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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.51 by root, Fri Dec 22 16:34:00 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>
29 31
30#include <sproto.h> 32#include <sproto.h>
31 33
32/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
33#include <sounds.h> 35#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 36
38/** 37/**
39 * 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.
40 * 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.
41 */ 40 */
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
67 race_flag = 1; 66 race_flag = 1;
68 } 67 }
68
69 /* 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,
70 * name or race that matches. 70 * name or race that matches.
71 */ 71 */
72 if ((op->race) && 72 if ((op->race) &&
73 ((!(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)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 76 return 1;
78 } 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 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))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 84 return 1;
87 } 85
88 return 0; 86 return 0;
89} 87}
90 88
91/** 89/**
92 * 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.
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
375 force->stats.food *= 10; 373 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 377 }
378
380 force->speed_left = -1; 379 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 383 change_abil (op, force);
421 int count = 0; 420 int count = 0;
422 421
423 422
424 if (item == NULL) 423 if (item == NULL)
425 return 0; 424 return 0;
425
426 op = op->below; 426 op = op->below;
427 while (op != NULL) 427 while (op != NULL)
428 { 428 {
429 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
430 { 430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 435 count++;
436 else 436 else
437 count += op->nrof; 437 count += op->nrof;
438 } 438 }
439 } 439 }
440
440 op = op->below; 441 op = op->below;
441 } 442 }
443
442 return count; 444 return count;
443} 445}
444 446
445/** 447/**
446 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
456 prev = op; 458 prev = op;
457 op = op->below; 459 op = op->below;
458 460
459 while (op != NULL) 461 while (op != NULL)
460 { 462 {
461 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
462 { 464 {
463 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
464 { 466 {
465 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
466 return; 468 return;
762{ 764{
763 object *otmp; 765 object *otmp;
764 766
765 if (op->type != PLAYER) 767 if (op->type != PLAYER)
766 return 0; 768 return 0;
769
767 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))
768 { 771 {
769 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.");
770 return 0; 773 return 0;
771 } 774 }
775
772 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
773 if (!otmp) 777 if (!otmp)
774 { 778 {
775 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.");
776 return 0; 780 return 0;
777 } 781 }
782
778 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 784 {
780 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");
781 return 0; 786 return 0;
782 } 787 }
788
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
786 return 1; 792 return 1;
787} 793}
848 { 854 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 856 pow++;
851 } 857 }
852 858
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 860 }
855 else 861 else
856 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;
857 863
858 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
859 { 865 {
860 int base = 100; 866 int base = 100;
861 int pow = 0; 867 int pow = 0;
864 { 870 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 872 pow++;
867 } 873 }
868 874
869 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
870 } 876 }
871 else 877 else
872 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;
873 879
874 if (armour->weight <= 0) 880 if (armour->weight <= 0)
875 { 881 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 883 armour->weight = 1;
878 } 884 }
879 885
880 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);
881 887
882 if (op->type == PLAYER) 888 if (op->type == PLAYER)
883 { 889 {
884 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
937 943
938 price_in = cost * item->value; 944 price_in = cost * item->value;
939 } 945 }
940 else 946 else
941 { 947 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
944 return 0; 950 return 0;
945 951
946 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
947 { 953 {
978 else 984 else
979 { 985 {
980 if (converter->other_arch == NULL) 986 if (converter->other_arch == NULL)
981 { 987 {
982 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",
983 &converter->name, converter->map->path, converter->x, converter->y); 989 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 990 return -1;
985 } 991 }
986 992
987 item = object_create_arch (converter->other_arch); 993 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 if (is_in_shop (converter)) 1001 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1003 else if (price_in < item->nrof * item->value)
998 { 1004 {
999 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",
1000 &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);
1001 1007
1002 /** 1008 /**
1003 * 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
1004 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1005 */ 1011 */
1006 } 1012 }
1007 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);
1008 return 1; 1014 return 1;
1009} 1015}
1012 * Handle apply on containers. 1018 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1014 * 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]
1015 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1016 */ 1022 */
1017
1018int 1023int
1019apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1020{ 1025{
1021 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1027 return 0; /* This might change */
1026 1028
1027 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1028 { 1030 {
1029 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]");
1030 return 0; 1032 return 0;
1031 } 1033 }
1032 1034
1033 op->contr->last_used = 0; 1035 op->contr->last_used = 0;
1034 1036
1035 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;
1036 { 1041 }
1037 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)
1038 { 1047 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1040 return 1; 1050 return 1;
1041 } 1051 }
1042 1052 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 { 1053 {
1049 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
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 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));
1054 return 1; 1056 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1057 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1058
1080 if (tmp && tmp->type == CLOSE_CON) 1059 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1064 op->close_container ();
1089 { 1065 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1068 return 1;
1093 apply_container (op, tmp); 1069 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1095 op->container = sack; 1071 // it's locked?
