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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.41 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * 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.
42 * 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.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* 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,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 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))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * 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.
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 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)
203 { 199 {
204 if (op->type == PLAYER) 200 if (op->type == PLAYER)
205 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!");
219 object *depl; 215 object *depl;
220 archetype *at; 216 archetype *at;
221 217
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 219 {
224 drain_stat (op); 220 op->drain_stat ();
225 fix_player (op); 221 op->update_stats ();
226 decrease_ob (tmp); 222 decrease_ob (tmp);
227 return 1; 223 return 1;
228 } 224 }
229 225
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 227 {
232 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 229 return 0;
234 } 230 }
235 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
236 232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 238
243 depl->destroy (); 239 depl->destroy ();
244 fix_player (op); 240 op->update_stats ();
245 } 241 }
246 else 242 else
247 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.");
248 244
249 decrease_ob (tmp); 245 decrease_ob (tmp);
299 295
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 297 {
302 if (got_one) 298 if (got_one)
303 { 299 {
304 fix_player (op); 300 op->update_stats ();
305 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");
306 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.");
307 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.");
308 } 304 }
309 else 305 else
311 } 307 }
312 else 308 else
313 { /* cursed potion */ 309 { /* cursed potion */
314 if (got_one) 310 if (got_one)
315 { 311 {
316 fix_player (op); 312 op->update_stats ();
317 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.");
318 } 314 }
319 else 315 else
320 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.");
321 } 317 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 346
351 decrease_ob (tmp); 347 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 348 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 349 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 350 op->update_stats ();
355 return 1; 351 return 1;
356 } 352 }
357 353
358 /* Deal with protection potions */ 354 /* Deal with protection potions */
359 force = NULL; 355 force = NULL;
377 force->stats.food *= 10; 373 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 377 }
378
382 force->speed_left = -1; 379 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 383 change_abil (op, force);
403 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 402 * up all the stats.
406 */ 403 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 405 op->update_stats ();
409 decrease_ob (tmp); 406 decrease_ob (tmp);
410 return 1; 407 return 1;
411} 408}
412 409
413/**************************************************************************** 410/****************************************************************************
423 int count = 0; 420 int count = 0;
424 421
425 422
426 if (item == NULL) 423 if (item == NULL)
427 return 0; 424 return 0;
425
428 op = op->below; 426 op = op->below;
429 while (op != NULL) 427 while (op != NULL)
430 { 428 {
431 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
432 { 430 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 433 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 435 count++;
438 else 436 else
439 count += op->nrof; 437 count += op->nrof;
440 } 438 }
441 } 439 }
440
442 op = op->below; 441 op = op->below;
443 } 442 }
443
444 return count; 444 return count;
445} 445}
446 446
447/** 447/**
448 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
458 prev = op; 458 prev = op;
459 op = op->below; 459 op = op->below;
460 460
461 while (op != NULL) 461 while (op != NULL)
462 { 462 {
463 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
464 { 464 {
465 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
466 { 466 {
467 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
468 return; 468 return;
570 weapon->last_eat++; 570 weapon->last_eat++;
571 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);
572 decrease_ob (improver); 572 decrease_ob (improver);
573 573
574 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
575 fix_player (op); 575 op->update_stats ();
576 return 1; 576 return 1;
577} 577}
578 578
579/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
764{ 764{
765 object *otmp; 765 object *otmp;
766 766
767 if (op->type != PLAYER) 767 if (op->type != PLAYER)
768 return 0; 768 return 0;
769
769 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))
770 { 771 {
771 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.");
772 return 0; 773 return 0;
773 } 774 }
775
774 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
775 if (!otmp) 777 if (!otmp)
776 { 778 {
777 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.");
778 return 0; 780 return 0;
779 } 781 }
782
780 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 784 {
782 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");
783 return 0; 786 return 0;
784 } 787 }
788
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
788 return 1; 792 return 1;
789} 793}
850 { 854 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 856 pow++;
853 } 857 }
854 858
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 860 }
857 else 861 else
858 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;
859 863
860 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
861 { 865 {
862 int base = 100; 866 int base = 100;
863 int pow = 0; 867 int pow = 0;
866 { 870 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 872 pow++;
869 } 873 }
870 874
871 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
872 } 876 }
873 else 877 else
874 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;
875 879
876 if (armour->weight <= 0) 880 if (armour->weight <= 0)
877 { 881 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 883 armour->weight = 1;
880 } 884 }
881 885
882 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);
883 887
884 if (op->type == PLAYER) 888 if (op->type == PLAYER)
885 { 889 {
886 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 892 op->update_stats ();
889 } 893 }
890 decrease_ob (improver); 894 decrease_ob (improver);
891 if (tmp) 895 if (tmp)
892 { 896 {
893 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
939 943
940 price_in = cost * item->value; 944 price_in = cost * item->value;
941 } 945 }
942 else 946 else
943 { 947 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 950 return 0;
947 951
948 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
949 { 953 {
980 else 984 else
981 { 985 {
982 if (converter->other_arch == NULL) 986 if (converter->other_arch == NULL)
983 { 987 {
984 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",
985 &converter->name, converter->map->path, converter->x, converter->y); 989 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 990 return -1;
987 } 991 }
988 992
989 item = object_create_arch (converter->other_arch); 993 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1001 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1003 else if (price_in < item->nrof * item->value)
1000 { 1004 {
1001 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",
1002 &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);
1003 1007
1004 /** 1008 /**
1005 * 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
1006 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1007 */ 1011 */
1008 } 1012 }
1009 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);
1010 return 1; 1014 return 1;
1011} 1015}
1014 * Handle apply on containers. 1018 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1016 * 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]
1017 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1018 */ 1022 */
1019
1020int 1023int
1021apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1022{ 1025{
1023 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1027 return 0; /* This might change */
1028 1028
1029 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1030 { 1030 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1032 return 0;
1033 } 1033 }
1034 1034
1035 op->contr->last_used = 0; 1035 op->contr->last_used = 0;
1036 1036
1037 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;
1038 { 1041 }
1039 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)
1040 { 1047 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1042 return 1; 1050 return 1;
1043 } 1051 }
1044 1052 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1053 {
1051 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
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1056 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1057 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1058
1082 if (tmp && tmp->type == CLOSE_CON) 1059 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1064 op->close_container ();
1091 { 1065 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1094 tmp = op->container; 1068 return 1;
1095 apply_container (op, tmp); 1069 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1097 op->container = sack; 1071 // it's locked?
