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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * 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.
41 * 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.
42 */ 40 */
65 { 63 {
66 arch_flag = 1; 64 arch_flag = 1;
67 name_flag = 1; 65 name_flag = 1;
68 race_flag = 1; 66 race_flag = 1;
69 } 67 }
68
70 /* 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,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * 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.
234 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
235 232
236 if (depl) 233 if (depl)
237 { 234 {
238 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241 238
242 depl->destroy (); 239 depl->destroy ();
243 op->update_stats (); 240 op->update_stats ();
244 } 241 }
376 force->stats.food *= 10; 373 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 377 }
378
381 force->speed_left = -1; 379 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 383 change_abil (op, force);
422 int count = 0; 420 int count = 0;
423 421
424 422
425 if (item == NULL) 423 if (item == NULL)
426 return 0; 424 return 0;
425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 435 count++;
437 else 436 else
438 count += op->nrof; 437 count += op->nrof;
439 } 438 }
440 } 439 }
440
441 op = op->below; 441 op = op->below;
442 } 442 }
443
443 return count; 444 return count;
444} 445}
445 446
446/** 447/**
447 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
457 prev = op; 458 prev = op;
458 op = op->below; 459 op = op->below;
459 460
460 while (op != NULL) 461 while (op != NULL)
461 { 462 {
462 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
463 { 464 {
464 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
465 { 466 {
466 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
467 return; 468 return;
763{ 764{
764 object *otmp; 765 object *otmp;
765 766
766 if (op->type != PLAYER) 767 if (op->type != PLAYER)
767 return 0; 768 return 0;
769
768 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))
769 { 771 {
770 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.");
771 return 0; 773 return 0;
772 } 774 }
775
773 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
774 if (!otmp) 777 if (!otmp)
775 { 778 {
776 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.");
777 return 0; 780 return 0;
778 } 781 }
782
779 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 784 {
781 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");
782 return 0; 786 return 0;
783 } 787 }
788
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
787 return 1; 792 return 1;
788} 793}
849 { 854 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 856 pow++;
852 } 857 }
853 858
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 860 }
856 else 861 else
857 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;
858 863
859 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
860 { 865 {
861 int base = 100; 866 int base = 100;
862 int pow = 0; 867 int pow = 0;
865 { 870 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 872 pow++;
868 } 873 }
869 874
870 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
871 } 876 }
872 else 877 else
873 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;
874 879
875 if (armour->weight <= 0) 880 if (armour->weight <= 0)
876 { 881 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 883 armour->weight = 1;
879 } 884 }
880 885
881 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);
882 887
883 if (op->type == PLAYER) 888 if (op->type == PLAYER)
884 { 889 {
885 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
938 943
939 price_in = cost * item->value; 944 price_in = cost * item->value;
940 } 945 }
941 else 946 else
942 { 947 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
945 return 0; 950 return 0;
946 951
947 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
948 { 953 {
1000 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",
1001 &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);
1002 1007
1003 /** 1008 /**
1004 * 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
1005 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1006 */ 1011 */
1007 } 1012 }
1008 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);
1009 return 1; 1014 return 1;
1010} 1015}
1013 * Handle apply on containers. 1018 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1017 */ 1022 */
1018
1019int 1023int
1020apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1021{ 1025{
1022 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1027 return 0; /* This might change */
1027 1028
1028 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1029 { 1030 {
1030 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]");
1031 return 0; 1032 return 0;
1032 } 1033 }
1033 1034
1034 op->contr->last_used = 0; 1035 op->contr->last_used = 0;
1035 1036
1036 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;
1037 { 1041 }
1038 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)
1039 { 1047 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1041 return 1; 1050 return 1;
1042 } 1051 }
1043 1052 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1053 {
1050 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
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1056 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1057 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1058
1081 if (tmp && tmp->type == CLOSE_CON) 1059 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1064 op->close_container ();
1090 { 1065 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1068 return 1;
1094 apply_container (op, tmp); 1069 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1096 op->container = sack; 1071 // it's locked?