1096 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1097 strcat (buf, "."); 1073 {
1098 } 1074 if (object *tmp = find_key (op, op, sack))
1099 else 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1076 else
1107 { 1077 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 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));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1079 return 1;
1144 } 1080 }
1145 }
1146 } 1081 }
1147 1082
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1084
1153 return 1; 1085 return 1;
1154} 1086}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1087
1281/** 1088/**
1282 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1284 */ 1091 */
1437 */ 1244 */
1438static void 1245static void
1439apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1440{ 1247{
1441 readable_message_type *msgType; 1248 readable_message_type *msgType;
1442 char newbuf[HUGE_BUF];
1443 1249
1444 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1445 { 1251 {
1446 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.");
1447 return; 1253 return;
1468 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)
1469 { 1275 {
1470 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.");
1471 return; 1277 return;
1472 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1473 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];
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1475 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 }
1476} 1294}
1477 1295
1478/** 1296/**
1479 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1503 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1504 */ 1322 */
1505 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1506 { 1324 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[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);
1509 return; 1327 return;
1510 } 1328 }
1329
1511 recursion_depth++; 1330 recursion_depth++;
1512 if (trap->head) 1331 if (trap->head)
1513 trap = trap->head; 1332 trap = trap->head;
1514 1333
1515 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)))
1530 1349
1531 /* 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
1532 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1534 */ 1353 */
1535 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1537 /* 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); */
1538 } 1357 }
1539 goto leave; 1358 goto leave;
1540 1359
1541 case SPINNER: 1360 case SPINNER:
1627 1446
1628 1447
1629 case CONVERTER: 1448 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1449 if (convert_item (victim, trap) < 0)
1631 { 1450 {
1632 object *op;
1633
1634 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));
1635 1452 get_archetype ("burnout")->insert_at (trap, trap);
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 } 1453 }
1643 } 1454
1644 goto leave; 1455 goto leave;
1645 1456
1646 case TRIGGER_BUTTON: 1457 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1458 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1459 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1489 {
1679 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1680 * players output. 1491 * players output.
1681 */ 1492 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1684 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1685 } 1497 }
1686 goto leave; 1498 goto leave;
1687 1499
1688 case ENCOUNTER: 1500 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1704 1516
1705 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1706 goto leave; 1518 goto leave;
1707 1519
1708 case CONTAINER: 1520 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1713 goto leave; 1522 goto leave;
1714 1523
1715 case RUNE: 1524 case RUNE:
1716 case TRAP: 1525 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 } 1529 }
1721 goto leave; 1530 goto leave;
1722 1531
1723 default: 1532 default:
1724 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 "
1725 "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);
1726 goto leave; 1535 goto leave;
1727 } 1536 }
1728 1537
1729leave: 1538leave:
1730 recursion_depth--; 1539 recursion_depth--;
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 { 1552 {
1744 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.");
1745 return; 1554 return;
1746 } 1555 }
1556
1747 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1748 { 1558 {
1749 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);
1750 return; 1560 return;
1751 } 1561 }
1752 1562
1755 if (!skill_ob) 1565 if (!skill_ob)
1756 { 1566 {
1757 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.");
1758 return; 1568 return;
1759 } 1569 }
1570
1760 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 { 1573 {
1763 if (lev_diff < 2) 1574 if (lev_diff < 2)
1764 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.");
1775 return; 1586 return;
1776 } 1587 }
1777 1588
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1779 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
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1782 "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);
1783 1607
1784 /* gain xp from reading */ 1608 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1610 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1943 return; 1767 return;
1944 } 1768 }
1945 1769
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1771 {
1948 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]");
1949 return; 1773 return;
1950 } 1774 }
1951 1775
1952 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);
1953 1777
1976 { 1800 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1801 spell_skill = find_skill_by_name (op, spell->skill);
1978 1802
1979 if (!spell_skill) 1803 if (!spell_skill)
1980 { 1804 {
1981 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);
1982 return; 1806 return;
1983 } 1807 }
1984 1808
1985 if (spell_skill->level < spell->level) 1809 if (spell_skill->level < spell->level)
1986 { 1810 {
2020 else 1844 else
2021 { 1845 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 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");
2024 } 1848 }
1849
2025 decrease_ob (tmp); 1850 decrease_ob (tmp);
2026} 1851}
2027 1852
2028/** 1853/**
2029 * Handles applying a spell scroll. 1854 * Handles applying a spell scroll.
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1894 identify (tmp);
2070 1895
2071 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);
2072 1897
2073
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1899 decrease_ob (tmp);
2076} 1900}
2077 1901
2078/** 1902/**
2081 * chest. 1905 * chest.
2082 */ 1906 */
2083static void 1907static void
2084apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
2085{ 1909{
2086 object *treas;
2087
2088
2089 /* 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
2090 * 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
2091 * 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
2092 * 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
2093 * treasure 1914 * treasure
2094 */ 1915 */
2095
2096 treas = tmp->inv; 1916 object *treas = tmp->inv;
2097 if (treas == NULL) 1917
1918 if (!treas)
2098 { 1919 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp); 1921 decrease_ob (tmp);
2101 return; 1922 return;
2102 } 1923 }
1924
2103 while (tmp->inv) 1925 while (tmp->inv)
2104 { 1926 {
2105 treas = tmp->inv; 1927 treas = tmp->inv;
2106 1928
2107 treas->remove (); 1929 treas->remove ();
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2048 return 0;
2227 2049
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2051 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2233 { 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2055 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2057 abil = tmp;
2238 }
2239 }
2240 2058
2241 /* 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
2242 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2244 return 0; 2062 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2105 chance = MIN (100., chance * 2.);
2288 2106
2289 /* 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!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2109 {
2292 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2293 winners++; 2111 winners++;
2294 } 2112 }
2295 2113
2410 handle_apply_yield (tmp); 2228 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2229 decrease_ob (tmp);
2412} 2230}
2413 2231
2414/** 2232/**
2415 * 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.
