }
1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1017 return 1; 1014 return 1;
1018} 1015}
1021 * Handle apply on containers. 1018 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1024 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1025 */ 1022 */
1026
1027int 1023int
1028apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1029{ 1025{
1030 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 1027 return 0; /* This might change */
1035 1028
1036 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1037 { 1030 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 1032 return 0;
1040 } 1033 }
1041 op->contr->last_used = NULL; 1034
1042 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1043 1036
1044 if (sack->env != op) 1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1045 { 1041 }
1046 if (sack->other_arch == NULL || sack->env != NULL) 1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1047 { 1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1049 return 1; 1050 return 1;
1050 } 1051 }
1051 /* It's on the ground, the problems begin */ 1052 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 { 1053 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1054 // active, but not ours: some other player has opened it
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1; 1056 return 1;
1063 }
1064 }
1065 }
1066 if (QUERY_FLAG (sack, FLAG_APPLIED))
1067 { 1057 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1058
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1059 // fall through to opening it (active in inv)
1097 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1064 op->close_container ();
1099 { 1065 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1102 tmp = op->container; 1068 return 1;
1103 apply_container (op, tmp); 1069 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1105 op->container = sack; 1071 // it's locked?
1106 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1107 strcat (buf, "."); 1073 {
1108 } 1074 if (object *tmp = find_key (op, op, sack))
1109 else 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1076 else
1117 { 1077 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1079 return 1;
1154 } 1080 }
1155 }
1156 } 1081 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1082
1158 if (op->contr) 1083 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1084
1160 return 1; 1085 return 1;
1161} 1086}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1087
1288/** 1088/**
1289 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1291 */ 1091 */
1315 else 1115 else
1316 { 1116 {
1317 altar->value = 1; /* works only once */ 1117 altar->value = 1; /* works only once */
1318 push_button (altar); 1118 push_button (altar);
1319 } 1119 }
1120
1320 return sacrifice == NULL; 1121 return !sacrifice;
1321 } 1122 }
1322 else 1123 else
1323 {
1324 return 0; 1124 return 0;
1325 }
1326} 1125}
1327 1126
1328/** 1127/**
1329 * Handles 'movement' of shop mats. 1128 * Handles 'movement' of shop mats.
1330 * Returns 1 if 'op' was destroyed, 0 if not. 1129 * Returns 1 if 'op' was destroyed, 0 if not.
1353 1152
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 { 1154 {
1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1357 1156
1358 remove_ob (tmp); 1157 tmp->remove ();
1359 1158
1360 if (i == -1) 1159 if (i == -1)
1361 i = 0; 1160 i = 0;
1362 1161
1363 tmp->map = op->map; 1162 tmp->map = op->map;
1427 { 1226 {
1428 LOG (llevError, "Internal shop-mat problem.\n"); 1227 LOG (llevError, "Internal shop-mat problem.\n");
1429 } 1228 }
1430 else 1229 else
1431 { 1230 {
1432 remove_ob (op); 1231 op->remove ();
1433 op->x += freearr_x[i]; 1232 op->x += freearr_x[i];
1434 op->y += freearr_y[i]; 1233 op->y += freearr_y[i];
1435 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1436 } 1235 }
1437 } 1236 }
1445 */ 1244 */
1446static void 1245static void
1447apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1448{ 1247{
1449 readable_message_type *msgType; 1248 readable_message_type *msgType;
1450 char newbuf[HUGE_BUF];
1451 1249
1452 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1453 { 1251 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1455 return; 1253 return;
1476 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1477 { 1275 {
1478 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1479 return; 1277 return;
1480 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1481 msgType = get_readable_message_type (sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1482 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1483 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1484} 1294}
1485 1295
1486/** 1296/**
1487 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1488 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1511 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1512 */ 1322 */
1513 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1514 { 1324 {
1515 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1516 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1517 return; 1327 return;
1518 } 1328 }
1329
1519 recursion_depth++; 1330 recursion_depth++;
1520 if (trap->head) 1331 if (trap->head)
1521 trap = trap->head; 1332 trap = trap->head;
1522 1333
1523 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1538 1349
1539 /* Just put in some sanity check. I think there is a bug in the 1350 /* Just put in some sanity check. I think there is a bug in the
1540 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1541 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1542 */ 1353 */
1543 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1544 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1545 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1546 } 1357 }
1547 goto leave; 1358 goto leave;
1548 1359
1549 case SPINNER: 1360 case SPINNER:
1635 1446
1636 1447
1637 case CONVERTER: 1448 case CONVERTER:
1638 if (convert_item (victim, trap) < 0) 1449 if (convert_item (victim, trap) < 0)
1639 { 1450 {
1640 object *op;
1641
1642 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1643 1452 get_archetype ("burnout")->insert_at (trap, trap);
1644 op = get_archetype ("burnout");
1645 if (op != NULL)
1646 {
1647 op->x = trap->x;
1648 op->y = trap->y;
1649 insert_ob_in_map (op, trap->map, trap, 0);
1650 } 1453 }
1651 } 1454
1652 goto leave; 1455 goto leave;
1653 1456
1654 case TRIGGER_BUTTON: 1457 case TRIGGER_BUTTON:
1655 case TRIGGER_PEDESTAL: 1458 case TRIGGER_PEDESTAL:
1656 case TRIGGER_ALTAR: 1459 case TRIGGER_ALTAR:
1685 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1686 { 1489 {
1687 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1688 * players output. 1491 * players output.
1689 */ 1492 */
1690 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1691 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1692 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1693 } 1497 }
1694 goto leave; 1498 goto leave;
1695 1499
1696 case ENCOUNTER: 1500 case ENCOUNTER:
1697 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1712 1516
1713 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1714 goto leave; 1518 goto leave;
1715 1519
1716 case CONTAINER: 1520 case CONTAINER:
1717 if (victim->type == PLAYER)
1718 (void) esrv_apply_container (victim, trap);
1719 else
1720 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1721 goto leave; 1522 goto leave;
1722 1523
1723 case RUNE: 1524 case RUNE:
1724 case TRAP: 1525 case TRAP:
1725 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1728 } 1529 }
1729 goto leave; 1530 goto leave;
1730 1531
1731 default: 1532 default:
1732 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1733 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1734 goto leave; 1535 goto leave;
1735 } 1536 }
1736 1537
1737leave: 1538leave:
1738 recursion_depth--; 1539 recursion_depth--;
1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751 { 1552 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1753 return; 1554 return;
1754 } 1555 }
1556
1755 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1756 { 1558 {
1757 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1758 return; 1560 return;
1759 } 1561 }
1760 1562
1763 if (!skill_ob) 1565 if (!skill_ob)
1764 { 1566 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1766 return; 1568 return;
1767 } 1569 }
1570
1768 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1769 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1770 { 1573 {
1771 if (lev_diff < 2) 1574 if (lev_diff < 2)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1783 return; 1586 return;
1784 } 1587 }
1785 1588
1786 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1787 1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1788 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1789 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1790 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1791 1607
1792 /* gain xp from reading */ 1608 /* gain xp from reading */
1793 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1794 { /* only if not read before */ 1610 { /* only if not read before */
1795 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1796 1612
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1798 { 1614 {
1799 /*exp_gain *= 2; because they just identified it too */ 1615 /*exp_gain *= 2; because they just identified it too */
1800 SET_FLAG (tmp, FLAG_IDENTIFIED); 1616 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617
1801 /* If in a container, update how it looks */ 1618 /* If in a container, update how it looks */
1802 if (tmp->env) 1619 if (tmp->env)
1803 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1804 else 1621 else
1805 op->contr->socket.update_look = 1; 1622 op->contr->ns->floorbox_update ();
1806 } 1623 }
1624
1807 change_exp (op, exp_gain, skill_ob->skill, 0); 1625 change_exp (op, exp_gain, skill_ob->skill, 0);
1808 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1809 } 1627 }
1810} 1628}
1811 1629
1860 } 1678 }
1861 return; 1679 return;
1862 } 1680 }
1863 1681
1864 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1865 tmp = get_object (); 1683 tmp = spell->clone ();
1866 copy_object (spell, tmp);
1867 insert_ob_in_ob (tmp, op); 1684 insert_ob_in_ob (tmp, op);
1868 1685
1869 if (special_prayer) 1686 if (special_prayer)
1870 {
1871 SET_FLAG (tmp, FLAG_STARTEQUIP); 1687 SET_FLAG (tmp, FLAG_STARTEQUIP);
1872 }
1873 1688
1874 esrv_add_spells (op->contr, tmp); 1689 esrv_add_spells (op->contr, tmp);
1875} 1690}
1876 1691
1877/** 1692/**
1894 } 1709 }
1895 1710
1896 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1897 player_unready_range_ob (op->contr, spob); 1712 player_unready_range_ob (op->contr, spob);
1898 esrv_remove_spell (op->contr, spob); 1713 esrv_remove_spell (op->contr, spob);
1899 remove_ob (spob); 1714 spob->destroy ();
1900 free_object (spob);
1901} 1715}
1902 1716
1903/** 1717/**
1904 * Handles player applying a spellbook. 1718 * Handles player applying a spellbook.