1097 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1098 strcat (buf, "."); 1073 {
1099 } 1074 if (object *tmp = find_key (op, op, sack))
1100 else 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1076 else
1108 { 1077 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 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));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1079 return 1;
1145 } 1080 }
1146 }
1147 } 1081 }
1148 1082
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1084
1154 return 1; 1085 return 1;
1155} 1086}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1087
1282/** 1088/**
1283 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1285 */ 1091 */
1438 */ 1244 */
1439static void 1245static void
1440apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1441{ 1247{
1442 readable_message_type *msgType; 1248 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1249
1445 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1446 { 1251 {
1447 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.");
1448 return; 1253 return;
1469 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)
1470 { 1275 {
1471 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.");
1472 return; 1277 return;
1473 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1474 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];
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1476 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 }
1477} 1294}
1478 1295
1479/** 1296/**
1480 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1505 */ 1322 */
1506 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1507 { 1324 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[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);
1510 return; 1327 return;
1511 } 1328 }
1329
1512 recursion_depth++; 1330 recursion_depth++;
1513 if (trap->head) 1331 if (trap->head)
1514 trap = trap->head; 1332 trap = trap->head;
1515 1333
1516 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)))
1531 1349
1532 /* 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
1533 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1535 */ 1353 */
1536 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1538 /* 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); */
1539 } 1357 }
1540 goto leave; 1358 goto leave;
1541 1359
1542 case SPINNER: 1360 case SPINNER:
1628 1446
1629 1447
1630 case CONVERTER: 1448 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1449 if (convert_item (victim, trap) < 0)
1632 { 1450 {
1633 object *op;
1634
1635 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));
1636 1452 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 } 1453 }
1644 } 1454
1645 goto leave; 1455 goto leave;
1646 1456
1647 case TRIGGER_BUTTON: 1457 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1458 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1459 case TRIGGER_ALTAR:
1706 1516
1707 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1708 goto leave; 1518 goto leave;
1709 1519
1710 case CONTAINER: 1520 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1715 goto leave; 1522 goto leave;
1716 1523
1717 case RUNE: 1524 case RUNE:
1718 case TRAP: 1525 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1722 } 1529 }
1723 goto leave; 1530 goto leave;
1724 1531
1725 default: 1532 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1535 goto leave;
1729 } 1536 }
1730 1537
1731leave: 1538leave:
1732 recursion_depth--; 1539 recursion_depth--;
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1552 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return; 1554 return;
1748 } 1555 }
1556
1749 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1750 { 1558 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return; 1560 return;
1753 } 1561 }
1754 1562
1757 if (!skill_ob) 1565 if (!skill_ob)
1758 { 1566 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 return; 1568 return;
1761 } 1569 }
1570
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1573 {
1765 if (lev_diff < 2) 1574 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1777 return; 1586 return;
1778 } 1587 }
1779 1588
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1785 1607
1786 /* gain xp from reading */ 1608 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1610 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1945 return; 1767 return;
1946 } 1768 }
1947 1769
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1771 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1773 return;
1952 } 1774 }
1953 1775
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1777
1978 { 1800 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1801 spell_skill = find_skill_by_name (op, spell->skill);
1980 1802
1981 if (!spell_skill) 1803 if (!spell_skill)
1982 { 1804 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1806 return;
1985 } 1807 }
1986 1808
1987 if (spell_skill->level < spell->level) 1809 if (spell_skill->level < spell->level)
1988 { 1810 {
2022 else 1844 else
2023 { 1845 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1848 }
1849
2027 decrease_ob (tmp); 1850 decrease_ob (tmp);
2028} 1851}
2029 1852
2030/** 1853/**
2031 * Handles applying a spell scroll. 1854 * Handles applying a spell scroll.
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1894 identify (tmp);
2072 1895
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074 1897
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1899 decrease_ob (tmp);
2078} 1900}
2079 1901
2080/** 1902/**
2083 * chest. 1905 * chest.
2084 */ 1906 */
2085static void 1907static void
2086apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
2087{ 1909{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1910 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1911 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1912 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1913 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure 1914 * treasure
2096 */ 1915 */
2097
2098 treas = tmp->inv; 1916 object *treas = tmp->inv;
2099 if (treas == NULL) 1917
1918 if (!treas)
2100 { 1919 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1921 decrease_ob (tmp);
2103 return; 1922 return;
2104 } 1923 }
1924
2105 while (tmp->inv) 1925 while (tmp->inv)
2106 { 1926 {
2107 treas = tmp->inv; 1927 treas = tmp->inv;
2108 1928
2109 treas->remove (); 1929 treas->remove ();
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2048 return 0;
2229 2049
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2051 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2235 { 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2055 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2057 abil = tmp;
2240 }
2241 }
2242 2058
2243 /* if either skin or ability are missing, this is an old player 2059 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2246 return 0; 2062 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2105 chance = MIN (100., chance * 2.);
2290 2106
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2109 {
2294 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2295 winners++; 2111 winners++;
2296 } 2112 }
2297 2113
2456 continue; /*Not a valid exit */ 2272 continue; /*Not a valid exit */
2457 2273
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2275 continue; /*Not in the same place */
2460 2276
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2277 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2278 continue; /*Not in the same map */
2463 2279
2464 /* 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
2465 * 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
2466 * town portals to prevent strangers from visiting your appartments 2282 * town portals to prevent strangers from visiting your appartments
2498 } 2314 }
2499 } 2315 }
2500 2316
2501 return 0; 2317 return 0;
2502} 2318}
2503
2504 2319
2505/** 2320/**
2506 * Main apply handler. 2321 * Main apply handler.