2416 * A valid 2 way exit means: 2234 * A valid 2 way exit means:
2417 * -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)
2418 * -You are 2236 * -You are
2419 * ° the owner of the exit 2237 * ° the owner of the exit
2420 * ° or in the same party as the owner 2238 * ° or in the same party as the owner
2424 * 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).
2425 */ 2243 */
2426int 2244int
2427is_legal_2ways_exit (object *op, object *exit) 2245is_legal_2ways_exit (object *op, object *exit)
2428{ 2246{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2247 if (exit->stats.exp != 1)
2435 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
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2252 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2253#endif
2439 * all the exits in destination and try to find one with same path as 2254
2440 * the current exit's position */ 2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2256
2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2445 if (exitmap) 2257 if (exitmap)
2446 { 2258 {
2259 exitmap->load_sync ();
2260
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2261 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262
2448 if (!tmp) 2263 if (!tmp)
2449 return 0; 2264 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2265
2266 for (; tmp; tmp = tmp->above)
2451 { 2267 {
2452 if (tmp->type != EXIT) 2268 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2269 continue; /*Not an exit */
2270
2454 if (!EXIT_PATH (tmp)) 2271 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2272 continue; /*Not a valid exit */
2273
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2275 continue; /*Not in the same place */
2276
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2277 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2278 continue; /*Not in the same map */
2460 2279
2461 /* 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
2462 * 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
2463 * town portals to prevent strangers from visiting your appartments 2282 * town portals to prevent strangers from visiting your appartments
2464 */ 2283 */
2465 if (!exit->race) 2284 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2285 return 1; /*No owner, free for all! */
2286
2467 exit_owner = NULL; 2287 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2288
2289 for_all_players (pp)
2469 { 2290 {
2470 if (!pp->ob) 2291 if (!pp->ob)
2471 continue; 2292 continue;
2293
2472 if (pp->ob->name != exit->race) 2294 if (pp->ob->name != exit->race)
2473 continue; 2295 continue;
2296
2474 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 */
2475 break; 2298 break;
2476 } 2299 }
2300
2477 if (!exit_owner) 2301 if (!exit_owner)
2478 return 0; /* No more owner */ 2302 return 0; /* No more owner */
2303
2479 if (exit_owner->contr == op->contr) 2304 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2305 return 1; /*It is your exit */
2306
2481 if (exit_owner && /*There is a owner */ 2307 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2308 (op->contr) && /*A player tries to pass */
2483 ((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 */
2484 (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 */
2485 return 0; 2311 return 0;
2312
2486 return 1; 2313 return 1;
2487 } 2314 }
2488 } 2315 }
2316
2489 return 0; 2317 return 0;
2490} 2318}
2491
2492 2319
2493/** 2320/**
2494 * Main apply handler. 2321 * Main apply handler.
2495 * 2322 *
2496 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2504 * being applied. 2331 * being applied.
2505 * 2332 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2508 */ 2335 */
2509
2510int 2336int
2511manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2512{ 2338{
2513 if (tmp->head) 2339 if (tmp->head)
2514 tmp = tmp->head; 2340 tmp = tmp->head;
2543 { 2369 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 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);
2546 } 2372 }
2547 else 2373 else
2548 {
2549 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.");
2550 } 2375
2551 return 1; 2376 return 1;
2552 2377
2553 case EXIT: 2378 case EXIT:
2554 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2555 return 0; 2380 return 0;
2381
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 {
2558 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));
2559 }
2560 else 2384 else
2561 { 2385 {
2562 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2389
2565 enter_exit (op, tmp); 2390 op->enter_exit (tmp);
2566 } 2391 }
2392
2567 return 1; 2393 return 1;
2568 2394
2569 case SIGN: 2395 case SIGN:
2570 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2571 return 1; 2397 return 1;
2575 { 2401 {
2576 apply_book (op, tmp); 2402 apply_book (op, tmp);
2577 return 1; 2403 return 1;
2578 } 2404 }
2579 else 2405 else
2580 {
2581 return 0; 2406 return 0;
2582 }
2583 2407
2584 case SKILLSCROLL: 2408 case SKILLSCROLL:
2585 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2586 { 2410 {
2587 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2588 return 1; 2412 return 1;
2589 } 2413 }
2414 else
2590 return 0; 2415 return 0;
2591 2416
2592 case SPELLBOOK: 2417 case SPELLBOOK:
2593 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2594 { 2419 {
2595 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2596 return 1; 2421 return 1;
2597 } 2422 }
2423 else
2598 return 0; 2424 return 0;
2599 2425
2600 case SCROLL: 2426 case SCROLL:
2601 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2602 return 1; 2428 return 1;
2603 2429
2604 case POTION: 2430 case POTION:
2605 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2606 return 1; 2432 return 1;
2607 2433
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2436 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env); 2437 apply_container (op, tmp->env);
2614 return 1; 2438 return 1;
2615 2439
2616 case CONTAINER: 2440 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2441 apply_container (op, tmp);
2621 return 1; 2442 return 1;
2622 2443
2623 case TREASURE: 2444 case TREASURE:
2624 if (op->type == PLAYER) 2445 if (op->type == PLAYER)
2625 { 2446 {
2626 apply_treasure (op, tmp); 2447 apply_treasure (op, tmp);
2627 return 1; 2448 return 1;
2628 } 2449 }
2629 else 2450 else
2630 {
2631 return 0; 2451 return 0;
2632 }
2633 2452
2634 case WEAPON: 2453 case WEAPON:
2635 case ARMOUR: 2454 case ARMOUR:
2636 case BOOTS: 2455 case BOOTS:
2637 case GLOVES: 2456 case GLOVES:
2650 case LAMP: 2469 case LAMP:
2651 case BUILDER: 2470 case BUILDER:
2652 case SKILL_TOOL: 2471 case SKILL_TOOL:
2653 if (tmp->env != op) 2472 if (tmp->env != op)
2654 return 2; /* not in inventory */ 2473 return 2; /* not in inventory */
2474
2655 (void) apply_special (op, tmp, aflag); 2475 apply_special (op, tmp, aflag);
2656 return 1; 2476 return 1;
2657 2477
2658 case DRINK: 2478 case DRINK:
2659 case FOOD: 2479 case FOOD:
2660 case FLESH: 2480 case FLESH:
2676 } 2496 }
2677 else 2497 else
2678 return 0; 2498 return 0;
2679 2499
2680 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2682 return 1; 2502 return 1;
2683 2503
2684 case CLOCK: 2504 case CLOCK:
2685 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2686 { 2506 {
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2516 return 1;
2697 } 2517 }
2698 else 2518 else
2699 {
2700 return 0; 2519 return 0;
2701 }
2702 2520
2703 case MENU: 2521 case MENU:
2704 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2705 { 2523 {
2706 shop_listing (op); 2524 shop_listing (tmp, op);
2707 return 1; 2525 return 1;
2708 } 2526 }
2709 else 2527 else
2710 {
2711 return 0; 2528 return 0;
2712 }
2713 2529
2714 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1; 2532 return 1;
2717 2533
2720 { 2536 {
2721 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2722 return 1; 2538 return 1;
2723 } 2539 }
2724 else 2540 else
2725 {
2726 return 0; 2541 return 0;
2727 }
2728 2542
2729 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2731 return 1; 2545 return 1;
2732 2546
2755 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!");
2756 return 0; 2570 return 0;
2757 } 2571 }
2758 } 2572 }
2759 2573
2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2761 * applied.
2762 */
2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2764 {
2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2768 op->destroy ();
2769 return 1;
2770 }
2771
2772 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2773 2575
2774 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2775 if (!quiet) 2577 if (!quiet)
2776 { 2578 {
2785/** 2587/**
2786 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2787 * 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
2788 * we use the ground. 2590 * we use the ground.
2789 */ 2591 */
2790
2791void 2592void
2792player_apply_below (object *pl) 2593player_apply_below (object *pl)
2793{ 2594{
2794 object *tmp, *next;
2795 int floors; 2595 int floors = 0;
2796 2596
2797 /* 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
2798 * item in the container. Otherwise, use the map. 2598 * item in the container. Otherwise, use the map.
2799 */
2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2801
2802 /* 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
2803 * 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
2804 * 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
2805 * 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
2806 * not return a proper value. 2603 * not return a proper value.
2807 */ 2604 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2606 {
2810 next = tmp->below; 2607 next = tmp->below;
2608
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2610 floors++;
2813 else if (floors > 0) 2611 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2815 2613
2835 * 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.