1905 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1719 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1944 return; 1758 return;
1945 } 1759 }
1946 1760
1947 spell = tmp->inv; 1761 spell = tmp->inv;
1762
1948 if (!spell) 1763 if (!spell)
1949 { 1764 {
1950 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1951 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1952 return; 1767 return;
1953 } 1768 }
1954 if (spell->level > (skop->level + 10)) 1769
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1955 { 1771 {
1956 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1957 return; 1773 return;
1958 } 1774 }
1959 1775
1960 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1961 1777
1962 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1963 { 1779 {
1964 identify (tmp); 1780 identify (tmp);
1781
1965 if (tmp->env) 1782 if (tmp->env)
1966 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1967 else 1784 else
1968 op->contr->socket.update_look = 1; 1785 op->contr->ns->floorbox_update ();
1969 } 1786 }
1970 1787
1971 /* I removed the check for special_prayer_mark here - it didn't make 1788 /* I removed the check for special_prayer_mark here - it didn't make
1972 * a lot of sense - special prayers are not found in spellbooks, and 1789 * a lot of sense - special prayers are not found in spellbooks, and
1973 * if the player doesn't know the spell, doesn't make a lot of sense that 1790 * if the player doesn't know the spell, doesn't make a lot of sense that
1983 { 1800 {
1984 spell_skill = find_skill_by_name (op, spell->skill); 1801 spell_skill = find_skill_by_name (op, spell->skill);
1985 1802
1986 if (!spell_skill) 1803 if (!spell_skill)
1987 { 1804 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1989 return; 1806 return;
1990 } 1807 }
1991 1808
1992 if (spell_skill->level < spell->level) 1809 if (spell_skill->level < spell->level)
1993 { 1810 {
2027 else 1844 else
2028 { 1845 {
2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2031 } 1848 }
1849
2032 decrease_ob (tmp); 1850 decrease_ob (tmp);
2033} 1851}
2034 1852
2035/** 1853/**
2036 * Handles applying a spell scroll. 1854 * Handles applying a spell scroll.
2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2076 identify (tmp); 1894 identify (tmp);
2077 1895
2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2079 1897
2080
2081 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
2082 decrease_ob (tmp); 1899 decrease_ob (tmp);
2083} 1900}
2084 1901
2085/** 1902/**
2088 * chest. 1905 * chest.
2089 */ 1906 */
2090static void 1907static void
2091apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
2092{ 1909{
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* Nice side effect of new treasure creation method is that the treasure 1910 /* Nice side effect of new treasure creation method is that the treasure
2098 * for the chest is done when the chest is created, and put into the chest 1911 * for the chest is done when the chest is created, and put into the chest
2099 * inventory. So that when the chest burns up, the items still exist. Also 1912 * inventory. So that when the chest burns up, the items still exist. Also
2100 * prevents people fromt moving chests to more difficult maps to get better 1913 * prevents people fromt moving chests to more difficult maps to get better
2101 * treasure 1914 * treasure
2102 */ 1915 */
2103
2104 treas = tmp->inv; 1916 object *treas = tmp->inv;
2105 if (treas == NULL) 1917
1918 if (!treas)
2106 { 1919 {
2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2108 decrease_ob (tmp); 1921 decrease_ob (tmp);
2109 return; 1922 return;
2110 } 1923 }
1924
2111 while (tmp->inv) 1925 while (tmp->inv)
2112 { 1926 {
2113 treas = tmp->inv; 1927 treas = tmp->inv;
2114 1928
2115 remove_ob (treas); 1929 treas->remove ();
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117 1931
2118 treas->x = op->x; 1932 treas->x = op->x;
2119 treas->y = op->y; 1933 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121 1935
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op); 1937 spring_trap (treas, op);
1938
2124 /* If either player or container was destroyed, no need to do 1939 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with 1940 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise 1941 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed 1942 * any way for the treasure chest or player to get killed
2128 */ 1943 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1944 if (op->destroyed () || tmp->destroyed ())
2130 break; 1945 break;
2131 } 1946 }
2132 1947
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1948 if (!tmp->destroyed () && tmp->inv == NULL)
2134 decrease_ob (tmp); 1949 decrease_ob (tmp);
2135 1950
2136} 1951}
2137 1952
2138/** 1953/**
2232 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2233 return 0; 2048 return 0;
2234 2049
2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2236 from the player's inventory */ 2051 from the player's inventory */
2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2238 {
2239 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2240 { 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2242 skin = tmp; 2055 skin = tmp;
2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2244 abil = tmp; 2057 abil = tmp;
2245 }
2246 }
2247 2058
2248 /* if either skin or ability are missing, this is an old player 2059 /* if either skin or ability are missing, this is an old player
2249 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2250 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2251 return 0; 2062 return 0;
2292 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2293 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2294 chance = MIN (100., chance * 2.); 2105 chance = MIN (100., chance * 2.);
2295 2106
2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2297 if (RANDOM () % 10000 < (int) (chance * 100)) 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2298 { 2109 {
2299 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2300 winners++; 2111 winners++;
2301 } 2112 }
2302 2113
2333 2144
2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 { 2146 {
2336 /* resistance increased! */ 2147 /* resistance increased! */
2337 skin->resist[i]++; 2148 skin->resist[i]++;
2338 fix_player (op); 2149 op->update_stats ();
2339 2150
2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2342 } 2153 }
2343 2154
2362 } 2173 }
2363 } 2174 }
2364 return 1; 2175 return 1;
2365} 2176}
2366 2177
2367static void
2368apply_savebed (object *pl)
2369{
2370#ifndef COZY_SERVER
2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2374 return;
2375 }
2376#endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2378 /* Need to call terminate_all_pets() before we remove the player ob */
2379 terminate_all_pets (pl);
2380 remove_ob (pl);
2381 pl->direction = 0;
2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2383
2384 /* update respawn position */
2385 strcpy (pl->contr->savebed_map, pl->map->path);
2386 pl->contr->bed_x = pl->x;
2387 pl->contr->bed_y = pl->y;
2388
2389 strcpy (pl->contr->killer, "left");
2390 check_score (pl); /* Always check score */
2391 (void) save_player (pl, 0);
2392 pl->map->players--;
2393#if MAP_MAXTIMEOUT
2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2395#endif
2396 play_again (pl);
2397 pl->speed = 0;
2398 update_ob_speed (pl);
2399}
2400
2401/** 2178/**
2402 * Handles applying an improve armor scroll. 2179 * Handles applying an improve armor scroll.
2403 * Does some sanity checks, then calls improve_armour. 2180 * Does some sanity checks, then calls improve_armour.
2404 */ 2181 */
2405static void 2182static void
2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2411 { 2188 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2413 return; 2190 return;
2414 } 2191 }
2192
2415 armor = find_marked_object (op); 2193 armor = find_marked_object (op);
2194
2416 if (!armor) 2195 if (!armor)
2417 { 2196 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2419 return; 2198 return;
2420 } 2199 }
2200
2421 if (armor->type != ARMOUR 2201 if (armor->type != ARMOUR
2422 && armor->type != CLOAK 2202 && armor->type != CLOAK
2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2424 { 2204 {
2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2428 2208
2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2430 improve_armour (op, tmp, armor); 2210 improve_armour (op, tmp, armor);
2431} 2211}
2432 2212
2433
2434extern void 2213extern void
2435apply_poison (object *op, object *tmp) 2214apply_poison (object *op, object *tmp)
2436{ 2215{
2437 if (op->type == PLAYER) 2216 if (op->type == PLAYER)
2438 { 2217 {
2449 handle_apply_yield (tmp); 2228 handle_apply_yield (tmp);
2450 decrease_ob (tmp); 2229 decrease_ob (tmp);
2451} 2230}
2452 2231
2453/** 2232/**
2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2455 * A valid 2 way exit means: 2234 * A valid 2 way exit means:
2456 * -You can come back (there is another exit at the other side) 2235 * -You can come back (there is another exit at the other side)
2457 * -You are 2236 * -You are
2458 * ° the owner of the exit 2237 * ° the owner of the exit
2459 * ° or in the same party as the owner 2238 * ° or in the same party as the owner
2460 * 2239 *
2461 * Note: a owner in a 2 way exit is saved as the owner's name 2240 * Note: a owner in a 2 way exit is saved as the owner's name
2462 * in the field exit->name cause the field exit->owner doesn't 2241 * in the field exit->name cause the field exit->owner doesn't
2463 * survive in the swapping (in fact the whole exit doesn't survive). 2242 * survive in the swapping (in fact the whole exit doesn't survive).