2507 * 2322 *
2508 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2516 * being applied. 2331 * being applied.
2517 * 2332 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2520 */ 2335 */
2521
2522int 2336int
2523manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2524{ 2338{
2525 if (tmp->head) 2339 if (tmp->head)
2526 tmp = tmp->head; 2340 tmp = tmp->head;
2564 case EXIT: 2378 case EXIT:
2565 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2566 return 0; 2380 return 0;
2567 2381
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 {
2570 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));
2571 }
2572 else 2384 else
2573 { 2385 {
2574 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577 2389
2578 op->enter_exit (tmp); 2390 op->enter_exit (tmp);
2579 } 2391 }
2392
2580 return 1; 2393 return 1;
2581 2394
2582 case SIGN: 2395 case SIGN:
2583 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2584 return 1; 2397 return 1;
2588 { 2401 {
2589 apply_book (op, tmp); 2402 apply_book (op, tmp);
2590 return 1; 2403 return 1;
2591 } 2404 }
2592 else 2405 else
2593 {
2594 return 0; 2406 return 0;
2595 }
2596 2407
2597 case SKILLSCROLL: 2408 case SKILLSCROLL:
2598 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2599 { 2410 {
2600 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2601 return 1; 2412 return 1;
2602 } 2413 }
2414 else
2603 return 0; 2415 return 0;
2604 2416
2605 case SPELLBOOK: 2417 case SPELLBOOK:
2606 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2607 { 2419 {
2608 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2609 return 1; 2421 return 1;
2610 } 2422 }
2423 else
2611 return 0; 2424 return 0;
2612 2425
2613 case SCROLL: 2426 case SCROLL:
2614 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2615 return 1; 2428 return 1;
2616 2429
2617 case POTION: 2430 case POTION:
2618 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2619 return 1; 2432 return 1;
2620 2433
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2436 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env); 2437 apply_container (op, tmp->env);
2627 return 1; 2438 return 1;
2628 2439
2629 case CONTAINER: 2440 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2441 apply_container (op, tmp);
2634 return 1; 2442 return 1;
2635 2443
2636 case TREASURE: 2444 case TREASURE:
2637 if (op->type == PLAYER) 2445 if (op->type == PLAYER)
2638 { 2446 {
2639 apply_treasure (op, tmp); 2447 apply_treasure (op, tmp);
2640 return 1; 2448 return 1;
2641 } 2449 }
2642 else 2450 else
2643 {
2644 return 0; 2451 return 0;
2645 }
2646 2452
2647 case WEAPON: 2453 case WEAPON:
2648 case ARMOUR: 2454 case ARMOUR:
2649 case BOOTS: 2455 case BOOTS:
2650 case GLOVES: 2456 case GLOVES:
2663 case LAMP: 2469 case LAMP:
2664 case BUILDER: 2470 case BUILDER:
2665 case SKILL_TOOL: 2471 case SKILL_TOOL:
2666 if (tmp->env != op) 2472 if (tmp->env != op)
2667 return 2; /* not in inventory */ 2473 return 2; /* not in inventory */
2474
2668 (void) apply_special (op, tmp, aflag); 2475 apply_special (op, tmp, aflag);
2669 return 1; 2476 return 1;
2670 2477
2671 case DRINK: 2478 case DRINK:
2672 case FOOD: 2479 case FOOD:
2673 case FLESH: 2480 case FLESH:
2689 } 2496 }
2690 else 2497 else
2691 return 0; 2498 return 0;
2692 2499
2693 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2695 return 1; 2502 return 1;
2696 2503
2697 case CLOCK: 2504 case CLOCK:
2698 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2699 { 2506 {
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2708 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2709 return 1; 2516 return 1;
2710 } 2517 }
2711 else 2518 else
2712 {
2713 return 0; 2519 return 0;
2714 }
2715 2520
2716 case MENU: 2521 case MENU:
2717 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2718 { 2523 {
2719 shop_listing (op); 2524 shop_listing (tmp, op);
2720 return 1; 2525 return 1;
2721 } 2526 }
2722 else 2527 else
2723 {
2724 return 0; 2528 return 0;
2725 }
2726 2529
2727 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1; 2532 return 1;
2730 2533
2733 { 2536 {
2734 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2735 return 1; 2538 return 1;
2736 } 2539 }
2737 else 2540 else
2738 {
2739 return 0; 2541 return 0;
2740 }
2741 2542
2742 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2744 return 1; 2545 return 1;
2745 2546
2768 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!");
2769 return 0; 2570 return 0;
2770 } 2571 }
2771 } 2572 }
2772 2573
2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774 * applied.