2836 */ 2634 */
2837static int 2635static int
2838unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2839{ 2637{
2840 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)))
2841 return RESULT_INT (0); 2640 return RESULT_INT (0);
2842 2641
2843 object *tmp2;
2844
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2643
2846 switch (op->type) 2644 switch (op->type)
2847 { 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
2848 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
2849 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));
2850 2669
2851 (void) change_abil (who, op); 2670 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who);
2855 break; 2672 break;
2856 2673
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2674 case SKILL:
2859 if (op != who->chosen_skill) 2675 if (who->contr)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2862 } 2676 {
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible) 2677 if (!op->invisible)
2868 {
2869 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));
2870 }
2871 else 2679 else
2872 {
2873 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);
2874 } 2681 }
2875 } 2682
2876 (void) change_abil (who, op); 2683 change_abil (who, op);
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2685 break;
2880 2686
2881 case ARMOUR: 2687 case ARMOUR:
2882 case HELMET: 2688 case HELMET:
2887 case AMULET: 2693 case AMULET:
2888 case GIRDLE: 2694 case GIRDLE:
2889 case BRACERS: 2695 case BRACERS:
2890 case CLOAK: 2696 case CLOAK:
2891 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));
2892 (void) change_abil (who, op); 2698 change_abil (who, op);
2893 break; 2699 break;
2700
2894 case LAMP: 2701 case LAMP:
2702 {
2895 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
2896 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x; 2706 tmp2->x = op->x;
2898 tmp2->y = op->y; 2707 tmp2->y = op->y;
2899 tmp2->map = op->map; 2708 tmp2->map = op->map;
2900 tmp2->below = op->below; 2709 tmp2->below = op->below;
2901 tmp2->above = op->above; 2710 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904 2713
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907 2716
2908 if (who->type == PLAYER) 2717 if (who->contr)
2909 esrv_del_item (who->contr, op->count); 2718 esrv_del_item (who->contr, op->count);
2910 2719
2911 op->destroy (); 2720 op->destroy ();
2912 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2913 who->update_stats (); 2722 who->update_stats ();
2723
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 { 2725 {
2916 if (who->type == PLAYER) 2726 if (who->contr)
2917 { 2727 {
2918 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!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 } 2730 }
2921 } 2731 }
2922 if (who->type == PLAYER) 2732
2733 if (who->contr)
2923 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2736
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2738
2926 case BOW: 2739 case BOW:
2927 case WAND: 2740 case WAND:
2928 case ROD: 2741 case ROD:
2929 case HORN: 2742 case HORN:
2930 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
2931 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));
2932 if (who->type == PLAYER)
2933 {
2934 who->contr->shoottype = range_none;
2935 } 2752 }
2936 else 2753 else
2937 { 2754 {
2755 who->change_skill (0);
2756
2938 if (op->type == BOW) 2757 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2759 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2761 }
2762
2943 break; 2763 break;
2944 2764
2945 case BUILDER: 2765 case BUILDER:
2766 if (who->contr)
2946 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));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break; 2768 break;
2950 2769
2951 default: 2770 default:
2952 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));
2953 break; 2772 break;
2955 2774
2956 who->update_stats (); 2775 who->update_stats ();
2957 2776
2958 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
2959 { 2778 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
2963 if (who->type == PLAYER) 2780
2781 if (who->contr)
2964 { 2782 {
2965 if (tmp) 2783 if (tmp)
2966 { /* it was merged */ 2784 { /* it was merged */
2967 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
2968 op = tmp; 2786 op = tmp;
2969 } 2787 }
2970 2788
2971 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
2972 } 2790 }
2973 } 2791 }
2792
2974 return 0; 2793 return 0;
2975} 2794}
2976 2795
2977/** 2796/**
2978 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
2980 * 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
2981 * something like: 2800 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
2986 * 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.
2987 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 2807 * invisible other objects that use
2989 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
2990 */ 2809 */
2991object * 2810static object *
2992get_item_from_body_location (object *start, int loc) 2811get_next_item_from_body_location (int loc, object *start)
2993{ 2812{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
3000 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))
3001 return tmp; 2817 return tmp;
3002 2818
3003 return NULL; 2819 return 0;
3004} 2820}
3005
3006
3007 2821
3008/** 2822/**
3009 * '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.
3010 * This should only be called when it is known 2824 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
3017 * another function that does just that. 2831 * another function that does just that.
3018 */ 2832 */
3019int 2833int
3020unapply_for_ob (object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
3021{ 2835{
3022 int i; 2836 if (op->is_range ())
3023 object *tmp = NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3030 for (tmp = who->inv; tmp; tmp = tmp->below) 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3033 {
3034 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)))
3035 { 2840 {
3036 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3038 else 2843 else
3039 unapply_special (who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
3040 } 2845 }
3041 else 2846 else
3042 { 2847 {
3043 /* 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.
3044 * 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
3045 * at least generate the message. 2850 * at least generate the message.
3046 */ 2851 */
3047 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));
3048 return 1; 2853 return 1;
3049 }
3050
3051 } 2854 }
3052 }
3053 }
3054 2855
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 2857 {
3057 /* this used up a slot that we need to free */ 2858 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 2859 if (op->slot[i].info)
3059 { 2860 {
3060 last = who->inv; 2861 object *last = who->inv;
3061 2862
3062 /* 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
3063 * to free up enough slots. 2864 * to free up enough slots.
3064 */ 2865 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 2867 {
3067 tmp = get_item_from_body_location (last, i); 2868 object *tmp = get_next_item_from_body_location (i, last);
2869
3068 if (!tmp) 2870 if (!tmp)
3069 { 2871 {
3070#if 0 2872#if 0
3071 /* 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
3072 * equipped. 2874 * equipped.
3073 */ 2875 */
3074 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);
3075#endif 2877#endif
3076 return 1; 2878 return 1;
3077 } 2879 }
2880
3078 /* 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 */
3079 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))))
3080 { 2883 {
3081 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3090 * 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
3091 * one cursed ring.) 2894 * one cursed ring.)
3092 */ 2895 */
3093 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));
3094 } 2897 }
2898
3095 last = tmp->below; 2899 last = tmp->below;
3096 } 2900 }
3097 /* 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
3098 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
3099 */ 2903 */
3100 } /* if op is using this body location */ 2904 } /* if op is using this body location */
3101 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
3102 return 0; 2907 return 0;
3103} 2908}
3104 2909
3105/** 2910/**
3106 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
3110 * 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
3111 * 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?)
3112 * 2917 *
3113 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2919 * these return values.