1098 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1099 strcat (buf, "."); 1073 {
1100 } 1074 if (object *tmp = find_key (op, op, sack))
1101 else 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1076 else
1109 { 1077 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 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));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1079 return 1;
1146 } 1080 }
1147 }
1148 } 1081 }
1149 1082
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->update_look = 1;
1154 1084
1155 return 1; 1085 return 1;
1156} 1086}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1087
1283/** 1088/**
1284 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1286 */ 1091 */
1439 */ 1244 */
1440static void 1245static void
1441apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1442{ 1247{
1443 readable_message_type *msgType; 1248 readable_message_type *msgType;
1444 char newbuf[HUGE_BUF];
1445 1249
1446 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1447 { 1251 {
1448 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.");
1449 return; 1253 return;
1470 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)
1471 { 1275 {
1472 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.");
1473 return; 1277 return;
1474 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1475 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];
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1477 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 }
1478} 1294}
1479 1295
1480/** 1296/**
1481 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1505 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1506 */ 1322 */
1507 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1508 { 1324 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510 "[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);
1511 return; 1327 return;
1512 } 1328 }
1329
1513 recursion_depth++; 1330 recursion_depth++;
1514 if (trap->head) 1331 if (trap->head)
1515 trap = trap->head; 1332 trap = trap->head;
1516 1333
1517 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)))
1532 1349
1533 /* 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
1534 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1536 */ 1353 */
1537 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1539 /* 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); */
1540 } 1357 }
1541 goto leave; 1358 goto leave;
1542 1359
1543 case SPINNER: 1360 case SPINNER:
1629 1446
1630 1447
1631 case CONVERTER: 1448 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1449 if (convert_item (victim, trap) < 0)
1633 { 1450 {
1634 object *op;
1635
1636 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));
1637 1452 get_archetype ("burnout")->insert_at (trap, trap);
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 } 1453 }
1645 } 1454
1646 goto leave; 1455 goto leave;
1647 1456
1648 case TRIGGER_BUTTON: 1457 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1458 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1459 case TRIGGER_ALTAR:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1489 {
1681 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1682 * players output. 1491 * players output.
1683 */ 1492 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1686 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1687 } 1497 }
1688 goto leave; 1498 goto leave;
1689 1499
1690 case ENCOUNTER: 1500 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1706 1516
1707 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1708 goto leave; 1518 goto leave;
1709 1519
1710 case CONTAINER: 1520 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1715 goto leave; 1522 goto leave;
1716 1523
1717 case RUNE: 1524 case RUNE:
1718 case TRAP: 1525 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1722 } 1529 }
1723 goto leave; 1530 goto leave;
1724 1531
1725 default: 1532 default:
1726 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 "
1727 "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);
1728 goto leave; 1535 goto leave;
1729 } 1536 }
1730 1537
1731leave: 1538leave:
1732 recursion_depth--; 1539 recursion_depth--;
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1552 {
1746 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.");
1747 return; 1554 return;
1748 } 1555 }
1556
1749 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1750 { 1558 {
1751 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);
1752 return; 1560 return;
1753 } 1561 }
1754 1562
1757 if (!skill_ob) 1565 if (!skill_ob)
1758 { 1566 {
1759 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.");
1760 return; 1568 return;
1761 } 1569 }
1570
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1573 {
1765 if (lev_diff < 2) 1574 if (lev_diff < 2)
1766 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.");
1777 return; 1586 return;
1778 } 1587 }
1779 1588
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1781 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
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1784 "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);
1785 1607
1786 /* gain xp from reading */ 1608 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1610 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1617
1796 /* If in a container, update how it looks */ 1618 /* If in a container, update how it looks */
1797 if (tmp->env) 1619 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1621 else
1800 op->contr->socket->update_look = 1; 1622 op->contr->ns->floorbox_update ();
1801 } 1623 }
1802 1624
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1625 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 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 */
1805 } 1627 }
1945 return; 1767 return;
1946 } 1768 }
1947 1769
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1771 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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]");
1951 return; 1773 return;
1952 } 1774 }
1953 1775
1954 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);
1955 1777
1958 identify (tmp); 1780 identify (tmp);
1959 1781
1960 if (tmp->env) 1782 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1784 else
1963 op->contr->socket->update_look = 1; 1785 op->contr->ns->floorbox_update ();
1964 } 1786 }
1965 1787
1966 /* 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
1967 * 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
1968 * 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
1978 { 1800 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1801 spell_skill = find_skill_by_name (op, spell->skill);
1980 1802
1981 if (!spell_skill) 1803 if (!spell_skill)
1982 { 1804 {
1983 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);
1984 return; 1806 return;
1985 } 1807 }
1986 1808
1987 if (spell_skill->level < spell->level) 1809 if (spell_skill->level < spell->level)
1988 { 1810 {
2022 else 1844 else
2023 { 1845 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1848 }
1849
2027 decrease_ob (tmp); 1850 decrease_ob (tmp);
2028} 1851}
2029 1852
2030/** 1853/**
2031 * Handles applying a spell scroll. 1854 * Handles applying a spell scroll.
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1894 identify (tmp);
2072 1895
2073 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);
2074 1897
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1899 decrease_ob (tmp);
2078} 1900}
2079 1901
2080/** 1902/**
2083 * chest. 1905 * chest.