2775 */
2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777 {
2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 op->destroy ();
2782 return 1;
2783 }
2784
2785 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2786 2575
2787 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2788 if (!quiet) 2577 if (!quiet)
2789 { 2578 {
2798/** 2587/**
2799 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2800 * 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
2801 * we use the ground. 2590 * we use the ground.
2802 */ 2591 */
2803
2804void 2592void
2805player_apply_below (object *pl) 2593player_apply_below (object *pl)
2806{ 2594{
2807 object *tmp, *next;
2808 int floors; 2595 int floors = 0;
2809 2596
2810 /* 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
2811 * item in the container. Otherwise, use the map. 2598 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* 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
2816 * 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
2817 * 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
2818 * 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
2819 * not return a proper value. 2603 * not return a proper value.
2820 */ 2604 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2606 {
2823 next = tmp->below; 2607 next = tmp->below;
2608
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2610 floors++;
2826 else if (floors > 0) 2611 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2828 2613
2848 * 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.
2849 */ 2634 */
2850static int 2635static int
2851unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2852{ 2637{
2853 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)))
2854 return RESULT_INT (0); 2640 return RESULT_INT (0);
2855 2641
2856 object *tmp2;
2857
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2643
2859 switch (op->type) 2644 switch (op->type)
2860 { 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
2861 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
2862 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));
2863 2669
2864 (void) change_abil (who, op); 2670 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2867 clear_skill (who);
2868 break; 2672 break;
2869 2673
2870 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL: 2674 case SKILL:
2872 if (op != who->chosen_skill) 2675 if (who->contr)
2873 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 } 2676 {
2876 if (who->type == PLAYER)
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible) 2677 if (!op->invisible)
2881 {
2882 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));
2883 }
2884 else 2679 else
2885 {
2886 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);
2887 } 2681 }
2888 } 2682
2889 (void) change_abil (who, op); 2683 change_abil (who, op);
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2685 break;
2893 2686
2894 case ARMOUR: 2687 case ARMOUR:
2895 case HELMET: 2688 case HELMET:
2900 case AMULET: 2693 case AMULET:
2901 case GIRDLE: 2694 case GIRDLE:
2902 case BRACERS: 2695 case BRACERS:
2903 case CLOAK: 2696 case CLOAK:
2904 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));
2905 (void) change_abil (who, op); 2698 change_abil (who, op);
2906 break; 2699 break;
2700
2907 case LAMP: 2701 case LAMP:
2702 {
2908 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
2909 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2910 tmp2->x = op->x; 2706 tmp2->x = op->x;
2911 tmp2->y = op->y; 2707 tmp2->y = op->y;
2912 tmp2->map = op->map; 2708 tmp2->map = op->map;
2913 tmp2->below = op->below; 2709 tmp2->below = op->below;
2914 tmp2->above = op->above; 2710 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917 2713
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920 2716
2921 if (who->type == PLAYER) 2717 if (who->contr)
2922 esrv_del_item (who->contr, op->count); 2718 esrv_del_item (who->contr, op->count);
2923 2719
2924 op->destroy (); 2720 op->destroy ();
2925 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2926 who->update_stats (); 2722 who->update_stats ();
2723
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 { 2725 {
2929 if (who->type == PLAYER) 2726 if (who->contr)
2930 { 2727 {
2931 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!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 } 2730 }
2934 } 2731 }
2935 if (who->type == PLAYER) 2732
2733 if (who->contr)
2936 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2736
2937 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 2738
2939 case BOW: 2739 case BOW:
2940 case WAND: 2740 case WAND:
2941 case ROD: 2741 case ROD:
2942 case HORN: 2742 case HORN:
2943 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
2944 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));
2945 if (who->type == PLAYER)
2946 {
2947 who->contr->shoottype = range_none;
2948 } 2752 }
2949 else 2753 else
2950 { 2754 {
2755 who->change_skill (0);
2756
2951 if (op->type == BOW) 2757 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else 2759 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 } 2761 }
2762
2956 break; 2763 break;
2957 2764
2958 case BUILDER: 2765 case BUILDER:
2766 if (who->contr)
2959 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));
2960 who->contr->shoottype = range_none;
2961 who->contr->ranges[range_builder] = NULL;
2962 break; 2768 break;
2963 2769
2964 default: 2770 default:
2965 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));
2966 break; 2772 break;
2968 2774
2969 who->update_stats (); 2775 who->update_stats ();
2970 2776
2971 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
2972 { 2778 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
2976 if (who->type == PLAYER) 2780
2781 if (who->contr)
2977 { 2782 {
2978 if (tmp) 2783 if (tmp)
2979 { /* it was merged */ 2784 { /* it was merged */
2980 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
2981 op = tmp; 2786 op = tmp;
2982 } 2787 }
2983 2788
2984 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
2985 } 2790 }
2986 } 2791 }
2792
2987 return 0; 2793 return 0;
2988} 2794}
2989 2795
2990/** 2796/**
2991 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
2992 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
2993 * 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
2994 * something like: 2800 * something like:
2995 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
2996 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2997 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
2998 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
2999 * 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.