3115 */ 2920 */
3116int 2921int
3117can_apply_object (object *who, object *op) 2922can_apply_object (object *who, object *op)
3118{ 2923{
3119 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)))
3120 return RESULT_INT (0); 2925 return RESULT_INT (0);
3121 2926
3122 int i, retval = 0; 2927 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 2928 object *tmp = 0, *ws = 0;
3124 2929
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3126 * 2 weapons, but we don't want to let them do that. So if they are
3127 * trying to equip a weapon or shield, see if they already have one
3128 * in place and store that way.
3129 */
3130 if (op->type == WEAPON || op->type == SHIELD)
3131 { 2931 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2932 if (op->slot[i].info)
3133 { 2933 {
3134 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)
3135 { 2936 {
3136 retval = CAN_APPLY_UNAPPLY;
3137 ws = tmp;
3138 }
3139 }
3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
3146 {
3147 /* Item uses more slots than we have */
3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3150 /* Could return now for efficiently - rest of info below isn' 2937 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 2938 * really needed.
3152 */ 2939 */
3153 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
3154 } 2941 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 2943 {
3157 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
3158 * we have. 2945 * we have.
3159 */ 2946 */
3160 object *tmp1;
3161
3162 2947
3163 /* 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
3164 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
3165 * 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
3166 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
3169 * may be two handed for example. 2954 * may be two handed for example.
3170 */ 2955 */
3171 if (ws) 2956 if (ws)
3172 { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 { 2958 {
3175 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 2960 continue;
3177 } 2961 }
3178 }
3179 2962
3180 tmp1 = get_item_from_body_location (who->inv, i); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 2964 if (!tmp1)
3182 { 2965 {
3183#if 0 2966#if 0
3184 /* 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
3185 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
3193 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
3195 * to apply multiple objects 2978 * to apply multiple objects
3196 */ 2979 */
3197 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
3198 if (!tmp) 2982 if (!tmp)
3199 tmp = tmp1; 2983 tmp = tmp1;
3200 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 2986
3204 /* 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
3205 * 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
3206 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3207 */ 2990 */
3208 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)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 2994
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3213 */ 2997 */
3214 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)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 3000 }
3218 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3219 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3221 3004
3226 * 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
3227 * all use the same location. 3010 * all use the same location.
3228 */ 3011 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3233 3017
3234
3235 if (who->type != PLAYER) 3018 if (who->type != PLAYER)
3236 { 3019 {
3237 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))
3238 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3245 } 3031 }
3032
3246 return retval; 3033 return retval;
3247} 3034}
3248
3249
3250 3035
3251/** 3036/**
3252 * 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.
3253 * 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,
3254 * 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
3263 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3264 * 3049 *
3265 * Optional flags: 3050 * Optional flags:
3266 * 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
3267 * 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
3268 * 3054 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 * 3056 *
3271 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3272 */ 3058 */
3273int 3059int
3274apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3275{ 3061{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3064
3280 if (who == NULL) 3065 if (who == NULL)
3281 { 3066 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3068 return 1;
3293 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3294 return 0; 3079 return 0;
3295 3080
3296 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)))
3297 { 3082 {
3298 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));
3299 return 1; 3084 return 1;
3300 } 3085 }
3086
3301 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3302 } 3088 }
3303 3089
3304 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3305 return 0; 3091 return 0;
3306 3092
3307 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);
3308 3103
3309 /* 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 */
3310 if (i) 3105 if (int i = can_apply_object (who, op))
3311 { 3106 {
3312 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3313 { 3108 {
3314 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));
3315 return 1; 3110 return 1;
3317 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3113 {
3319 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));
3320 return 1; 3115 return 1;
3321 } 3116 }
3117
3322 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3323 { 3119 {
3324 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3122 return 1;
3327 } 3123 }
3328 else 3124 else
3329 { 3125 {
3330 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))
3331 { 3127 {
3332 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:");
3333 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3130 return 1;
3335 } 3131 }
3336 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))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3134 return 1;
3341 } 3135 }
3342 }
3343 } 3136 }
3137
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3139 {
3346 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3347 if (!skop) 3142 if (!skop)
3348 { 3143 {
3349 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);
3350 return 1; 3145 return 1;
3351 } 3146 }
3352 else 3147 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3356 */ 3150 */
3357 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3358 }
3359 }
3360
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 { 3152 }
3363 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]");
3364 return 1; 3161 return 1;
3365 } 3162 }
3366
3367 3163
3368 /* 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.