2464 */ 2243 */
2465int 2244int
2466is_legal_2ways_exit (object *op, object *exit) 2245is_legal_2ways_exit (object *op, object *exit)
2467{ 2246{
2468 object *tmp;
2469 object *exit_owner;
2470 player *pp;
2471 mapstruct *exitmap;
2472
2473 if (exit->stats.exp != 1) 2247 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */ 2248 return 1; /*This is not a 2 way, so it is legal */
2249
2250#if 0 //TODO
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */ 2252 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2253#endif
2478 * all the exits in destination and try to find one with same path as 2254
2479 * the current exit's position */ 2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2256
2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else
2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2484 if (exitmap) 2257 if (exitmap)
2485 { 2258 {
2259 exitmap->load_sync ();
2260
2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2261 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262
2487 if (!tmp) 2263 if (!tmp)
2488 return 0; 2264 return 0;
2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2265
2266 for (; tmp; tmp = tmp->above)
2490 { 2267 {
2491 if (tmp->type != EXIT) 2268 if (tmp->type != EXIT)
2492 continue; /*Not an exit */ 2269 continue; /*Not an exit */
2270
2493 if (!EXIT_PATH (tmp)) 2271 if (!EXIT_PATH (tmp))
2494 continue; /*Not a valid exit */ 2272 continue; /*Not a valid exit */
2273
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */ 2275 continue; /*Not in the same place */
2276
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2277 if (exit->map->path != EXIT_PATH (tmp))
2498 continue; /*Not in the same map */ 2278 continue; /*Not in the same map */
2499 2279
2500 /* From here we have found the exit is valid. However we do 2280 /* From here we have found the exit is valid. However we do
2501 * here the check of the exit owner. It is important for the 2281 * here the check of the exit owner. It is important for the
2502 * town portals to prevent strangers from visiting your appartments 2282 * town portals to prevent strangers from visiting your appartments
2503 */ 2283 */
2504 if (!exit->race) 2284 if (!exit->race)
2505 return 1; /*No owner, free for all! */ 2285 return 1; /*No owner, free for all! */
2286
2506 exit_owner = NULL; 2287 object *exit_owner = 0;
2507 for (pp = first_player; pp; pp = pp->next) 2288
2289 for_all_players (pp)
2508 { 2290 {
2509 if (!pp->ob) 2291 if (!pp->ob)
2510 continue; 2292 continue;
2293
2511 if (pp->ob->name != exit->race) 2294 if (pp->ob->name != exit->race)
2512 continue; 2295 continue;
2296
2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2297 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2514 break; 2298 break;
2515 } 2299 }
2300
2516 if (!exit_owner) 2301 if (!exit_owner)
2517 return 0; /* No more owner */ 2302 return 0; /* No more owner */
2303
2518 if (exit_owner->contr == op->contr) 2304 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */ 2305 return 1; /*It is your exit */
2306
2520 if (exit_owner && /*There is a owner */ 2307 if (exit_owner && /*There is a owner */
2521 (op->contr) && /*A player tries to pass */ 2308 (op->contr) && /*A player tries to pass */
2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2309 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2310 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2524 return 0; 2311 return 0;
2312
2525 return 1; 2313 return 1;
2526 } 2314 }
2527 } 2315 }
2316
2528 return 0; 2317 return 0;
2529} 2318}
2530
2531 2319
2532/** 2320/**
2533 * Main apply handler. 2321 * Main apply handler.
2534 * 2322 *
2535 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2543 * being applied. 2331 * being applied.
2544 * 2332 *
2545 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2546 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2547 */ 2335 */
2548
2549int 2336int
2550manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2551{ 2338{
2552 if (tmp->head) 2339 if (tmp->head)
2553 tmp = tmp->head; 2340 tmp = tmp->head;
2558 { 2345 {
2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2560 return 1; 2347 return 1;
2561 } 2348 }
2562 else 2349 else
2563 {
2564 return 0; /* monsters just skip unpaid items */ 2350 return 0; /* monsters just skip unpaid items */
2565 }
2566 } 2351 }
2567 2352
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2569 return RESULT_INT (0); 2354 return RESULT_INT (0);
2570 2355
2571 switch (tmp->type) 2356 switch (tmp->type)
2572 { 2357 {
2573
2574 case CF_HANDLE: 2358 case CF_HANDLE:
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2577 tmp->value = tmp->value ? 0 : 1; 2361 tmp->value = tmp->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value); 2362 SET_ANIMATION (tmp, tmp->value);
2585 { 2369 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2588 } 2372 }
2589 else 2373 else
2590 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2592 } 2375
2593 return 1; 2376 return 1;
2594 2377
2595 case EXIT: 2378 case EXIT:
2596 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2597 return 0; 2380 return 0;
2381
2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2601 }
2602 else 2384 else
2603 { 2385 {
2604 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2389
2607 enter_exit (op, tmp); 2390 op->enter_exit (tmp);
2608 } 2391 }
2392
2609 return 1; 2393 return 1;
2610 2394
2611 case SIGN: 2395 case SIGN:
2612 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2613 return 1; 2397 return 1;
2617 { 2401 {
2618 apply_book (op, tmp); 2402 apply_book (op, tmp);
2619 return 1; 2403 return 1;
2620 } 2404 }
2621 else 2405 else
2622 {
2623 return 0; 2406 return 0;
2624 }
2625 2407
2626 case SKILLSCROLL: 2408 case SKILLSCROLL:
2627 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2628 { 2410 {
2629 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2630 return 1; 2412 return 1;
2631 } 2413 }
2414 else
2632 return 0; 2415 return 0;
2633 2416
2634 case SPELLBOOK: 2417 case SPELLBOOK:
2635 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2636 { 2419 {
2637 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2638 return 1; 2421 return 1;
2639 } 2422 }
2423 else
2640 return 0; 2424 return 0;
2641 2425
2642 case SCROLL: 2426 case SCROLL:
2643 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2644 return 1; 2428 return 1;
2645 2429
2646 case POTION: 2430 case POTION:
2647 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2648 return 1; 2432 return 1;
2649 2433
2650 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed?
2651 case CLOSE_CON: 2436 case CLOSE_CON:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env); 2437 apply_container (op, tmp->env);
2656 return 1; 2438 return 1;
2657 2439
2658 case CONTAINER: 2440 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp); 2441 apply_container (op, tmp);
2663 return 1; 2442 return 1;
2664 2443
2665 case TREASURE: 2444 case TREASURE:
2666 if (op->type == PLAYER) 2445 if (op->type == PLAYER)
2667 { 2446 {
2668 apply_treasure (op, tmp); 2447 apply_treasure (op, tmp);
2669 return 1; 2448 return 1;
2670 } 2449 }
2671 else 2450 else
2672 {
2673 return 0; 2451 return 0;
2674 }
2675 2452
2676 case WEAPON: 2453 case WEAPON:
2677 case ARMOUR: 2454 case ARMOUR:
2678 case BOOTS: 2455 case BOOTS:
2679 case GLOVES: 2456 case GLOVES:
2692 case LAMP: 2469 case LAMP:
2693 case BUILDER: 2470 case BUILDER:
2694 case SKILL_TOOL: 2471 case SKILL_TOOL:
2695 if (tmp->env != op) 2472 if (tmp->env != op)
2696 return 2; /* not in inventory */ 2473 return 2; /* not in inventory */
2474
2697 (void) apply_special (op, tmp, aflag); 2475 apply_special (op, tmp, aflag);
2698 return 1; 2476 return 1;
2699 2477
2700 case DRINK: 2478 case DRINK:
2701 case FOOD: 2479 case FOOD:
2702 case FLESH: 2480 case FLESH:
2706 case POISON: 2484 case POISON:
2707 apply_poison (op, tmp); 2485 apply_poison (op, tmp);
2708 return 1; 2486 return 1;
2709 2487
2710 case SAVEBED: 2488 case SAVEBED:
2711 if (op->type == PLAYER)
2712 {
2713 apply_savebed (op);
2714 return 1; 2489 return 1;
2715 }
2716 else
2717 {
2718 return 0;
2719 }
2720 2490
2721 case ARMOUR_IMPROVER: 2491 case ARMOUR_IMPROVER:
2722 if (op->type == PLAYER) 2492 if (op->type == PLAYER)
2723 { 2493 {
2724 apply_armour_improver (op, tmp); 2494 apply_armour_improver (op, tmp);
2725 return 1; 2495 return 1;
2726 } 2496 }
2727 else 2497 else
2728 {
2729 return 0; 2498 return 0;
2730 }
2731 2499
2732 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2733 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2734 return 1; 2502 return 1;
2735 2503
2736 case CLOCK: 2504 case CLOCK:
2737 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2738 { 2506 {
2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2747 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2748 return 1; 2516 return 1;
2749 } 2517 }
2750 else 2518 else
2751 {
2752 return 0; 2519 return 0;
2753 }
2754 2520
2755 case MENU: 2521 case MENU:
2756 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2757 { 2523 {
2758 shop_listing (op); 2524 shop_listing (tmp, op);
2759 return 1; 2525 return 1;
2760 } 2526 }
2761 else 2527 else
2762 {
2763 return 0; 2528 return 0;
2764 }
2765 2529
2766 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2767 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2768 return 1; 2532 return 1;
2769 2533
2772 { 2536 {
2773 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2774 return 1; 2538 return 1;
2775 } 2539 }
2776 else 2540 else
2777 {
2778 return 0; 2541 return 0;
2779 }
2780 2542
2781 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2782 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2783 return 1; 2545 return 1;
2784 2546
2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2808 return 0; 2570 return 0;
2809 } 2571 }
2810 } 2572 }
2811 2573
2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2813 * applied.