2084 */ 1906 */
2085static void 1907static void
2086apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
2087{ 1909{
2088 object *treas;
2089
2090
2091 /* 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
2092 * 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
2093 * 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
2094 * 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
2095 * treasure 1914 * treasure
2096 */ 1915 */
2097
2098 treas = tmp->inv; 1916 object *treas = tmp->inv;
2099 if (treas == NULL) 1917
1918 if (!treas)
2100 { 1919 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1921 decrease_ob (tmp);
2103 return; 1922 return;
2104 } 1923 }
1924
2105 while (tmp->inv) 1925 while (tmp->inv)
2106 { 1926 {
2107 treas = tmp->inv; 1927 treas = tmp->inv;
2108 1928
2109 treas->remove (); 1929 treas->remove ();
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2048 return 0;
2229 2049
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2051 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2235 { 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2055 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2057 abil = tmp;
2240 }
2241 }
2242 2058
2243 /* 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
2244 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2246 return 0; 2062 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2105 chance = MIN (100., chance * 2.);
2290 2106
2291 /* 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!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2109 {
2294 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2295 winners++; 2111 winners++;
2296 } 2112 }
2297 2113
2328 2144
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2146 {
2331 /* resistance increased! */ 2147 /* resistance increased! */
2332 skin->resist[i]++; 2148 skin->resist[i]++;
2333 fix_player (op); 2149 op->update_stats ();
2334 2150
2335 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]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2153 }
2338 2154
2357 } 2173 }
2358 } 2174 }
2359 return 1; 2175 return 1;
2360} 2176}
2361 2177
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394}
2395
2396/** 2178/**
2397 * Handles applying an improve armor scroll. 2179 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2180 * Does some sanity checks, then calls improve_armour.
2399 */ 2181 */
2400static void 2182static void
2405 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))
2406 { 2188 {
2407 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.");
2408 return; 2190 return;
2409 } 2191 }
2192
2410 armor = find_marked_object (op); 2193 armor = find_marked_object (op);
2194
2411 if (!armor) 2195 if (!armor)
2412 { 2196 {
2413 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.");
2414 return; 2198 return;
2415 } 2199 }
2200
2416 if (armor->type != ARMOUR 2201 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2202 && armor->type != CLOAK
2418 && 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)
2419 { 2204 {
2420 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");
2423 2208
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2210 improve_armour (op, tmp, armor);
2426} 2211}
2427 2212
2428
2429extern void 2213extern void
2430apply_poison (object *op, object *tmp) 2214apply_poison (object *op, object *tmp)
2431{ 2215{
2432 if (op->type == PLAYER) 2216 if (op->type == PLAYER)
2433 { 2217 {
2444 handle_apply_yield (tmp); 2228 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2229 decrease_ob (tmp);
2446} 2230}
2447 2231
2448/** 2232/**
2449 * 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.
2450 * A valid 2 way exit means: 2234 * A valid 2 way exit means:
2451 * -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)
2452 * -You are 2236 * -You are
2453 * ° the owner of the exit 2237 * ° the owner of the exit
2454 * ° or in the same party as the owner 2238 * ° or in the same party as the owner
2455 * 2239 *
2456 * 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
2457 * 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
2458 * 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).
2459 */ 2243 */
2460int 2244int
2461is_legal_2ways_exit (object *op, object *exit) 2245is_legal_2ways_exit (object *op, object *exit)
2462{ 2246{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2247 if (exit->stats.exp != 1)
2469 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
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2252 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2253#endif
2473 * all the exits in destination and try to find one with same path as 2254
2474 * the current exit's position */ 2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2256
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2257 if (exitmap)
2480 { 2258 {
2259 exitmap->load_sync ();
2260
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2261 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262
2482 if (!tmp) 2263 if (!tmp)
2483 return 0; 2264 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2265
2266 for (; tmp; tmp = tmp->above)
2485 { 2267 {
2486 if (tmp->type != EXIT) 2268 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2269 continue; /*Not an exit */
2270
2488 if (!EXIT_PATH (tmp)) 2271 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2272 continue; /*Not a valid exit */
2273
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2275 continue; /*Not in the same place */
2276
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2277 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2278 continue; /*Not in the same map */
2494 2279
2495 /* 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
2496 * 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
2497 * town portals to prevent strangers from visiting your appartments 2282 * town portals to prevent strangers from visiting your appartments
2498 */ 2283 */
2499 if (!exit->race) 2284 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2285 return 1; /*No owner, free for all! */
2286
2501 exit_owner = NULL; 2287 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2288
2289 for_all_players (pp)
2503 { 2290 {
2504 if (!pp->ob) 2291 if (!pp->ob)
2505 continue; 2292 continue;
2293
2506 if (pp->ob->name != exit->race) 2294 if (pp->ob->name != exit->race)
2507 continue; 2295 continue;
2296
2508 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 */
2509 break; 2298 break;
2510 } 2299 }
2300
2511 if (!exit_owner) 2301 if (!exit_owner)
2512 return 0; /* No more owner */ 2302 return 0; /* No more owner */
2303
2513 if (exit_owner->contr == op->contr) 2304 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2305 return 1; /*It is your exit */
2306
2515 if (exit_owner && /*There is a owner */ 2307 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2308 (op->contr) && /*A player tries to pass */
2517 ((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 */
2518 (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 */
2519 return 0; 2311 return 0;
2312
2520 return 1; 2313 return 1;
2521 } 2314 }
2522 } 2315 }
2316
2523 return 0; 2317 return 0;
2524} 2318}
2525
2526 2319
2527/** 2320/**
2528 * Main apply handler. 2321 * Main apply handler.
2529 * 2322 *
2530 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2538 * being applied. 2331 * being applied.