3369 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3371 */ 3167 */
3372
3373
3374 if (op->nrof > 1) 3168 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3170 else
3377 tmp = NULL; 3171 tmp = 0;
3378 3172
3379 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)))
3380 return RESULT_INT (0); 3174 return RESULT_INT (0);
3381 3175
3382 switch (op->type) 3176 switch (op->type)
3383 { 3177 {
3384 case WEAPON: 3178 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3386 { 3180 {
3387 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. "
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3389 if (tmp != NULL) 3184 if (tmp)
3390 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3391 return 1; 3187 return 1;
3392 } 3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3193 {
3395 /* 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. */
3396 /* (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) */
3397 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
3398 if (tmp != NULL) 3198 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200
3400 return 1; 3201 return 1;
3401 } 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
3402 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3212
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3408 3215
3409 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));
3410 3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3411 (void) change_abil (who, op); 3219 change_abil (who, op);
3412 break; 3220 break;
3413 3221
3414 case ARMOUR: 3222 case ARMOUR:
3415 case HELMET: 3223 case HELMET:
3416 case SHIELD: 3224 case SHIELD:
3421 case CLOAK: 3229 case CLOAK:
3422 case RING: 3230 case RING:
3423 case AMULET: 3231 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3232 SET_FLAG (op, FLAG_APPLIED);
3425 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));
3426 (void) change_abil (who, op); 3234 change_abil (who, op);
3427 break; 3235 break;
3236
3428 case LAMP: 3237 case LAMP:
3429 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3430 { 3239 {
3431 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);
3432 return 1; 3241 return 1;
3433 } 3242 }
3243
3434 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);
3435 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3246 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3440 insert_ob_in_ob (tmp2, who); 3252 insert_ob_in_ob (tmp2, who);
3441 3253
3442 /* Remove the old lantern */ 3254 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3256 esrv_del_item (who->contr, op->count);
3445 3257
3446 op->destroy (); 3258 op->destroy ();
3447 3259
3448 /* insert the portion that was split off */ 3260 /* insert the portion that was split off */
3449 if (tmp != NULL) 3261 if (tmp)
3450 { 3262 {
3451 (void) insert_ob_in_ob (tmp, who); 3263 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3265 esrv_send_item (who, tmp);
3454 } 3266 }
3267
3455 who->update_stats (); 3268 who->update_stats ();
3269
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3459 { 3272 {
3460 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!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3275 }
3463 } 3276
3464 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3279
3466 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 }
3467 break; 3292 break;
3468 3293
3469 /* this part is needed for skill-tools */
3470 case SKILL: 3294 case SKILL:
3471 case SKILL_TOOL: 3295 if (player *pl = who->contr)
3472 if (who->chosen_skill)
3473 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3475 return 1;
3476 } 3296 {
3477 if (who->type == PLAYER) 3297 if (IS_COMBAT_SKILL (op->subtype))
3478 { 3298 {
3479 who->contr->shoottype = range_skill; 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3480 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
3481 if (!op->invisible) 3340 if (!op->invisible)
3482 { 3341 {
3483 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));
3484 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);
3485 } 3344 }
3486 else 3345 else
3487 {
3488 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);
3489 } 3347 }
3348 else
3490 } 3349 {
3491 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3351 change_abil (who, op);
3493 who->chosen_skill = op; 3352 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3495 break; 3356 break;
3496 3357
3497 case BOW: 3358 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3499 { 3360 {
3500 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.");
3501 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
3502 if (tmp != NULL) 3364 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3365 insert_ob_in_ob (tmp, who);
3366
3504 return 1; 3367 return 1;
3505 } 3368 }
3369
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3371 {
3508 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.");
3509 if (tmp != NULL) 3373 if (tmp)
3510 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3511 return 1; 3376 return 1;
3512 } 3377 }
3378
3513 /*FALLTHROUGH*/ case WAND: 3379 /*FALLTHROUGH*/
3380 case WAND:
3514 case ROD: 3381 case ROD:
3515 case HORN: 3382 case HORN:
3516 /* 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
3517 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3520 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));
3521 3399
3522 if (who->type == PLAYER)
3523 {
3524 if (op->type == BOW) 3400 if (op->type == BOW)
3525 { 3401 {
3402 who->current_weapon = op;
3526 (void) change_abil (who, op); 3403 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who, 3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "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));
3529 who->contr->shoottype = range_bow;
3530 }
3531 else
3532 {
3533 who->contr->shoottype = range_misc;
3534 } 3406 }
3535 } 3407 }
3536 else 3408 else
3537 { 3409 {
3538 if (op->type == BOW) 3410 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3411 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3412 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3413 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3414 }
3415
3543 break; 3416 break;
3544 3417
3545 case BUILDER: 3418 case BUILDER:
3546 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)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3424
3549 who->contr->ranges[range_builder] = op;
3550 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 }
3551 break; 3429 break;
3552 3430
3553 default: 3431 default:
3554 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));
3555 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3556 3434
3557 SET_FLAG (op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3558 3436
3559 if (tmp != NULL) 3437 if (tmp)
3560 tmp = insert_ob_in_ob (tmp, who); 3438 tmp = insert_ob_in_ob (tmp, who);
3561 3439
3562 who->update_stats (); 3440 who->update_stats ();
3563 3441
3564 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3574 { 3452 {
3575 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!");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3454 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3455 }
3578 } 3456 }
3457
3579 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3580 { 3459 {
3581 /* if multiple objects were applied, update both slots */ 3460 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3461 if (tmp)
3583 esrv_send_item (who, tmp); 3462 esrv_send_item (who, tmp);
3463
3584 esrv_send_item (who, op); 3464 esrv_send_item (who, op);
3585 } 3465 }
3466
3586 return 0; 3467 return 0;
3587} 3468}
3588
3589 3469
3590int 3470int
3591monster_apply_special (object *who, object *op, int aflags) 3471monster_apply_special (object *who, object *op, int aflags)
3592{ 3472{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3637 3517
3638 case TREASURE: 3518 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3520 return 0;
3641 3521
3642 while ((op->stats.hp--) > 0) 3522 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3644 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);
3645 3525
3646 /* 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,
3647 * 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
3664 } 3544 }