2814 */
2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2816 {
2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2820 remove_ob (op);
2821 free_object (op);
2822 return 1;
2823 }
2824
2825 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2826 pl->contr->last_used_id = op->count;
2827 2575
2828 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2829 if (!quiet) 2577 if (!quiet)
2830 { 2578 {
2831 if (tmp == 0) 2579 if (tmp == 0)
2839/** 2587/**
2840 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2841 * If the player has an open container, we use that for below, otherwise 2589 * If the player has an open container, we use that for below, otherwise
2842 * we use the ground. 2590 * we use the ground.
2843 */ 2591 */
2844
2845void 2592void
2846player_apply_below (object *pl) 2593player_apply_below (object *pl)
2847{ 2594{
2848 object *tmp, *next;
2849 int floors; 2595 int floors = 0;
2850 2596
2851 /* If using a container, set the starting item to be the top 2597 /* If using a container, set the starting item to be the top
2852 * item in the container. Otherwise, use the map. 2598 * item in the container. Otherwise, use the map.
2853 */
2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2855
2856 /* This is perhaps more complicated. However, I want to make sure that 2599 * This is perhaps more complicated. However, I want to make sure that
2857 * we don't use a corrupt pointer for the next object, so we get the 2600 * we don't use a corrupt pointer for the next object, so we get the
2858 * next object in the stack before applying. This is can only be a 2601 * next object in the stack before applying. This is can only be a
2859 * problem if player_apply() has a bug in that it uses the object but does 2602 * problem if player_apply() has a bug in that it uses the object but does
2860 * not return a proper value. 2603 * not return a proper value.
2861 */ 2604 */
2862 for (floors = 0; tmp != NULL; tmp = next) 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2863 { 2606 {
2864 next = tmp->below; 2607 next = tmp->below;
2608
2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2866 floors++; 2610 floors++;
2867 else if (floors > 0) 2611 else if (floors > 0)
2868 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2869 2613
2889 * to keep the size of apply_special to a more managable size. 2633 * to keep the size of apply_special to a more managable size.
2890 */ 2634 */
2891static int 2635static int
2892unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2893{ 2637{
2894 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2639 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2895 return RESULT_INT (0); 2640 return RESULT_INT (0);
2896 2641
2897 object *tmp2;
2898
2899 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2643
2900 switch (op->type) 2644 switch (op->type)
2901 { 2645 {
2646 case SKILL_TOOL:
2647 // unapplying a skill tool should also unapply the skill it governs
2648 // but this is hard, as it shouldn't do so when the skill can
2649 // be used for other reasons
2650 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2651 if (tmp->skill == op->skill
2652 && tmp->type == SKILL
2653 && tmp->flag [FLAG_APPLIED]
2654 && !tmp->flag [FLAG_CAN_USE_SKILL])
2655 unapply_special (who, tmp, 0);
2656
2657 change_abil (who, op);
2658 break;
2659
2902 case WEAPON: 2660 case WEAPON:
2661 if (player *pl = who->contr)
2662 if (op == pl->combat_ob)
2663 {
2664 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob);
2666 }
2667
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2904 2669
2905 (void) change_abil (who, op); 2670 change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break; 2672 break;
2910 2673
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL: 2674 case SKILL:
2913 if (op != who->chosen_skill) 2675 if (who->contr)
2914 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2916 } 2676 {
2917 if (who->type == PLAYER)
2918 {
2919 if (who->contr->shoottype == range_skill)
2920 who->contr->shoottype = range_none;
2921 if (!op->invisible) 2677 if (!op->invisible)
2922 {
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else 2679 else
2926 {
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 } 2681 }
2929 } 2682
2930 (void) change_abil (who, op); 2683 change_abil (who, op);
2931 who->chosen_skill = NULL;
2932 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 2685 break;
2934 2686
2935 case ARMOUR: 2687 case ARMOUR:
2936 case HELMET: 2688 case HELMET:
2941 case AMULET: 2693 case AMULET:
2942 case GIRDLE: 2694 case GIRDLE:
2943 case BRACERS: 2695 case BRACERS:
2944 case CLOAK: 2696 case CLOAK:
2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2946 (void) change_abil (who, op); 2698 change_abil (who, op);
2947 break; 2699 break;
2700
2948 case LAMP: 2701 case LAMP:
2702 {
2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704
2950 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2951 tmp2->x = op->x; 2706 tmp2->x = op->x;
2952 tmp2->y = op->y; 2707 tmp2->y = op->y;
2953 tmp2->map = op->map; 2708 tmp2->map = op->map;
2954 tmp2->below = op->below; 2709 tmp2->below = op->below;
2955 tmp2->above = op->above; 2710 tmp2->above = op->above;
2956 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2957 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713
2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2959 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER) 2716
2717 if (who->contr)
2961 esrv_del_item (who->contr, (tag_t) op->count); 2718 esrv_del_item (who->contr, op->count);
2962 remove_ob (op); 2719
2963 free_object (op); 2720 op->destroy ();
2964 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2965 fix_player (who); 2722 who->update_stats ();
2723
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 { 2725 {
2968 if (who->type == PLAYER) 2726 if (who->contr)
2969 { 2727 {
2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2972 } 2730 }
2973 } 2731 }
2974 if (who->type == PLAYER) 2732
2733 if (who->contr)
2975 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2736
2976 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2977 break; 2738
2978 case BOW: 2739 case BOW:
2979 case WAND: 2740 case WAND:
2980 case ROD: 2741 case ROD:
2981 case HORN: 2742 case HORN:
2982 clear_skill (who); 2743 if (player *pl = who->contr)
2744 {
2745 if (op == pl->ranged_ob)
2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2984 if (who->type == PLAYER)
2985 {
2986 who->contr->shoottype = range_none;
2987 } 2752 }
2988 else 2753 else
2989 { 2754 {
2755 who->change_skill (0);
2756
2990 if (op->type == BOW) 2757 if (op->type == BOW)
2991 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2992 else 2759 else
2993 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2994 } 2761 }
2762
2995 break; 2763 break;
2996 2764
2997 case BUILDER: 2765 case BUILDER:
2766 if (who->contr)
2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2999 who->contr->shoottype = range_none;
3000 who->contr->ranges[range_builder] = NULL;
3001 break; 2768 break;
3002 2769
3003 default: 2770 default:
3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3005 break; 2772 break;
3006 } 2773 }
3007 2774
3008 fix_player (who); 2775 who->update_stats ();
3009 2776
3010 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
3011 { 2778 {
3012 object *tmp;
3013
3014 tag_t del_tag = op->count;
3015
3016 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
3017 if (who->type == PLAYER) 2780
2781 if (who->contr)
3018 { 2782 {
3019 if (tmp) 2783 if (tmp)
3020 { /* it was merged */ 2784 { /* it was merged */
3021 esrv_del_item (who->contr, del_tag); 2785 esrv_del_item (who->contr, op->count);
3022 op = tmp; 2786 op = tmp;
3023 } 2787 }
2788
3024 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
3025 } 2790 }
3026 } 2791 }
2792
3027 return 0; 2793 return 0;
3028} 2794}
3029 2795
3030/** 2796/**
3031 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
3032 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
3033 * then go through the below of this. In this way, you can do 2799 * then go through the below of this. In this way, you can do
3034 * something like: 2800 * something like:
3035 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
3036 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3037 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
3038 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
3039 * loc is the index into the array we are looking for a match. 2805 * loc is the index into the array we are looking for a match.
3040 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
3041 * invisible other objects that use 2807 * invisible other objects that use
3042 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
3043 */ 2809 */
3044object * 2810static object *
3045get_item_from_body_location (object *start, int loc) 2811get_next_item_from_body_location (int loc, object *start)
3046{ 2812{
3047 object *tmp;
3048
3049 if (!start)
3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2814 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info
2816 && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp; 2817 return tmp;
3055 2818
3056 return NULL; 2819 return 0;
3057} 2820}
3058
3059
3060 2821
3061/** 2822/**
3062 * 'op' wants to apply an object, but can't because of other equipment. 2823 * 'op' wants to apply an object, but can't because of other equipment.
3063 * This should only be called when it is known 2824 * This should only be called when it is known
3064 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
3070 * another function that does just that. 2831 * another function that does just that.
3071 */ 2832 */
3072int 2833int
3073unapply_for_ob (object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
3074{ 2835{
3075 int i; 2836 if (op->is_range ())
3076 object *tmp = NULL, *last;
3077
3078 /* If we are applying a shield or weapon, unapply any equipped shield
3079 * or weapons first - only allowed to use one weapon/shield at a time.