2539 * 2332 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2542 */ 2335 */
2543
2544int 2336int
2545manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2546{ 2338{
2547 if (tmp->head) 2339 if (tmp->head)
2548 tmp = tmp->head; 2340 tmp = tmp->head;
2553 { 2345 {
2554 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.");
2555 return 1; 2347 return 1;
2556 } 2348 }
2557 else 2349 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2350 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2351 }
2562 2352
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2354 return RESULT_INT (0);
2565 2355
2566 switch (tmp->type) 2356 switch (tmp->type)
2567 { 2357 {
2568
2569 case CF_HANDLE: 2358 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 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);
2572 tmp->value = tmp->value ? 0 : 1; 2361 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2362 SET_ANIMATION (tmp, tmp->value);
2580 { 2369 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 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);
2583 } 2372 }
2584 else 2373 else
2585 {
2586 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.");
2587 } 2375
2588 return 1; 2376 return 1;
2589 2377
2590 case EXIT: 2378 case EXIT:
2591 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2592 return 0; 2380 return 0;
2381
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 {
2595 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));
2596 }
2597 else 2384 else
2598 { 2385 {
2599 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2389
2602 enter_exit (op, tmp); 2390 op->enter_exit (tmp);
2603 } 2391 }
2392
2604 return 1; 2393 return 1;
2605 2394
2606 case SIGN: 2395 case SIGN:
2607 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2608 return 1; 2397 return 1;
2612 { 2401 {
2613 apply_book (op, tmp); 2402 apply_book (op, tmp);
2614 return 1; 2403 return 1;
2615 } 2404 }
2616 else 2405 else
2617 {
2618 return 0; 2406 return 0;
2619 }
2620 2407
2621 case SKILLSCROLL: 2408 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2623 { 2410 {
2624 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2625 return 1; 2412 return 1;
2626 } 2413 }
2414 else
2627 return 0; 2415 return 0;
2628 2416
2629 case SPELLBOOK: 2417 case SPELLBOOK:
2630 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2631 { 2419 {
2632 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2633 return 1; 2421 return 1;
2634 } 2422 }
2423 else
2635 return 0; 2424 return 0;
2636 2425
2637 case SCROLL: 2426 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2639 return 1; 2428 return 1;
2640 2429
2641 case POTION: 2430 case POTION:
2642 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2643 return 1; 2432 return 1;
2644 2433
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2436 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env); 2437 apply_container (op, tmp->env);
2651 return 1; 2438 return 1;
2652 2439
2653 case CONTAINER: 2440 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2441 apply_container (op, tmp);
2658 return 1; 2442 return 1;
2659 2443
2660 case TREASURE: 2444 case TREASURE:
2661 if (op->type == PLAYER) 2445 if (op->type == PLAYER)
2662 { 2446 {
2663 apply_treasure (op, tmp); 2447 apply_treasure (op, tmp);
2664 return 1; 2448 return 1;
2665 } 2449 }
2666 else 2450 else
2667 {
2668 return 0; 2451 return 0;
2669 }
2670 2452
2671 case WEAPON: 2453 case WEAPON:
2672 case ARMOUR: 2454 case ARMOUR:
2673 case BOOTS: 2455 case BOOTS:
2674 case GLOVES: 2456 case GLOVES:
2687 case LAMP: 2469 case LAMP:
2688 case BUILDER: 2470 case BUILDER:
2689 case SKILL_TOOL: 2471 case SKILL_TOOL:
2690 if (tmp->env != op) 2472 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2473 return 2; /* not in inventory */
2474
2692 (void) apply_special (op, tmp, aflag); 2475 apply_special (op, tmp, aflag);
2693 return 1; 2476 return 1;
2694 2477
2695 case DRINK: 2478 case DRINK:
2696 case FOOD: 2479 case FOOD:
2697 case FLESH: 2480 case FLESH:
2701 case POISON: 2484 case POISON:
2702 apply_poison (op, tmp); 2485 apply_poison (op, tmp);
2703 return 1; 2486 return 1;
2704 2487
2705 case SAVEBED: 2488 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2489 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2490
2716 case ARMOUR_IMPROVER: 2491 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2492 if (op->type == PLAYER)
2718 { 2493 {
2719 apply_armour_improver (op, tmp); 2494 apply_armour_improver (op, tmp);
2720 return 1; 2495 return 1;
2721 } 2496 }
2722 else 2497 else
2723 {
2724 return 0; 2498 return 0;
2725 }
2726 2499
2727 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2729 return 1; 2502 return 1;
2730 2503
2731 case CLOCK: 2504 case CLOCK:
2732 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2733 { 2506 {
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2516 return 1;
2744 } 2517 }
2745 else 2518 else
2746 {
2747 return 0; 2519 return 0;
2748 }
2749 2520
2750 case MENU: 2521 case MENU:
2751 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2752 { 2523 {
2753 shop_listing (op); 2524 shop_listing (tmp, op);
2754 return 1; 2525 return 1;
2755 } 2526 }
2756 else 2527 else
2757 {
2758 return 0; 2528 return 0;
2759 }
2760 2529
2761 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2532 return 1;
2764 2533
2767 { 2536 {
2768 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2769 return 1; 2538 return 1;
2770 } 2539 }
2771 else 2540 else
2772 {
2773 return 0; 2541 return 0;
2774 }
2775 2542
2776 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2778 return 1; 2545 return 1;
2779 2546
2802 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!");
2803 return 0; 2570 return 0;
2804 } 2571 }
2805 } 2572 }
2806 2573
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2820 2575
2821 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2577 if (!quiet)
2823 { 2578 {
2832/** 2587/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2834 * 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
2835 * we use the ground. 2590 * we use the ground.
2836 */ 2591 */
2837
2838void 2592void
2839player_apply_below (object *pl) 2593player_apply_below (object *pl)
2840{ 2594{
2841 object *tmp, *next;
2842 int floors; 2595 int floors = 0;
2843 2596
2844 /* 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
2845 * item in the container. Otherwise, use the map. 2598 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* 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
2850 * 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
2851 * 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
2852 * 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
2853 * not return a proper value. 2603 * not return a proper value.
2854 */ 2604 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2606 {
2857 next = tmp->below; 2607 next = tmp->below;
2608
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2610 floors++;
2860 else if (floors > 0) 2611 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2862 2613
2882 * 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.