3000 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
3001 * invisible other objects that use 2807 * invisible other objects that use
3002 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
3003 */ 2809 */
3004object * 2810static object *
3005get_item_from_body_location (object *start, int loc) 2811get_next_item_from_body_location (int loc, object *start)
3006{ 2812{
3007 object *tmp;
3008
3009 if (!start)
3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
3013 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))
3014 return tmp; 2817 return tmp;
3015 2818
3016 return NULL; 2819 return 0;
3017} 2820}
3018
3019
3020 2821
3021/** 2822/**
3022 * '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.
3023 * This should only be called when it is known 2824 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
3030 * another function that does just that. 2831 * another function that does just that.
3031 */ 2832 */
3032int 2833int
3033unapply_for_ob (object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
3034{ 2835{
3035 int i; 2836 if (op->is_range ())
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield
3039 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */
3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3046 {
3047 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)))
3048 { 2840 {
3049 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3051 else 2843 else
3052 unapply_special (who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
3053 } 2845 }
3054 else 2846 else
3055 { 2847 {
3056 /* 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.
3057 * 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
3058 * at least generate the message. 2850 * at least generate the message.
3059 */ 2851 */
3060 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));
3061 return 1; 2853 return 1;
3062 }
3063
3064 } 2854 }
3065 }
3066 }
3067 2855
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 2857 {
3070 /* this used up a slot that we need to free */ 2858 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 2859 if (op->slot[i].info)
3072 { 2860 {
3073 last = who->inv; 2861 object *last = who->inv;
3074 2862
3075 /* 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
3076 * to free up enough slots. 2864 * to free up enough slots.
3077 */ 2865 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
3079 { 2867 {
3080 tmp = get_item_from_body_location (last, i); 2868 object *tmp = get_next_item_from_body_location (i, last);
2869
3081 if (!tmp) 2870 if (!tmp)
3082 { 2871 {
3083#if 0 2872#if 0
3084 /* 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
3085 * equipped. 2874 * equipped.
3086 */ 2875 */
3087 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);
3088#endif 2877#endif
3089 return 1; 2878 return 1;
3090 } 2879 }
2880
3091 /* 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 */
3092 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))))
3093 { 2883 {
3094 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3103 * 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
3104 * one cursed ring.) 2894 * one cursed ring.)
3105 */ 2895 */
3106 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));
3107 } 2897 }
2898
3108 last = tmp->below; 2899 last = tmp->below;
3109 } 2900 }
3110 /* 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
3111 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
3112 */ 2903 */
3113 } /* if op is using this body location */ 2904 } /* if op is using this body location */
3114 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
3115 return 0; 2907 return 0;
3116} 2908}
3117 2909
3118/** 2910/**
3119 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
3123 * 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
3124 * 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?)
3125 * 2917 *
3126 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
3127 * these return values. 2919 * these return values.
3128 */ 2920 */
3129int 2921int
3130can_apply_object (object *who, object *op) 2922can_apply_object (object *who, object *op)
3131{ 2923{
3132 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)))
3133 return RESULT_INT (0); 2925 return RESULT_INT (0);
3134 2926
3135 int i, retval = 0; 2927 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 2928 object *tmp = 0, *ws = 0;
3137 2929
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3139 * 2 weapons, but we don't want to let them do that. So if they are
3140 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way.
3142 */
3143 if (op->type == WEAPON || op->type == SHIELD)
3144 { 2931 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2932 if (op->slot[i].info)
3146 { 2933 {
3147 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)
3148 { 2936 {
3149 retval = CAN_APPLY_UNAPPLY;
3150 ws = tmp;
3151 }
3152 }
3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
3159 {
3160 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3163 /* Could return now for efficiently - rest of info below isn' 2937 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 2938 * really needed.