3080 */
3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3083 for (tmp = who->inv; tmp; tmp = tmp->below) 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3086 {
3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 { 2840 {
3089 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3091 else 2843 else
3092 unapply_special (who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
3093 } 2845 }
3094 else 2846 else
3095 { 2847 {
3096 /* In this case, we want to try and remove a cursed item. 2848 /* In this case, we want to try and remove a cursed item.
3097 * While we know it won't work, we want unapply_special to 2849 * While we know it won't work, we want unapply_special to
3098 * at least generate the message. 2850 * at least generate the message.
3099 */ 2851 */
3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3101 return 1; 2853 return 1;
3102 }
3103
3104 } 2854 }
3105 }
3106 }
3107 2855
3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 { 2857 {
3110 /* this used up a slot that we need to free */ 2858 /* this used up a slot that we need to free */
3111 if (op->body_info[i]) 2859 if (op->slot[i].info)
3112 { 2860 {
3113 last = who->inv; 2861 object *last = who->inv;
3114 2862
3115 /* We do a while loop - may need to remove several items in order 2863 /* We do a while loop - may need to remove several items in order
3116 * to free up enough slots. 2864 * to free up enough slots.
3117 */ 2865 */
3118 while ((who->body_used[i] + op->body_info[i]) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
3119 { 2867 {
3120 tmp = get_item_from_body_location (last, i); 2868 object *tmp = get_next_item_from_body_location (i, last);
2869
3121 if (!tmp) 2870 if (!tmp)
3122 { 2871 {
3123#if 0 2872#if 0
3124 /* Not a bug - we'll get this if the player has cursed items 2873 /* Not a bug - we'll get this if the player has cursed items
3125 * equipped. 2874 * equipped.
3126 */ 2875 */
3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2876 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3128#endif 2877#endif
3129 return 1; 2878 return 1;
3130 } 2879 }
2880
3131 /* If we are just printing, we don't care about cursed status */ 2881 /* If we are just printing, we don't care about cursed status */
3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3133 { 2883 {
3134 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3143 * so it may not be critical (eg, putting on a ring and you have 2893 * so it may not be critical (eg, putting on a ring and you have
3144 * one cursed ring.) 2894 * one cursed ring.)
3145 */ 2895 */
3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3147 } 2897 }
2898
3148 last = tmp->below; 2899 last = tmp->below;
3149 } 2900 }
3150 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3151 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
3152 */ 2903 */
3153 } /* if op is using this body location */ 2904 } /* if op is using this body location */
3154 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
3155 return 0; 2907 return 0;
3156} 2908}
3157 2909
3158/** 2910/**
3159 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
3160 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
3161 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
3162 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
3163 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3164 * is set, do we really are what the other flags may be?) 2916 * is set, do we really care what the other flags may be?)
3165 * 2917 *
3166 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
3167 * these return values. 2919 * these return values.
3168 */ 2920 */
3169int 2921int
3170can_apply_object (object *who, object *op) 2922can_apply_object (object *who, object *op)
3171{ 2923{
3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3173 return RESULT_INT (0); 2925 return RESULT_INT (0);
3174 2926
3175 int i, retval = 0; 2927 int retval = 0;
3176 object *tmp = NULL, *ws = NULL; 2928 object *tmp = 0, *ws = 0;
3177 2929
3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3179 * 2 weapons, but we don't want to let them do that. So if they are
3180 * trying to equip a weapon or shield, see if they already have one
3181 * in place and store that way.
3182 */
3183 if (op->type == WEAPON || op->type == SHIELD)
3184 { 2931 {
3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2932 if (op->slot[i].info)
3186 { 2933 {
3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2934 /* Item uses more slots than we have */
2935 if (who->slot[i].info + op->slot [i].info < 0)
3188 { 2936 {
3189 retval = CAN_APPLY_UNAPPLY;
3190 ws = tmp;
3191 }
3192 }
3193 }
3194
3195
3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3198 if (op->body_info[i])
3199 {
3200 /* Item uses more slots than we have */
3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3203 /* Could return now for efficiently - rest of info below isn' 2937 /* Could return now for efficiency - rest of info below isn't
3204 * really needed. 2938 * really needed.
3205 */ 2939 */
3206 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
3207 } 2941 }
3208 else if ((who->body_used[i] + op->body_info[i]) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
3209 { 2943 {
3210 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
3211 * we have. 2945 * we have.
3212 */ 2946 */
3213 object *tmp1;
3214
3215 2947
3216 /* if we have an applied weapon/shield, and unapply it would free 2948 /* if we have an applied weapon/shield, and unapply it would free
3217 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
3218 * continue. We don't care about the logic below - if you have 2950 * apply unapply". We don't care about the logic below - if you have a
3219 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
3220 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
3221 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
3222 * may be two handed for example. 2954 * may be two handed for example.
3223 */ 2955 */
3224 if (ws) 2956 if (ws)
3225 { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 { 2958 {
3228 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
3229 continue; 2960 continue;
3230 } 2961 }
3231 }
3232 2962
3233 tmp1 = get_item_from_body_location (who->inv, i); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3234 if (!tmp1) 2964 if (!tmp1)
3235 { 2965 {
3236#if 0 2966#if 0
3237 /* This is sort of an error, but happens a lot when old players 2967 /* This is sort of an error, but happens a lot when old players
3238 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
3246 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
3247 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
3248 * to apply multiple objects 2978 * to apply multiple objects
3249 */ 2979 */
3250 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
3251 if (!tmp) 2982 if (!tmp)
3252 tmp = tmp1; 2983 tmp = tmp1;
3253 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 } 2986
3257 /* This object isn't using up all the slots, so there must 2987 /* This object isn't using up all the slots, so there must
3258 * be another. If so, and it the new item doesn't need all 2988 * be another. If so, and it the new item doesn't need all
3259 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3260 */ 2990 */
3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2991 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2992 && abs (op->slot[i].info) < who->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3263 2994
3264 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3265 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3266 */ 2997 */
3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2998 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3268 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3269
3270 } 3000 }
3271 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3272 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3273 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3274 3004
3279 * and weapons all use the same slot. Similar for horn/rod/wand - they 3009 * and weapons all use the same slot. Similar for horn/rod/wand - they
3280 * all use the same location. 3010 * all use the same location.
3281 */ 3011 */
3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3286 3017
3287
3288 if (who->type != PLAYER) 3018 if (who->type != PLAYER)
3289 { 3019 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3020 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3291 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3298 } 3031 }
3032
3299 return retval; 3033 return retval;
3300} 3034}
3301
3302
3303 3035
3304/** 3036/**
3305 * who is the object using the object. It can be a monster. 3037 * who is the object using the object. It can be a monster.
3306 * op is the object they are using. op is an equipment type item, 3038 * op is the object they are using. op is an equipment type item,
3307 * eg, one which you put on and keep on for a while, and not something 3039 * eg, one which you put on and keep on for a while, and not something
3316 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3317 * 3049 *
3318 * Optional flags: 3050 * Optional flags:
3319 * AP_NO_MERGE: don't merge an unapplied object with other objects 3051 * AP_NO_MERGE: don't merge an unapplied object with other objects
3320 * AP_IGNORE_CURSE: unapply cursed items 3052 * AP_IGNORE_CURSE: unapply cursed items
3053 * AP_NO_READY: do not ready skills when applying skill tools
3321 * 3054 *
3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3323 * 3056 *
3324 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3325 */ 3058 */
3326int 3059int
3327apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3328{ 3061{
3329 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3330 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3331 int i;
3332 3064
3333 if (who == NULL) 3065 if (who == NULL)
3334 { 3066 {
3335 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1; 3068 return 1;
3346 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3347 return 0; 3079 return 0;
3348 3080
3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3350 { 3082 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3352 return 1; 3084 return 1;
3353 } 3085 }
3086
3354 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3355 } 3088 }
3356 3089
3357 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3358 return 0; 3091 return 0;
3359 3092
3360 i = can_apply_object (who, op); 3093 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3101
3102 splay (op);
3361 3103
3362 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3363 if (i) 3105 if (int i = can_apply_object (who, op))
3364 { 3106 {
3365 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3366 { 3108 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3368 return 1; 3110 return 1;
3370 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3371 { 3113 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3373 return 1; 3115 return 1;
3374 } 3116 }
3117
3375 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3376 { 3119 {
3377 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3379 return 1; 3122 return 1;
3380 } 3123 }
3381 else 3124 else
3382 { 3125 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 { 3127 {
3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3386 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3387 return 1; 3130 return 1;
3388 } 3131 }
3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3391 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3392 if (i)
3393 return 1; 3134 return 1;
3394 } 3135 }
3395 }
3396 } 3136 }
3137
3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 { 3139 {
3399 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3400 if (!skop) 3142 if (!skop)
3401 { 3143 {
3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3403 return 1; 3145 return 1;
3404 } 3146 }
3405 else 3147 else
3406 {
3407 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3408 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3409 */ 3150 */
3410 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 { 3152 }
3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3153
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]");
3417 return 1; 3161 return 1;
3418 } 3162 }
3419
3420 3163
3421 /* Ok. We are now at the state where we can apply the new object. 3164 /* Ok. We are now at the state where we can apply the new object.