2883 */ 2634 */
2884static int 2635static int
2885unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2886{ 2637{
2887 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)))
2888 return RESULT_INT (0); 2640 return RESULT_INT (0);
2889 2641
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2643
2893 switch (op->type) 2644 switch (op->type)
2894 { 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
2895 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
2896 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));
2897 2669
2898 (void) change_abil (who, op); 2670 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2672 break;
2903 2673
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2674 case SKILL:
2906 if (op != who->chosen_skill) 2675 if (who->contr)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 } 2676 {
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible) 2677 if (!op->invisible)
2915 {
2916 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));
2917 }
2918 else 2679 else
2919 {
2920 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);
2921 } 2681 }
2922 } 2682
2923 (void) change_abil (who, op); 2683 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2685 break;
2927 2686
2928 case ARMOUR: 2687 case ARMOUR:
2929 case HELMET: 2688 case HELMET:
2934 case AMULET: 2693 case AMULET:
2935 case GIRDLE: 2694 case GIRDLE:
2936 case BRACERS: 2695 case BRACERS:
2937 case CLOAK: 2696 case CLOAK:
2938 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));
2939 (void) change_abil (who, op); 2698 change_abil (who, op);
2940 break; 2699 break;
2700
2941 case LAMP: 2701 case LAMP:
2702 {
2942 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
2943 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2706 tmp2->x = op->x;
2945 tmp2->y = op->y; 2707 tmp2->y = op->y;
2946 tmp2->map = op->map; 2708 tmp2->map = op->map;
2947 tmp2->below = op->below; 2709 tmp2->below = op->below;
2948 tmp2->above = op->above; 2710 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2713
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2716
2955 if (who->type == PLAYER) 2717 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2718 esrv_del_item (who->contr, op->count);
2957 2719
2958 op->destroy (); 2720 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2722 who->update_stats ();
2723
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2725 {
2963 if (who->type == PLAYER) 2726 if (who->contr)
2964 { 2727 {
2965 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!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2730 }
2968 } 2731 }
2969 if (who->type == PLAYER) 2732
2733 if (who->contr)
2970 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2736
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2738
2973 case BOW: 2739 case BOW:
2974 case WAND: 2740 case WAND:
2975 case ROD: 2741 case ROD:
2976 case HORN: 2742 case HORN:
2977 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
2978 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));
2979 if (who->type == PLAYER)
2980 {
2981 who->contr->shoottype = range_none;
2982 } 2752 }
2983 else 2753 else
2984 { 2754 {
2755 who->change_skill (0);
2756
2985 if (op->type == BOW) 2757 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2759 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2761 }
2762
2990 break; 2763 break;
2991 2764
2992 case BUILDER: 2765 case BUILDER:
2766 if (who->contr)
2993 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));
2994 who->contr->shoottype = range_none;
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2768 break;
2997 2769
2998 default: 2770 default:
2999 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));
3000 break; 2772 break;
3001 } 2773 }
3002 2774
3003 fix_player (who); 2775 who->update_stats ();
3004 2776
3005 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
3006 { 2778 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
3010 if (who->type == PLAYER) 2780
2781 if (who->contr)
3011 { 2782 {
3012 if (tmp) 2783 if (tmp)
3013 { /* it was merged */ 2784 { /* it was merged */
3014 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
3015 op = tmp; 2786 op = tmp;
3016 } 2787 }
3017 2788
3018 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
3019 } 2790 }
3020 } 2791 }
2792
3021 return 0; 2793 return 0;
3022} 2794}
3023 2795
3024/** 2796/**
3025 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
3027 * 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
3028 * something like: 2800 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
3033 * 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.
3034 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2807 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
3037 */ 2809 */
3038object * 2810static object *
3039get_item_from_body_location (object *start, int loc) 2811get_next_item_from_body_location (int loc, object *start)
3040{ 2812{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
3047 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))
3048 return tmp; 2817 return tmp;
3049 2818
3050 return NULL; 2819 return 0;
3051} 2820}
3052
3053
3054 2821
3055/** 2822/**
3056 * '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.
3057 * This should only be called when it is known 2824 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
3064 * another function that does just that. 2831 * another function that does just that.
3065 */ 2832 */
3066int 2833int
3067unapply_for_ob (object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
3068{ 2835{
3069 int i; 2836 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 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)))
3082 { 2840 {
3083 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085 else 2843 else
3086 unapply_special (who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
3087 } 2845 }
3088 else 2846 else
3089 { 2847 {
3090 /* 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.
3091 * 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
3092 * at least generate the message. 2850 * at least generate the message.
3093 */ 2851 */
3094 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));
3095 return 1; 2853 return 1;
3096 }
3097
3098 } 2854 }
3099 }
3100 }
3101 2855
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2857 {
3104 /* this used up a slot that we need to free */ 2858 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2859 if (op->slot[i].info)
3106 { 2860 {
3107 last = who->inv; 2861 object *last = who->inv;
3108 2862
3109 /* 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
3110 * to free up enough slots. 2864 * to free up enough slots.
3111 */ 2865 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2867 {
3114 tmp = get_item_from_body_location (last, i); 2868 object *tmp = get_next_item_from_body_location (i, last);
2869
3115 if (!tmp) 2870 if (!tmp)
3116 { 2871 {
3117#if 0 2872#if 0
3118 /* 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
3119 * equipped. 2874 * equipped.
3120 */ 2875 */
3121 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);
3122#endif 2877#endif
3123 return 1; 2878 return 1;
3124 } 2879 }
2880
3125 /* 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 */
3126 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))))
3127 { 2883 {
3128 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3137 * 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
3138 * one cursed ring.) 2894 * one cursed ring.)
3139 */ 2895 */
3140 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));
3141 } 2897 }
2898
3142 last = tmp->below; 2899 last = tmp->below;
3143 } 2900 }
3144 /* 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
3145 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
3146 */ 2903 */
3147 } /* if op is using this body location */ 2904 } /* if op is using this body location */
3148 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
3149 return 0; 2907 return 0;
3150} 2908}
3151 2909
3152/** 2910/**
3153 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
3157 * 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
3158 * 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?)