3665 return tmp ? 1 : 0; 3545 return tmp ? 1 : 0;
3666} 3546}
3667 3547
3668/** 3548/**
3669 * 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
3670 * when an original map is loaded) and performs special actions for 3550 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3551 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3552 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3553 */
3674void 3554void
3675fix_auto_apply (maptile *m) 3555maptile::fix_auto_apply ()
3676{ 3556{
3677 object *tmp, *above = NULL; 3557 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3558 return;
3682 3559
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3560 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3561 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3562 {
3687 above = tmp->above; 3563 object *above = tmp->above;
3688 3564
3689 if (tmp->inv) 3565 if (tmp->inv)
3690 { 3566 {
3691 object *invtmp, *invnext; 3567 object *invtmp, *invnext;
3692 3568
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3570 {
3695 invnext = invtmp->below; 3571 invnext = invtmp->below;
3696 3572
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3574 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3576 {
3701 while ((invtmp->stats.hp--) > 0) 3577 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3579
3704 invtmp->randomitems = NULL; 3580 invtmp->randomitems = NULL;
3705 } 3581 }
3706 else if (invtmp && invtmp->arch 3582 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3583 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3584 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3586 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3587 * treasure again for this object
3712 */ 3588 */
3713 invtmp->randomitems = NULL; 3589 invtmp->randomitems = NULL;
3714 } 3590 }
3715 } 3591 }
3716 /* This is really temporary - the code at the bottom will 3592 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3593 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3594 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3595 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3596 * MSW 2004-05-13
3721 * 3597 *
3722 * 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,
3723 * else you get two spells in the book ^_- 3599 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3600 * Ryo 2004-08-16
3725 */ 3601 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3727 || 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)
3728 tmp->randomitems = NULL;
3729
3730 }
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL; 3604 tmp->randomitems = NULL;
3605
3739 } 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 }
3740 else if (tmp->type == TIMED_GATE) 3616 else if (tmp->type == TIMED_GATE)
3741 { 3617 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3618 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3619
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3620 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3621 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3622 }
3750 /* 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
3751 * 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
3752 * 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
3753 * 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.
3754 * 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
3755 * which say how many times to make the treasure. 3628 * which say how many times to make the treasure.
3756 */ 3629 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3630 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3631 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3632 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3633 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3763 } 3636 }
3637
3638 // close all containers
3639 else if (tmp->type == CONTAINER)
3640 tmp->flag [FLAG_APPLIED] = 0;
3641
3642 tmp = above;
3764 } 3643 }
3765 3644
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3645 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3648 check_trigger (tmp, tmp->above);
3771} 3649}
3772 3650
3773/** 3651/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3776 * 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
3777 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3778 */ 3656 */
3779
3780void 3657void
3781eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3782{ 3659{
3783 object *force; 3660 object *force;
3784 int i, did_one = 0; 3661 int i, did_one = 0;
3785 sint8 k;
3786 3662
3787 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3788 3664
3789 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3790 { 3666 if (sint8 k = food->stats.stat (i))
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 { 3667 {
3794 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3795 did_one = 1; 3669 did_one = 1;
3796 } 3670 }
3797 }
3798 3671
3799 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3801 { 3674 {
3802 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3806 } 3679 }
3807 } 3680 }
3808 3681
3809 if (did_one) 3682 if (did_one)
3810 { 3683 {
3811 force->speed = 0.1; 3684 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3685 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3686 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3687 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3688 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3689 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3694 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3695 if (food->stats.hp != 0)
3824 { 3696 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3697 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3698 {
3827 strcpy (who->contr->killer, food->name); 3699 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3700 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3702 }
3831 else 3703 else
3832 { 3704 {
3964 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!");
3965 blind_player (op, op, power); 3837 blind_player (op, op, power);
3966 } 3838 }
3967 else if (failure <= -80) 3839 else if (failure <= -80)
3968 { /* blast the immediate area */ 3840 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3974 tmp->destroy (); 3844 tmp->destroy ();
3975 } 3845 }
3976 } 3846 }
3977} 3847}
3978 3848
3998 */ 3868 */
3999 int i, j; 3869 int i, j;
4000 3870
4001 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
4002 { 3872 {
4003 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
4005 3875
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
4008 { 3877 {
4009 excess_stat++; 3878 excess_stat++;
4010 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
4011 } 3880 }
4012 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
4013 } 3883 }
4014 3884
4015 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
4018 int stat = get_attr_value (stats, i);
4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020 3888
4021 if (i == CHA) 3889 if (i == CHA)
4022 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);
4023 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
4024 { 3895 {
4025 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
4026 excess_stat--; 3897 excess_stat--;
4027 } 3898 }
4030 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c 3902 * the player ref: player.c
4032 */ 3903 */
4033 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
4035
4036 3906
4037 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
4038 3908
4039 /* first, look for the force object banning 3909 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
4097 { 3967 {
4098 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));
4099 return; 3969 return;
4100 } 3970 }
4101 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4104 { 3974 {
4105 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));
4106 return; 3976 return;
4107 } 3977 }
4108 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
4109 /* 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 */
4110 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
4111 { 3981 {
4112 yield = atoi (find); 3982 yield = atoi (find);
4113 if (yield < 1) 3983 if (yield < 1)

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