3165 */ 2939 */
3166 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
3167 } 2941 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
3169 { 2943 {
3170 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
3171 * we have. 2945 * we have.
3172 */ 2946 */
3173 object *tmp1;
3174
3175 2947
3176 /* 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
3177 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
3178 * 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
3179 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
3182 * may be two handed for example. 2954 * may be two handed for example.
3183 */ 2955 */
3184 if (ws) 2956 if (ws)
3185 { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 { 2958 {
3188 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 2960 continue;
3190 } 2961 }
3191 }
3192 2962
3193 tmp1 = get_item_from_body_location (who->inv, i); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3194 if (!tmp1) 2964 if (!tmp1)
3195 { 2965 {
3196#if 0 2966#if 0
3197 /* 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
3198 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
3206 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
3207 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
3208 * to apply multiple objects 2978 * to apply multiple objects
3209 */ 2979 */
3210 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
3211 if (!tmp) 2982 if (!tmp)
3212 tmp = tmp1; 2983 tmp = tmp1;
3213 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 2986
3217 /* 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
3218 * 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
3219 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3220 */ 2990 */
3221 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)
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 2994
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3226 */ 2997 */
3227 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)
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 3000 }
3231 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3232 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3234 3004
3239 * 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
3240 * all use the same location. 3010 * all use the same location.
3241 */ 3011 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3246 3017
3247
3248 if (who->type != PLAYER) 3018 if (who->type != PLAYER)
3249 { 3019 {
3250 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))
3251 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3258 } 3031 }
3032
3259 return retval; 3033 return retval;
3260} 3034}
3261
3262
3263 3035
3264/** 3036/**
3265 * 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.
3266 * 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,
3267 * 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
3276 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3277 * 3049 *
3278 * Optional flags: 3050 * Optional flags:
3279 * 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
3280 * 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
3281 * 3054 *
3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283 * 3056 *
3284 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3285 */ 3058 */
3286int 3059int
3287apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3288{ 3061{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3290 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3064
3293 if (who == NULL) 3065 if (who == NULL)
3294 { 3066 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3068 return 1;
3306 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3307 return 0; 3079 return 0;
3308 3080
3309 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)))
3310 { 3082 {
3311 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));
3312 return 1; 3084 return 1;
3313 } 3085 }
3086
3314 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3315 } 3088 }
3316 3089
3317 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3318 return 0; 3091 return 0;
3319 3092
3320 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);
3321 3103
3322 /* 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 */
3323 if (i) 3105 if (int i = can_apply_object (who, op))
3324 { 3106 {
3325 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3326 { 3108 {
3327 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));
3328 return 1; 3110 return 1;
3330 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3113 {
3332 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));
3333 return 1; 3115 return 1;
3334 } 3116 }
3117
3335 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3336 { 3119 {
3337 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3122 return 1;
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3346 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3130 return 1;
3348 } 3131 }
3349 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))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3134 return 1;
3354 }
3355 } 3135 }
3356 } 3136 }
3357 3137
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3139 {
3360 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3361 if (!skop) 3142 if (!skop)
3362 { 3143 {
3363 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);
3364 return 1; 3145 return 1;
3365 } 3146 }
3366 else 3147 else
3367 {
3368 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3370 */ 3150 */
3371 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3372 }
3373 }
3374
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376 { 3152 }
3377 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]");
3378 return 1; 3161 return 1;
3379 } 3162 }
3380
3381 3163
3382 /* 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.