3422 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3423 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3424 */ 3167 */
3425
3426
3427 if (op->nrof > 1) 3168 if (op->nrof > 1)
3428 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3429 else 3170 else
3430 tmp = NULL; 3171 tmp = 0;
3431 3172
3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3433 return RESULT_INT (0); 3174 return RESULT_INT (0);
3434 3175
3435 switch (op->type) 3176 switch (op->type)
3436 { 3177 {
3437 case WEAPON: 3178 case WEAPON:
3438 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3439 { 3180 {
3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3442 if (tmp != NULL) 3184 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3444 return 1; 3187 return 1;
3445 } 3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 { 3193 {
3448 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3449 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197
3451 if (tmp != NULL) 3198 if (tmp)
3452 (void) insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200
3453 return 1; 3201 return 1;
3454 } 3202 }
3203
3204 if (!skop)
3205 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1;
3208 }
3209
3455 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3456
3457 if (skop)
3458 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3212
3460 SET_FLAG (who, FLAG_READY_WEAPON); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3461 3215
3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3463 3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3464 (void) change_abil (who, op); 3219 change_abil (who, op);
3465 break; 3220 break;
3466 3221
3467 case ARMOUR: 3222 case ARMOUR:
3468 case HELMET: 3223 case HELMET:
3469 case SHIELD: 3224 case SHIELD:
3474 case CLOAK: 3229 case CLOAK:
3475 case RING: 3230 case RING:
3476 case AMULET: 3231 case AMULET:
3477 SET_FLAG (op, FLAG_APPLIED); 3232 SET_FLAG (op, FLAG_APPLIED);
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3479 (void) change_abil (who, op); 3234 change_abil (who, op);
3480 break; 3235 break;
3236
3481 case LAMP: 3237 case LAMP:
3482 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3483 { 3239 {
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3485 return 1; 3241 return 1;
3486 } 3242 }
3243
3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3488 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3489 tmp2->stats.food = op->stats.food; 3246 tmp2->stats.food = op->stats.food;
3490 SET_FLAG (tmp2, FLAG_APPLIED); 3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3492 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3493 insert_ob_in_ob (tmp2, who); 3252 insert_ob_in_ob (tmp2, who);
3494 3253
3495 /* Remove the old lantern */ 3254 /* Remove the old lantern */
3496 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3497 esrv_del_item (who->contr, (tag_t) op->count); 3256 esrv_del_item (who->contr, op->count);
3498 remove_ob (op); 3257
3499 free_object (op); 3258 op->destroy ();
3500 3259
3501 /* insert the portion that was split off */ 3260 /* insert the portion that was split off */
3502 if (tmp != NULL) 3261 if (tmp)
3503 { 3262 {
3504 (void) insert_ob_in_ob (tmp, who); 3263 insert_ob_in_ob (tmp, who);
3505 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp); 3265 esrv_send_item (who, tmp);
3507 } 3266 }
3508 fix_player (who); 3267
3268 who->update_stats ();
3269
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3511 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3512 { 3272 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3515 } 3275 }
3516 } 3276
3517 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3279
3519 return 0; 3280 return 0;
3281
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED])
3290 apply_special (who, skop, AP_APPLY);
3291 }
3520 break; 3292 break;
3521 3293
3522 /* this part is needed for skill-tools */
3523 case SKILL: 3294 case SKILL:
3524 case SKILL_TOOL: 3295 if (player *pl = who->contr)
3525 if (who->chosen_skill)
3526 {
3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3528 return 1;
3529 } 3296 {
3530 if (who->type == PLAYER) 3297 if (IS_COMBAT_SKILL (op->subtype))
3531 { 3298 {
3532 who->contr->shoottype = range_skill; 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3533 who->contr->ranges[range_skill] = op; 3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3312 return 1;
3313
3314 found_weapon:;
3315 }
3316 else
3317 who->change_weapon (pl->combat_ob = op);
3318 }
3319 else if (IS_RANGED_SKILL (op->subtype))
3320 {
3321 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 {
3323 for (object *item = who->inv; item; item = item->below)
3324 if (item->type == BOW && item->flag [FLAG_APPLIED])
3325 {
3326 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else
3337 who->change_weapon (pl->ranged_ob = op);
3338 }
3339
3534 if (!op->invisible) 3340 if (!op->invisible)
3535 { 3341 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3538 } 3344 }
3539 else 3345 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3542 } 3347 }
3348 else
3543 } 3349 {
3544 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3545 (void) change_abil (who, op); 3351 change_abil (who, op);
3546 who->chosen_skill = op; 3352 who->chosen_skill = op;
3547 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3548 break; 3356 break;
3549 3357
3550 case BOW: 3358 case BOW:
3551 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3552 { 3360 {
3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363
3555 if (tmp != NULL) 3364 if (tmp)
3556 (void) insert_ob_in_ob (tmp, who); 3365 insert_ob_in_ob (tmp, who);
3366
3557 return 1; 3367 return 1;
3558 } 3368 }
3369
3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3560 { 3371 {
3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3562 if (tmp != NULL) 3373 if (tmp)
3563 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3564 return 1; 3376 return 1;
3565 } 3377 }
3378
3566 /*FALLTHROUGH*/ case WAND: 3379 /*FALLTHROUGH*/
3380 case WAND:
3567 case ROD: 3381 case ROD:
3568 case HORN: 3382 case HORN:
3569 /* check for skill, alter player status */ 3383 /* check for skill, alter player status */
3384
3385 if (!skop)
3386 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3388 return 1;
3389 }
3390
3570 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3572 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3574 3399
3575 if (who->type == PLAYER)
3576 {
3577 if (op->type == BOW) 3400 if (op->type == BOW)
3578 { 3401 {
3402 who->current_weapon = op;
3579 (void) change_abil (who, op); 3403 change_abil (who, op);
3580 new_draw_info_format (NDI_UNIQUE, 0, who, 3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3582 who->contr->shoottype = range_bow;
3583 }
3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 } 3406 }
3588 } 3407 }
3589 else 3408 else
3590 { 3409 {
3591 if (op->type == BOW) 3410 if (op->type == BOW)
3592 SET_FLAG (who, FLAG_READY_BOW); 3411 SET_FLAG (who, FLAG_READY_BOW);
3593 else 3412 else
3594 SET_FLAG (who, FLAG_READY_RANGE); 3413 SET_FLAG (who, FLAG_READY_RANGE);
3595 } 3414 }
3415
3596 break; 3416 break;
3597 3417
3598 case BUILDER: 3418 case BUILDER:
3599 if (who->contr->ranges[range_builder]) 3419 if (who->type == PLAYER)
3420 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3600 unapply_special (who, who->contr->ranges[range_builder], 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3601 who->contr->shoottype = range_builder; 3424
3602 who->contr->ranges[range_builder] = op;
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3426
3427 who->contr->ranged_ob = op;
3428 }
3604 break; 3429 break;
3605 3430
3606 default: 3431 default:
3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3608 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3609 3434
3610 SET_FLAG (op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3611 3436
3612 if (tmp != NULL) 3437 if (tmp)
3613 tmp = insert_ob_in_ob (tmp, who); 3438 tmp = insert_ob_in_ob (tmp, who);
3614 3439
3615 fix_player (who); 3440 who->update_stats ();
3616 3441
3617 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3618 * been applied flag when they are used - until that point, 3443 * been applied flag when they are used - until that point,
3619 * you don't know anything about them. 3444 * you don't know anything about them.