3159 * 2917 *
3160 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2919 * these return values.
3162 */ 2920 */
3163int 2921int
3164can_apply_object (object *who, object *op) 2922can_apply_object (object *who, object *op)
3165{ 2923{
3166 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)))
3167 return RESULT_INT (0); 2925 return RESULT_INT (0);
3168 2926
3169 int i, retval = 0; 2927 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2928 object *tmp = 0, *ws = 0;
3171 2929
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 2931 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2932 if (op->slot[i].info)
3180 { 2933 {
3181 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)
3182 { 2936 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 2937 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2938 * really needed.
3199 */ 2939 */
3200 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
3201 } 2941 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2943 {
3204 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
3205 * we have. 2945 * we have.
3206 */ 2946 */
3207 object *tmp1;
3208
3209 2947
3210 /* 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
3211 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
3212 * 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
3213 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
3216 * may be two handed for example. 2954 * may be two handed for example.
3217 */ 2955 */
3218 if (ws) 2956 if (ws)
3219 { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 2958 {
3222 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 2960 continue;
3224 } 2961 }
3225 }
3226 2962
3227 tmp1 = get_item_from_body_location (who->inv, i); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 2964 if (!tmp1)
3229 { 2965 {
3230#if 0 2966#if 0
3231 /* 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
3232 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
3242 * to apply multiple objects 2978 * to apply multiple objects
3243 */ 2979 */
3244 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
3245 if (!tmp) 2982 if (!tmp)
3246 tmp = tmp1; 2983 tmp = tmp1;
3247 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 2986
3251 /* 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
3252 * 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
3253 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3254 */ 2990 */
3255 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)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 2994
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3260 */ 2997 */
3261 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)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3000 }
3265 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3268 3004
3273 * 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
3274 * all use the same location. 3010 * all use the same location.
3275 */ 3011 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3280 3017
3281
3282 if (who->type != PLAYER) 3018 if (who->type != PLAYER)
3283 { 3019 {
3284 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))
3285 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3292 } 3031 }
3032
3293 return retval; 3033 return retval;
3294} 3034}
3295
3296
3297 3035
3298/** 3036/**
3299 * 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.
3300 * 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,
3301 * 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
3310 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3311 * 3049 *
3312 * Optional flags: 3050 * Optional flags:
3313 * 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
3314 * 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
3315 * 3054 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3056 *
3318 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3319 */ 3058 */
3320int 3059int
3321apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3322{ 3061{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3064
3327 if (who == NULL) 3065 if (who == NULL)
3328 { 3066 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3068 return 1;
3340 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3341 return 0; 3079 return 0;
3342 3080
3343 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)))
3344 { 3082 {
3345 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));
3346 return 1; 3084 return 1;
3347 } 3085 }
3086
3348 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3349 } 3088 }
3350 3089
3351 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3352 return 0; 3091 return 0;
3353 3092
3354 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);
3355 3103
3356 /* 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 */
3357 if (i) 3105 if (int i = can_apply_object (who, op))
3358 { 3106 {
3359 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3360 { 3108 {
3361 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));
3362 return 1; 3110 return 1;
3364 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3113 {
3366 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));
3367 return 1; 3115 return 1;
3368 } 3116 }
3117
3369 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3370 { 3119 {
3371 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3122 return 1;
3374 } 3123 }
3375 else 3124 else
3376 { 3125 {
3377 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))
3378 { 3127 {
3379 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:");
3380 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3130 return 1;
3382 } 3131 }
3383 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))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3134 return 1;
3388 } 3135 }
3389 }
3390 } 3136 }
3137
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3139 {
3393 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3394 if (!skop) 3142 if (!skop)
3395 { 3143 {
3396 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);
3397 return 1; 3145 return 1;
3398 } 3146 }
3399 else 3147 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3403 */ 3150 */
3404 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3152 }
3410 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]");
3411 return 1; 3161 return 1;
3412 } 3162 }
3413
3414 3163
3415 /* 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.
3416 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3418 */ 3167 */
3419
3420
3421 if (op->nrof > 1) 3168 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3170 else
3424 tmp = NULL; 3171 tmp = 0;
3425 3172
3426 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)))
3427 return RESULT_INT (0); 3174 return RESULT_INT (0);
3428 3175
3429 switch (op->type) 3176 switch (op->type)
3430 { 3177 {
3431 case WEAPON: 3178 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3433 { 3180 {
3434 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. "
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3436 if (tmp != NULL) 3184 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3438 return 1; 3187 return 1;
3439 } 3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3193 {
3442 /* 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. */
3443 /* (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) */
3444 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
3445 if (tmp != NULL) 3198 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200
3447 return 1; 3201 return 1;
3448 } 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
3449 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3212
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3455 3215
3456 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));
3457 3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3458 (void) change_abil (who, op); 3219 change_abil (who, op);
3459 break; 3220 break;
3460 3221
3461 case ARMOUR: 3222 case ARMOUR:
3462 case HELMET: 3223 case HELMET:
3463 case SHIELD: 3224 case SHIELD:
3468 case CLOAK: 3229 case CLOAK:
3469 case RING: 3230 case RING:
3470 case AMULET: 3231 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3232 SET_FLAG (op, FLAG_APPLIED);
3472 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));
3473 (void) change_abil (who, op); 3234 change_abil (who, op);
3474 break; 3235 break;
3236
3475 case LAMP: 3237 case LAMP:
3476 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3477 { 3239 {
3478 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);
3479 return 1; 3241 return 1;
3480 } 3242 }
3243
3481 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);
3482 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3246 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3487 insert_ob_in_ob (tmp2, who); 3252 insert_ob_in_ob (tmp2, who);
3488 3253
3489 /* Remove the old lantern */ 3254 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3256 esrv_del_item (who->contr, op->count);
3492 3257
3493 op->destroy (); 3258 op->destroy ();
3494 3259
3495 /* insert the portion that was split off */ 3260 /* insert the portion that was split off */