3383 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3385 */ 3167 */
3386
3387
3388 if (op->nrof > 1) 3168 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3390 else 3170 else
3391 tmp = NULL; 3171 tmp = 0;
3392 3172
3393 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)))
3394 return RESULT_INT (0); 3174 return RESULT_INT (0);
3395 3175
3396 switch (op->type) 3176 switch (op->type)
3397 { 3177 {
3398 case WEAPON: 3178 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3400 { 3180 {
3401 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. "
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3403 if (tmp != NULL) 3184 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3405 return 1; 3187 return 1;
3406 } 3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3193 {
3409 /* 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. */
3410 /* (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) */
3411 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
3412 if (tmp != NULL) 3198 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200
3414 return 1; 3201 return 1;
3415 } 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
3416 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3417
3418 if (skop)
3419 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3212
3421 SET_FLAG (who, FLAG_READY_WEAPON); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3422 3215
3423 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));
3424 3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3425 (void) change_abil (who, op); 3219 change_abil (who, op);
3426 break; 3220 break;
3427 3221
3428 case ARMOUR: 3222 case ARMOUR:
3429 case HELMET: 3223 case HELMET:
3430 case SHIELD: 3224 case SHIELD:
3435 case CLOAK: 3229 case CLOAK:
3436 case RING: 3230 case RING:
3437 case AMULET: 3231 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3232 SET_FLAG (op, FLAG_APPLIED);
3439 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));
3440 (void) change_abil (who, op); 3234 change_abil (who, op);
3441 break; 3235 break;
3236
3442 case LAMP: 3237 case LAMP:
3443 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3444 { 3239 {
3445 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);
3446 return 1; 3241 return 1;
3447 } 3242 }
3243
3448 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);
3449 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food; 3246 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED); 3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3454 insert_ob_in_ob (tmp2, who); 3252 insert_ob_in_ob (tmp2, who);
3455 3253
3456 /* Remove the old lantern */ 3254 /* Remove the old lantern */
3457 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count); 3256 esrv_del_item (who->contr, op->count);
3459 3257
3460 op->destroy (); 3258 op->destroy ();
3461 3259
3462 /* insert the portion that was split off */ 3260 /* insert the portion that was split off */
3463 if (tmp != NULL) 3261 if (tmp)
3464 { 3262 {
3465 (void) insert_ob_in_ob (tmp, who); 3263 insert_ob_in_ob (tmp, who);
3466 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3467 esrv_send_item (who, tmp); 3265 esrv_send_item (who, tmp);
3468 } 3266 }
3267
3469 who->update_stats (); 3268 who->update_stats ();
3269
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3472 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3473 { 3272 {
3474 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!");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 } 3275 }
3477 } 3276
3478 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3279
3480 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 }
3481 break; 3292 break;
3482 3293
3483 /* this part is needed for skill-tools */
3484 case SKILL: 3294 case SKILL:
3485 case SKILL_TOOL: 3295 if (player *pl = who->contr)
3486 if (who->chosen_skill)
3487 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3489 return 1;
3490 } 3296 {
3491 if (who->type == PLAYER) 3297 if (IS_COMBAT_SKILL (op->subtype))
3492 { 3298 {
3493 who->contr->shoottype = range_skill; 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3494 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
3495 if (!op->invisible) 3340 if (!op->invisible)
3496 { 3341 {
3497 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));
3498 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);
3499 } 3344 }
3500 else 3345 else
3501 {
3502 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);
3503 } 3347 }
3348 else
3504 } 3349 {
3505 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op); 3351 change_abil (who, op);
3507 who->chosen_skill = op; 3352 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3509 break; 3356 break;
3510 3357
3511 case BOW: 3358 case BOW:
3512 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3513 { 3360 {
3514 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.");
3515 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
3516 if (tmp != NULL) 3364 if (tmp)
3517 (void) insert_ob_in_ob (tmp, who); 3365 insert_ob_in_ob (tmp, who);
3366
3518 return 1; 3367 return 1;
3519 } 3368 }
3369
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 { 3371 {
3522 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.");
3523 if (tmp != NULL) 3373 if (tmp)
3524 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3525 return 1; 3376 return 1;
3526 } 3377 }
3378
3527 /*FALLTHROUGH*/ case WAND: 3379 /*FALLTHROUGH*/
3380 case WAND:
3528 case ROD: 3381 case ROD:
3529 case HORN: 3382 case HORN:
3530 /* 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
3531 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3534 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));
3535 3399
3536 if (who->type == PLAYER)
3537 {
3538 if (op->type == BOW) 3400 if (op->type == BOW)
3539 { 3401 {
3402 who->current_weapon = op;
3540 (void) change_abil (who, op); 3403 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who, 3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "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));
3543 who->contr->shoottype = range_bow;
3544 }
3545 else
3546 {
3547 who->contr->shoottype = range_misc;
3548 } 3406 }
3549 } 3407 }
3550 else 3408 else
3551 { 3409 {
3552 if (op->type == BOW) 3410 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3411 SET_FLAG (who, FLAG_READY_BOW);
3554 else 3412 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3413 SET_FLAG (who, FLAG_READY_RANGE);
3556 } 3414 }
3415
3557 break; 3416 break;
3558 3417
3559 case BUILDER: 3418 case BUILDER:
3560 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)
3561 unapply_special (who, who->contr->ranges[range_builder], 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3562 who->contr->shoottype = range_builder; 3424
3563 who->contr->ranges[range_builder] = op;