3620 */ 3445 */
3627 { 3452 {
3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3629 SET_FLAG (op, FLAG_KNOWN_CURSED); 3454 SET_FLAG (op, FLAG_KNOWN_CURSED);
3630 } 3455 }
3631 } 3456 }
3457
3632 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3633 { 3459 {
3634 /* if multiple objects were applied, update both slots */ 3460 /* if multiple objects were applied, update both slots */
3635 if (tmp) 3461 if (tmp)
3636 esrv_send_item (who, tmp); 3462 esrv_send_item (who, tmp);
3463
3637 esrv_send_item (who, op); 3464 esrv_send_item (who, op);
3638 } 3465 }
3466
3639 return 0; 3467 return 0;
3640} 3468}
3641
3642 3469
3643int 3470int
3644monster_apply_special (object *who, object *op, int aflags) 3471monster_apply_special (object *who, object *op, int aflags)
3645{ 3472{
3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3660 int i; 3487 int i;
3661 3488
3662 switch (op->type) 3489 switch (op->type)
3663 { 3490 {
3664 case SHOP_FLOOR: 3491 case SHOP_FLOOR:
3665 if (!HAS_RANDOM_ITEMS (op)) 3492 if (!op->has_random_items ())
3666 return 0; 3493 return 0;
3494
3667 do 3495 do
3668 { 3496 {
3669 i = 10; /* let's give it 10 tries */ 3497 i = 10; /* let's give it 10 tries */
3670 while ((tmp = generate_treasure (op->randomitems, 3498 while ((tmp = generate_treasure (op->randomitems,
3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3499 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3672 if (tmp == NULL) 3500 if (tmp == NULL)
3673 return 0; 3501 return 0;
3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 { 3503 {
3676 free_object (tmp); 3504 tmp->destroy ();
3677 tmp = NULL; 3505 tmp = NULL;
3678 } 3506 }
3679 } 3507 }
3680 while (!tmp); 3508 while (!tmp);
3509
3681 tmp->x = op->x; 3510 tmp->x = op->x;
3682 tmp->y = op->y; 3511 tmp->y = op->y;
3683 SET_FLAG (tmp, FLAG_UNPAID); 3512 SET_FLAG (tmp, FLAG_UNPAID);
3684 insert_ob_in_map (tmp, op->map, NULL, 0); 3513 insert_ob_in_map (tmp, op->map, NULL, 0);
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3687 break; 3516 break;
3688 3517
3689 case TREASURE: 3518 case TREASURE:
3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3691 return 0; 3520 return 0;
3521
3692 while ((op->stats.hp--) > 0) 3522 while (op->stats.hp-- > 0)
3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3524 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3695 3525
3696 /* If we generated an object and put it in this object inventory, 3526 /* If we generated an object and put it in this object inventory,
3697 * move it to the parent object as the current object is about 3527 * move it to the parent object as the current object is about
3699 * that is put inside other objects. 3529 * that is put inside other objects.
3700 */ 3530 */
3701 for (tmp = op->inv; tmp; tmp = tmp2) 3531 for (tmp = op->inv; tmp; tmp = tmp2)
3702 { 3532 {
3703 tmp2 = tmp->below; 3533 tmp2 = tmp->below;
3704 remove_ob (tmp); 3534 tmp->remove ();
3535
3705 if (op->env) 3536 if (op->env)
3706 insert_ob_in_ob (tmp, op->env); 3537 insert_ob_in_ob (tmp, op->env);
3707 else 3538 else
3708 free_object (tmp); 3539 tmp->destroy ();
3709 } 3540 }
3710 remove_ob (op); 3541
3711 free_object (op); 3542 op->destroy ();
3712 break; 3543 break;
3713 } 3544 }
3714 return tmp ? 1 : 0; 3545 return tmp ? 1 : 0;
3715} 3546}
3716 3547
3717/** 3548/**
3718 * fix_auto_apply goes through the entire map (only the first time 3549 * fix_auto_apply goes through the entire map every time a map
3719 * when an original map is loaded) and performs special actions for 3550 * is loaded or swapped in and performs special actions for
3720 * certain objects (most initialization of chests and creation of 3551 * certain objects (most initialization of chests and creation of
3721 * treasures and stuff). Calls auto_apply if appropriate. 3552 * treasures and stuff). Calls auto_apply if appropriate.
3722 */ 3553 */
3723void 3554void
3724fix_auto_apply (mapstruct *m) 3555maptile::fix_auto_apply ()
3725{ 3556{
3726 object *tmp, *above = NULL; 3557 if (!spaces)
3727 int x, y;
3728
3729 if (m == NULL)
3730 return; 3558 return;
3731 3559
3732 for (x = 0; x < MAP_WIDTH (m); x++) 3560 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3733 for (y = 0; y < MAP_HEIGHT (m); y++) 3561 for (object *tmp = ms->bot; tmp; )
3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3735 { 3562 {
3736 above = tmp->above; 3563 object *above = tmp->above;
3737 3564
3738 if (tmp->inv) 3565 if (tmp->inv)
3739 { 3566 {
3740 object *invtmp, *invnext; 3567 object *invtmp, *invnext;
3741 3568
3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3743 { 3570 {
3744 invnext = invtmp->below; 3571 invnext = invtmp->below;
3745 3572
3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3747 auto_apply (invtmp); 3574 auto_apply (invtmp);
3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3749 { 3576 {
3750 while ((invtmp->stats.hp--) > 0) 3577 while ((invtmp->stats.hp--) > 0)
3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3752
3753 invtmp->randomitems = NULL;
3754 }
3755 else if (invtmp && invtmp->arch
3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3757 {
3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579
3580 invtmp->randomitems = NULL;
3581 }
3582 else if (invtmp && invtmp->arch
3583 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3584 {
3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3759 /* Need to clear this so that we never try to create 3586 /* Need to clear this so that we never try to create
3760 * treasure again for this object 3587 * treasure again for this object
3761 */ 3588 */
3762 invtmp->randomitems = NULL; 3589 invtmp->randomitems = NULL;
3763 } 3590 }
3764 } 3591 }
3765 /* This is really temporary - the code at the bottom will 3592 /* This is really temporary - the code at the bottom will
3766 * also set randomitems to null. The problem is there are bunches 3593 * also set randomitems to null. The problem is there are bunches
3767 * of maps/players already out there with items that have spells 3594 * of maps/players already out there with items that have spells
3768 * which haven't had the randomitems set to null yet. 3595 * which haven't had the randomitems set to null yet.
3769 * MSW 2004-05-13 3596 * MSW 2004-05-13
3770 * 3597 *
3771 * And if it's a spellbook, it's better to set randomitems to NULL too, 3598 * And if it's a spellbook, it's better to set randomitems to NULL too,
3772 * else you get two spells in the book ^_- 3599 * else you get two spells in the book ^_-
3773 * Ryo 2004-08-16 3600 * Ryo 2004-08-16
3774 */ 3601 */
3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3603 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3777 tmp->randomitems = NULL;
3778
3779 }
3780
3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3782 auto_apply (tmp);
3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3785 while ((tmp->stats.hp--) > 0)
3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3787 tmp->randomitems = NULL; 3604 tmp->randomitems = NULL;
3605
3788 } 3606 }
3607
3608 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3609 auto_apply (tmp);
3610 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3611 {
3612 while ((tmp->stats.hp--) > 0)
3613 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3614 tmp->randomitems = NULL;
3615 }
3789 else if (tmp->type == TIMED_GATE) 3616 else if (tmp->type == TIMED_GATE)
3790 { 3617 {
3791 object *head = tmp->head != NULL ? tmp->head : tmp; 3618 object *head = tmp->head != NULL ? tmp->head : tmp;
3792 3619
3793 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3620 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3794 {
3795 tmp->speed = 0; 3621 tmp->set_speed (0);
3796 update_ob_speed (tmp);
3797 }
3798 } 3622 }
3799 /* This function can be called everytime a map is loaded, even when 3623 /* This function can be called everytime a map is loaded, even when
3800 * swapping back in. As such, we don't want to create the treasure 3624 * swapping back in. As such, we don't want to create the treasure
3801 * over and ove again, so after we generate the treasure, blank out 3625 * over and ove again, so after we generate the treasure, blank out
3802 * randomitems so if it is swapped in again, it won't make anything. 3626 * randomitems so if it is swapped in again, it won't make anything.
3803 * This is a problem for the above objects, because they have counters 3627 * This is a problem for the above objects, because they have counters
3804 * which say how many times to make the treasure. 3628 * which say how many times to make the treasure.