3496 if (tmp != NULL) 3261 if (tmp)
3497 { 3262 {
3498 (void) insert_ob_in_ob (tmp, who); 3263 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3265 esrv_send_item (who, tmp);
3501 } 3266 }
3502 fix_player (who); 3267
3268 who->update_stats ();
3269
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3506 { 3272 {
3507 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!");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3275 }
3510 } 3276
3511 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3279
3513 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 }
3514 break; 3292 break;
3515 3293
3516 /* this part is needed for skill-tools */
3517 case SKILL: 3294 case SKILL:
3518 case SKILL_TOOL: 3295 if (player *pl = who->contr)
3519 if (who->chosen_skill)
3520 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3522 return 1;
3523 } 3296 {
3524 if (who->type == PLAYER) 3297 if (IS_COMBAT_SKILL (op->subtype))
3525 { 3298 {
3526 who->contr->shoottype = range_skill; 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3527 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
3528 if (!op->invisible) 3340 if (!op->invisible)
3529 { 3341 {
3530 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));
3531 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);
3532 } 3344 }
3533 else 3345 else
3534 {
3535 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);
3536 } 3347 }
3348 else
3537 } 3349 {
3538 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3351 change_abil (who, op);
3540 who->chosen_skill = op; 3352 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3542 break; 3356 break;
3543 3357
3544 case BOW: 3358 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3546 { 3360 {
3547 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.");
3548 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
3549 if (tmp != NULL) 3364 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3365 insert_ob_in_ob (tmp, who);
3366
3551 return 1; 3367 return 1;
3552 } 3368 }
3369
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3371 {
3555 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.");
3556 if (tmp != NULL) 3373 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3558 return 1; 3376 return 1;
3559 } 3377 }
3378
3560 /*FALLTHROUGH*/ case WAND: 3379 /*FALLTHROUGH*/
3380 case WAND:
3561 case ROD: 3381 case ROD:
3562 case HORN: 3382 case HORN:
3563 /* 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
3564 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3567 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));
3568 3399
3569 if (who->type == PLAYER)
3570 {
3571 if (op->type == BOW) 3400 if (op->type == BOW)
3572 { 3401 {
3402 who->current_weapon = op;
3573 (void) change_abil (who, op); 3403 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who, 3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "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));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 } 3406 }
3582 } 3407 }
3583 else 3408 else
3584 { 3409 {
3585 if (op->type == BOW) 3410 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3411 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3412 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3413 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3414 }
3415
3590 break; 3416 break;
3591 3417
3592 case BUILDER: 3418 case BUILDER:
3593 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)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3424
3596 who->contr->ranges[range_builder] = op;
3597 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 }
3598 break; 3429 break;
3599 3430
3600 default: 3431 default:
3601 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));
3602 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3603 3434
3604 SET_FLAG (op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3605 3436
3606 if (tmp != NULL) 3437 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3438 tmp = insert_ob_in_ob (tmp, who);
3608 3439
3609 fix_player (who); 3440 who->update_stats ();
3610 3441
3611 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3443 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3444 * you don't know anything about them.
3614 */ 3445 */
3621 { 3452 {
3622 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!");
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3454 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3455 }
3625 } 3456 }
3457
3626 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3627 { 3459 {
3628 /* if multiple objects were applied, update both slots */ 3460 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3461 if (tmp)
3630 esrv_send_item (who, tmp); 3462 esrv_send_item (who, tmp);
3463
3631 esrv_send_item (who, op); 3464 esrv_send_item (who, op);
3632 } 3465 }
3466
3633 return 0; 3467 return 0;
3634} 3468}
3635
3636 3469
3637int 3470int
3638monster_apply_special (object *who, object *op, int aflags) 3471monster_apply_special (object *who, object *op, int aflags)
3639{ 3472{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3654 int i; 3487 int i;
3655 3488
3656 switch (op->type) 3489 switch (op->type)
3657 { 3490 {
3658 case SHOP_FLOOR: 3491 case SHOP_FLOOR:
3659 if (!HAS_RANDOM_ITEMS (op)) 3492 if (!op->has_random_items ())
3660 return 0; 3493 return 0;
3661 3494
3662 do 3495 do
3663 { 3496 {
3664 i = 10; /* let's give it 10 tries */ 3497 i = 10; /* let's give it 10 tries */
3684 3517
3685 case TREASURE: 3518 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3520 return 0;
3688 3521
3689 while ((op->stats.hp--) > 0) 3522 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3524 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3525
3693 /* 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,
3694 * 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
3711 } 3544 }
3712 return tmp ? 1 : 0; 3545 return tmp ? 1 : 0;
3713} 3546}
3714 3547
3715/** 3548/**
3716 * 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
3717 * when an original map is loaded) and performs special actions for 3550 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3551 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3552 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3553 */
3721void 3554void
3722fix_auto_apply (maptile *m) 3555maptile::fix_auto_apply ()
3723{ 3556{
3724 object *tmp, *above = NULL; 3557 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3558 return;
3729 3559
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3560 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3561 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3562 {
3734 above = tmp->above; 3563 object *above = tmp->above;
3735 3564
3736 if (tmp->inv) 3565 if (tmp->inv)
3737 { 3566 {
3738 object *invtmp, *invnext; 3567 object *invtmp, *invnext;
3739 3568
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3570 {
3742 invnext = invtmp->below; 3571 invnext = invtmp->below;
3743 3572
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3574 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3576 {
3748 while ((invtmp->stats.hp--) > 0) 3577 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3750
3751 invtmp->randomitems = NULL;
3752 }
3753 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3755 {
3756 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);
3757 /* Need to clear this so that we never try to create 3586 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3587 * treasure again for this object
3759 */ 3588 */
3760 invtmp->randomitems = NULL; 3589 invtmp->randomitems = NULL;
3761 } 3590 }
3762 } 3591 }
3763 /* This is really temporary - the code at the bottom will 3592 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3593 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3594 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3595 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3596 * MSW 2004-05-13
3768 * 3597 *
3769 * 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,
3770 * else you get two spells in the book ^_- 3599 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3600 * Ryo 2004-08-16
3772 */ 3601 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || 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)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3604 tmp->randomitems = NULL;
3605
3786 } 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 }
3787 else if (tmp->type == TIMED_GATE) 3616 else if (tmp->type == TIMED_GATE)
3788 { 3617 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3618 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3619
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3620 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3621 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3622 }
3797 /* 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
3798 * 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
3799 * 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
3800 * 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.