3564 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 }
3565 break; 3429 break;
3566 3430
3567 default: 3431 default:
3568 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));
3569 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3570 3434
3571 SET_FLAG (op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3572 3436
3573 if (tmp != NULL) 3437 if (tmp)
3574 tmp = insert_ob_in_ob (tmp, who); 3438 tmp = insert_ob_in_ob (tmp, who);
3575 3439
3576 who->update_stats (); 3440 who->update_stats ();
3577 3441
3578 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3588 { 3452 {
3589 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!");
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3454 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3455 }
3592 } 3456 }
3457
3593 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3594 { 3459 {
3595 /* if multiple objects were applied, update both slots */ 3460 /* if multiple objects were applied, update both slots */
3596 if (tmp) 3461 if (tmp)
3597 esrv_send_item (who, tmp); 3462 esrv_send_item (who, tmp);
3463
3598 esrv_send_item (who, op); 3464 esrv_send_item (who, op);
3599 } 3465 }
3466
3600 return 0; 3467 return 0;
3601} 3468}
3602
3603 3469
3604int 3470int
3605monster_apply_special (object *who, object *op, int aflags) 3471monster_apply_special (object *who, object *op, int aflags)
3606{ 3472{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 3517
3652 case TREASURE: 3518 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3520 return 0;
3655 3521
3656 while ((op->stats.hp--) > 0) 3522 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 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);
3659 3525
3660 /* 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,
3661 * 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
3678 } 3544 }
3679 return tmp ? 1 : 0; 3545 return tmp ? 1 : 0;
3680} 3546}
3681 3547
3682/** 3548/**
3683 * 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
3684 * when an original map is loaded) and performs special actions for 3550 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3551 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3552 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3553 */
3688void 3554void
3689maptile::fix_auto_apply () 3555maptile::fix_auto_apply ()
3767 { 3633 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3770 } 3636 }
3771 3637
3638 // close all containers
3639 else if (tmp->type == CONTAINER)
3640 tmp->flag [FLAG_APPLIED] = 0;
3641
3772 tmp = above; 3642 tmp = above;
3773 } 3643 }
3774 3644
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3645 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3782 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3783 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3784 * 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
3785 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3786 */ 3656 */
3787
3788void 3657void
3789eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3790{ 3659{
3791 object *force; 3660 object *force;
3792 int i, did_one = 0; 3661 int i, did_one = 0;
3793 sint8 k;
3794 3662
3795 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3796 3664
3797 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3798 { 3666 if (sint8 k = food->stats.stat (i))
3799 k = get_attr_value (&food->stats, i);
3800 if (k)
3801 { 3667 {
3802 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3803 did_one = 1; 3669 did_one = 1;
3804 } 3670 }
3805 }
3806 3671
3807 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3808 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3809 { 3674 {
3810 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3829 /* check for hp, sp change */ 3694 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3695 if (food->stats.hp != 0)
3831 { 3696 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3697 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3698 {
3834 strcpy (who->contr->killer, food->name); 3699 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3700 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 } 3702 }
3838 else 3703 else
3839 { 3704 {
3971 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!");
3972 blind_player (op, op, power); 3837 blind_player (op, op, power);
3973 } 3838 }
3974 else if (failure <= -80) 3839 else if (failure <= -80)
3975 { /* blast the immediate area */ 3840 { /* blast the immediate area */
3976 object *tmp;
3977
3978 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
3979 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3981 tmp->destroy (); 3844 tmp->destroy ();
3982 } 3845 }
3983 } 3846 }
3984} 3847}
3985 3848
4005 */ 3868 */
4006 int i, j; 3869 int i, j;
4007 3870
4008 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
4009 { 3872 {
4010 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
4012 3875
4013 stat += get_attr_value (ns, i);
4014 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
4015 { 3877 {
4016 excess_stat++; 3878 excess_stat++;
4017 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
4018 } 3880 }
4019 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
4020 } 3883 }
4021 3884
4022 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
4025 int stat = get_attr_value (stats, i);
4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027 3888
4028 if (i == CHA) 3889 if (i == CHA)
4029 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);
4030 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
4031 { 3895 {
4032 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
4033 excess_stat--; 3897 excess_stat--;
4034 } 3898 }
4037 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
4038 * the player ref: player.c 3902 * the player ref: player.c
4039 */ 3903 */
4040 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
4041 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
4042
4043 3906
4044 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
4045 3908
4046 /* first, look for the force object banning 3909 /* first, look for the force object banning
4047 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
4104 { 3967 {
4105 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));
4106 return; 3969 return;
4107 } 3970 }
4108 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
4109 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4111 { 3974 {
4112 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));
4113 return; 3976 return;
4114 } 3977 }
4115 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
4116 /* 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 */
4117 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
4118 { 3981 {
4119 yield = atoi (find); 3982 yield = atoi (find);
4120 if (yield < 1) 3983 if (yield < 1)

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