3805 */ 3629 */
3806 else if (tmp && tmp->arch && tmp->type != PLAYER 3630 else if (tmp && tmp->arch && tmp->type != PLAYER
3807 && tmp->type != TREASURE && tmp->type != SPELL 3631 && tmp->type != TREASURE && tmp->type != SPELL
3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3632 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3809 { 3633 {
3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3811 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3812 } 3636 }
3637
3638 // close all containers
3639 else if (tmp->type == CONTAINER)
3640 tmp->flag [FLAG_APPLIED] = 0;
3641
3642 tmp = above;
3813 } 3643 }
3814 3644
3815 for (x = 0; x < MAP_WIDTH (m); x++) 3645 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (y = 0; y < MAP_HEIGHT (m); y++) 3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3819 check_trigger (tmp, tmp->above); 3648 check_trigger (tmp, tmp->above);
3820} 3649}
3821 3650
3822/** 3651/**
3823 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3824 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3825 * that doesn't work with the new spell code. Since we know what 3654 * that doesn't work with the new spell code. Since we know what
3826 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3827 */ 3656 */
3828
3829void 3657void
3830eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3831{ 3659{
3832 object *force; 3660 object *force;
3833 int i, did_one = 0; 3661 int i, did_one = 0;
3834 sint8 k;
3835 3662
3836 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3837 3664
3838 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3839 { 3666 if (sint8 k = food->stats.stat (i))
3840 k = get_attr_value (&food->stats, i);
3841 if (k)
3842 { 3667 {
3843 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3844 did_one = 1; 3669 did_one = 1;
3845 } 3670 }
3846 }
3847 3671
3848 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3849 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3850 { 3674 {
3851 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3852 { 3676 {
3853 force->resist[i] = food->resist[i] / 2; 3677 force->resist[i] = food->resist[i] / 2;
3854 did_one = 1; 3678 did_one = 1;
3855 } 3679 }
3856 } 3680 }
3681
3857 if (did_one) 3682 if (did_one)
3858 { 3683 {
3859 force->speed = 0.1; 3684 force->set_speed (0.1);
3860 update_ob_speed (force);
3861 /* bigger morsel of food = longer effect time */ 3685 /* bigger morsel of food = longer effect time */
3862 force->stats.food = food->stats.food / 5; 3686 force->duration = food->stats.food / 5;
3863 SET_FLAG (force, FLAG_IS_USED_UP);
3864 SET_FLAG (force, FLAG_APPLIED); 3687 SET_FLAG (force, FLAG_APPLIED);
3865 change_abil (who, force); 3688 change_abil (who, force);
3866 insert_ob_in_ob (force, who); 3689 insert_ob_in_ob (force, who);
3867 } 3690 }
3868 else 3691 else
3869 { 3692 force->destroy ();
3870 free_object (force);
3871 }
3872 3693
3873 /* check for hp, sp change */ 3694 /* check for hp, sp change */
3874 if (food->stats.hp != 0) 3695 if (food->stats.hp != 0)
3875 { 3696 {
3876 if (QUERY_FLAG (food, FLAG_CURSED)) 3697 if (QUERY_FLAG (food, FLAG_CURSED))
3877 { 3698 {
3878 strcpy (who->contr->killer, food->name); 3699 assign (who->contr->killer, food->name);
3879 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3700 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881 } 3702 }
3882 else 3703 else
3883 { 3704 {
3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3903 who->stats.sp += food->stats.sp; 3724 who->stats.sp += food->stats.sp;
3904 /* place limit on max sp from food? */ 3725 /* place limit on max sp from food? */
3905 } 3726 }
3906 } 3727 }
3907 fix_player (who); 3728 who->update_stats ();
3908} 3729}
3909
3910 3730
3911/** 3731/**
3912 * Designed primarily to light torches/lanterns/etc. 3732 * Designed primarily to light torches/lanterns/etc.
3913 * Also burns up burnable material too. First object in the inventory is 3733 * Also burns up burnable material too. First object in the inventory is
3914 * the selected object to "burn". -b.t. 3734 * the selected object to "burn". -b.t.
3915 */ 3735 */
3916
3917void 3736void
3918apply_lighter (object *who, object *lighter) 3737apply_lighter (object *who, object *lighter)
3919{ 3738{
3920 object *item; 3739 object *item;
3921 int is_player_env = 0; 3740 int is_player_env = 0;
3922 uint32 nrof;
3923 tag_t count;
3924 char item_name[MAX_BUF];
3925 3741
3926 item = find_marked_object (who); 3742 item = find_marked_object (who);
3927 if (item) 3743 if (item)
3928 { 3744 {
3929 if (lighter->last_eat && lighter->stats.food) 3745 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */ 3746 { /* lighter gets used up */
3931 /* Split multiple lighters if they're being used up. Otherwise * 3747 /* Split multiple lighters if they're being used up. Otherwise *
3932 * one charge from each would be used up. --DAMN */ 3748 * one charge from each would be used up. --DAMN */
3933 if (lighter->nrof > 1) 3749 if (lighter->nrof > 1)
3934 { 3750 {
3935 object *oneLighter = get_object (); 3751 object *oneLighter = lighter->clone ();
3936 3752
3937 copy_object (lighter, oneLighter);
3938 lighter->nrof -= 1; 3753 lighter->nrof -= 1;
3939 oneLighter->nrof = 1; 3754 oneLighter->nrof = 1;
3940 oneLighter->stats.food--; 3755 oneLighter->stats.food--;
3941 esrv_send_item (who, lighter); 3756 esrv_send_item (who, lighter);
3942 oneLighter = insert_ob_in_ob (oneLighter, who); 3757 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 esrv_send_item (who, oneLighter); 3758 esrv_send_item (who, oneLighter);
3944 } 3759 }
3945 else 3760 else
3946 {
3947 lighter->stats.food--; 3761 lighter->stats.food--;
3948 }
3949
3950 } 3762 }
3951 else if (lighter->last_eat) 3763 else if (lighter->last_eat)
3952 { /* no charges left in lighter */ 3764 { /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3954 return; 3766 return;
3955 } 3767 }
3768
3956 /* Perhaps we should split what we are trying to light on fire? 3769 /* Perhaps we should split what we are trying to light on fire?
3957 * I can't see many times when you would want to light multiple 3770 * I can't see many times when you would want to light multiple
3958 * objects at once. 3771 * objects at once.
3959 */ 3772 */
3960 nrof = item->nrof; 3773
3961 count = item->count;
3962 /* If the item is destroyed, we don't have a valid pointer to the
3963 * name object, so make a copy so the message we print out makes
3964 * some sense.
3965 */
3966 strcpy (item_name, item->name);
3967 if (who == is_player_inv (item)) 3774 if (who == item->in_player ())
3968 is_player_env = 1; 3775 is_player_env = 1;
3969 3776
3970 save_throw_object (item, AT_FIRE, who); 3777 save_throw_object (item, AT_FIRE, who);
3971 /* Change to check count and not freed, since the object pointer 3778
3972 * may have gotten recycled 3779 if (item->destroyed ())
3973 */ 3780 {
3974 if ((nrof != item->nrof) || (count != item->count))
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3977 /* Need to update the player so that the players glow radius 3782 /* Need to update the player so that the players glow radius
3978 * gets changed. 3783 * gets changed.
3979 */ 3784 */
3980 if (is_player_env) 3785 if (is_player_env)
3981 fix_player (who); 3786 who->update_stats ();
3982 } 3787 }
3983 else 3788 else
3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3986 }
3987
3988 } 3790 }
3989 else /* nothing to light */ 3791 else /* nothing to light */
3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); 3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3991 3793
3992} 3794}
4006 object *tmp; 3808 object *tmp;
4007 3809
4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4009 tmp = get_archetype (SPELL_WONDER); 3811 tmp = get_archetype (SPELL_WONDER);
4010 cast_wonder (op, op, 0, tmp); 3812 cast_wonder (op, op, 0, tmp);
4011 free_object (tmp); 3813 tmp->destroy ();
4012 } 3814 }
4013 else if (failure <= -15 && failure > -35) 3815 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */ 3816 { /* drain mana */
4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4035 blind_player (op, op, power); 3837 blind_player (op, op, power);
4036 } 3838 }
4037 else if (failure <= -80) 3839 else if (failure <= -80)
4038 { /* blast the immediate area */ 3840 { /* blast the immediate area */
4039 object *tmp;
4040
4041 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
4042 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4044 free_object (tmp); 3844 tmp->destroy ();
4045 } 3845 }
4046 } 3846 }
4047} 3847}
4048 3848
4049void 3849void
4068 */ 3868 */
4069 int i, j; 3869 int i, j;
4070 3870
4071 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
4072 { 3872 {
4073 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
4075 3875
4076 stat += get_attr_value (ns, i);
4077 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
4078 { 3877 {
4079 excess_stat++; 3878 excess_stat++;
4080 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
4081 } 3880 }
4082 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
4083 } 3883 }
4084 3884
4085 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
4088 int stat = get_attr_value (stats, i);
4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090 3888
4091 if (i == CHA) 3889 if (i == CHA)
4092 continue; /* exclude cha from this */ 3890 continue; /* exclude cha from this */
3891
3892 int stat = stats->stat (i);
3893 int race_bonus = pl->arch->stats.stat (i);
4093 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
4094 { 3895 {
4095 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
4096 excess_stat--; 3897 excess_stat--;
4097 } 3898 }
4100 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c 3902 * the player ref: player.c
4102 */ 3903 */
4103 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
4104 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
4105
4106 3906
4107 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
4108 3908
4109 /* first, look for the force object banning 3909 /* first, look for the force object banning
4110 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
4167 { 3967 {
4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4169 return; 3969 return;
4170 } 3970 }
4171 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
4172 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4174 { 3974 {
4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4176 return; 3976 return;
4177 } 3977 }
4178 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
4179 /* Item can be used, now find how many and what it yields */ 3979 /* Item can be used, now find how many and what it yields */
4180 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
4181 { 3981 {
4182 yield = atoi (find); 3982 yield = atoi (find);
4183 if (yield < 1) 3983 if (yield < 1)
4212 if (!new_item) 4012 if (!new_item)
4213 { 4013 {
4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4215 return; 4015 return;
4216 } 4016 }
4017
4217 new_item->nrof = yield; 4018 new_item->nrof = yield;
4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4219 insert_ob_in_ob (new_item, pl); 4020 insert_ob_in_ob (new_item, pl);
4220 esrv_send_inventory (pl, pl); 4021 esrv_send_inventory (pl, pl);
4221 /* Eat up one item */ 4022 /* Eat up one item */

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