3801 * 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
3802 * which say how many times to make the treasure. 3628 * which say how many times to make the treasure.
3803 */ 3629 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3630 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3631 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3632 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3633 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3810 } 3636 }
3637
3638 // close all containers
3639 else if (tmp->type == CONTAINER)
3640 tmp->flag [FLAG_APPLIED] = 0;
3641
3642 tmp = above;
3811 } 3643 }
3812 3644
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3645 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3648 check_trigger (tmp, tmp->above);
3818} 3649}
3819 3650
3820/** 3651/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3823 * 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
3824 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3825 */ 3656 */
3826
3827void 3657void
3828eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3829{ 3659{
3830 object *force; 3660 object *force;
3831 int i, did_one = 0; 3661 int i, did_one = 0;
3832 sint8 k;
3833 3662
3834 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3835 3664
3836 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3837 { 3666 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3667 {
3841 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3842 did_one = 1; 3669 did_one = 1;
3843 } 3670 }
3844 }
3845 3671
3846 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3848 { 3674 {
3849 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3850 { 3676 {
3851 force->resist[i] = food->resist[i] / 2; 3677 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3678 did_one = 1;
3853 } 3679 }
3854 } 3680 }
3681
3855 if (did_one) 3682 if (did_one)
3856 { 3683 {
3857 force->speed = 0.1; 3684 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3685 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3686 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3687 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3688 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3689 insert_ob_in_ob (force, who);
3865 } 3690 }
3866 else 3691 else
3869 /* check for hp, sp change */ 3694 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3695 if (food->stats.hp != 0)
3871 { 3696 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3697 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3698 {
3874 strcpy (who->contr->killer, food->name); 3699 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3700 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3702 }
3878 else 3703 else
3879 { 3704 {
3898 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!");
3899 who->stats.sp += food->stats.sp; 3724 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3725 /* place limit on max sp from food? */
3901 } 3726 }
3902 } 3727 }
3903 fix_player (who); 3728 who->update_stats ();
3904} 3729}
3905
3906 3730
3907/** 3731/**
3908 * Designed primarily to light torches/lanterns/etc. 3732 * Designed primarily to light torches/lanterns/etc.
3909 * 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
3910 * the selected object to "burn". -b.t. 3734 * the selected object to "burn". -b.t.
3911 */ 3735 */
3912
3913void 3736void
3914apply_lighter (object *who, object *lighter) 3737apply_lighter (object *who, object *lighter)
3915{ 3738{
3916 object *item; 3739 object *item;
3917 int is_player_env = 0; 3740 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3741
3920 item = find_marked_object (who); 3742 item = find_marked_object (who);
3921 if (item) 3743 if (item)
3922 { 3744 {
3923 if (lighter->last_eat && lighter->stats.food) 3745 if (lighter->last_eat && lighter->stats.food)
3941 else if (lighter->last_eat) 3763 else if (lighter->last_eat)
3942 { /* no charges left in lighter */ 3764 { /* no charges left in lighter */
3943 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);
3944 return; 3766 return;
3945 } 3767 }
3768
3946 /* 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?
3947 * 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
3948 * objects at once. 3771 * objects at once.
3949 */ 3772 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3773
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3774 if (who == item->in_player ())
3956 is_player_env = 1; 3775 is_player_env = 1;
3957 3776
3958 save_throw_object (item, AT_FIRE, who); 3777 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3778
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3779 if (item->destroyed ())
3963 { 3780 {
3964 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);
3965 /* Need to update the player so that the players glow radius 3782 /* Need to update the player so that the players glow radius
3966 * gets changed. 3783 * gets changed.
3967 */ 3784 */
3968 if (is_player_env) 3785 if (is_player_env)
3969 fix_player (who); 3786 who->update_stats ();
3970 } 3787 }
3971 else 3788 else
3972 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);
3973 } 3790 }
3974 else /* nothing to light */ 3791 else /* nothing to light */
4019 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!");
4020 blind_player (op, op, power); 3837 blind_player (op, op, power);
4021 } 3838 }
4022 else if (failure <= -80) 3839 else if (failure <= -80)
4023 { /* blast the immediate area */ 3840 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4029 tmp->destroy (); 3844 tmp->destroy ();
4030 } 3845 }
4031 } 3846 }
4032} 3847}
4033 3848
4053 */ 3868 */
4054 int i, j; 3869 int i, j;
4055 3870
4056 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
4057 { 3872 {
4058 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3875
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
4063 { 3877 {
4064 excess_stat++; 3878 excess_stat++;
4065 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
4066 } 3880 }
4067 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
4068 } 3883 }
4069 3884
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 3888
4076 if (i == CHA) 3889 if (i == CHA)
4077 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);
4078 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
4079 { 3895 {
4080 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
4081 excess_stat--; 3897 excess_stat--;
4082 } 3898 }
4085 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3902 * the player ref: player.c
4087 */ 3903 */
4088 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
4090
4091 3906
4092 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
4093 3908
4094 /* first, look for the force object banning 3909 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
4152 { 3967 {
4153 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));
4154 return; 3969 return;
4155 } 3970 }
4156 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 3974 {
4160 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));
4161 return; 3976 return;
4162 } 3977 }
4163 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
4164 /* 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 */
4165 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
4166 { 3981 {
4167 yield = atoi (find); 3982 yield = atoi (find);
4168 if (yield < 1) 3983 if (yield < 1)

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