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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.77 by root, Mon Apr 30 04:43:45 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.
21 * 20 *
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 */
70 68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
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 && 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 && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 84 return 1;
87 85
88 return 0; 86 return 0;
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
375 force->stats.food *= 10; 373 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 377 }
378
380 force->speed_left = -1; 379 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 383 change_abil (op, force);
425 return 0; 424 return 0;
426 425
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-- */
459 prev = op; 458 prev = op;
460 op = op->below; 459 op = op->below;
461 460
462 while (op != NULL) 461 while (op != NULL)
463 { 462 {
464 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
465 { 464 {
466 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
467 { 466 {
468 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
469 return; 468 return;
855 { 854 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 856 pow++;
858 } 857 }
859 858
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 860 }
862 else 861 else
863 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;
864 863
865 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
866 { 865 {
867 int base = 100; 866 int base = 100;
868 int pow = 0; 867 int pow = 0;
871 { 870 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 872 pow++;
874 } 873 }
875 874
876 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
877 } 876 }
878 else 877 else
879 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;
880 879
881 if (armour->weight <= 0) 880 if (armour->weight <= 0)
882 { 881 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 883 armour->weight = 1;
885 } 884 }
886 885
887 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);
888 887
889 if (op->type == PLAYER) 888 if (op->type == PLAYER)
890 { 889 {
891 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
944 943
945 price_in = cost * item->value; 944 price_in = cost * item->value;
946 } 945 }
947 else 946 else
948 { 947 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 950 return 0;
952 951
953 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
954 { 953 {
1006 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",
1007 &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);
1008 1007
1009 /** 1008 /**
1010 * 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
1011 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1012 */ 1011 */
1013 } 1012 }
1014 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);
1015 return 1; 1014 return 1;
1016} 1015}
1245 */ 1244 */
1246static void 1245static void
1247apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1248{ 1247{
1249 readable_message_type *msgType; 1248 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1249
1252 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1253 { 1251 {
1254 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.");
1255 return; 1253 return;
1276 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)
1277 { 1275 {
1278 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.");
1279 return; 1277 return;
1280 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1281 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];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 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 }
1284} 1294}
1285 1295
1286/** 1296/**
1287 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1312 */ 1322 */
1313 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1314 { 1324 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[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);
1317 return; 1327 return;
1318 } 1328 }
1329
1319 recursion_depth++; 1330 recursion_depth++;
1320 if (trap->head) 1331 if (trap->head)
1321 trap = trap->head; 1332 trap = trap->head;
1322 1333
1323 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)))
1338 1349
1339 /* 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
1340 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1342 */ 1353 */
1343 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1345 /* 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); */
1346 } 1357 }
1347 goto leave; 1358 goto leave;
1348 1359
1349 case SPINNER: 1360 case SPINNER:
1518 } 1529 }
1519 goto leave; 1530 goto leave;
1520 1531
1521 default: 1532 default:
1522 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 "
1523 "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);
1524 goto leave; 1535 goto leave;
1525 } 1536 }
1526 1537
1527leave: 1538leave:
1528 recursion_depth--; 1539 recursion_depth--;
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1552 {
1542 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.");
1543 return; 1554 return;
1544 } 1555 }
1556
1545 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1546 { 1558 {
1547 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);
1548 return; 1560 return;
1549 } 1561 }
1550 1562
1553 if (!skill_ob) 1565 if (!skill_ob)
1554 { 1566 {
1555 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.");
1556 return; 1568 return;
1557 } 1569 }
1570
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1573 {
1561 if (lev_diff < 2) 1574 if (lev_diff < 2)
1562 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.");
1573 return; 1586 return;
1574 } 1587 }
1575 1588
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1577 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
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1606 long_desc (tmp, op), &tmp->msg);
1582 1607
1583 /* gain xp from reading */ 1608 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1610 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1894 identify (tmp);
1870 1895
1871 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);
1872 1897
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1899 decrease_ob (tmp);
1876} 1900}
1877 1901
1878/** 1902/**
1881 * chest. 1905 * chest.
1882 */ 1906 */
1883static void 1907static void
1884apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
1885{ 1909{
1886 object *treas;
1887
1888
1889 /* 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
1890 * 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
1891 * 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
1892 * 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
1893 * treasure 1914 * treasure
1894 */ 1915 */
1895
1896 treas = tmp->inv; 1916 object *treas = tmp->inv;
1897 if (treas == NULL) 1917
1918 if (!treas)
1898 { 1919 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1921 decrease_ob (tmp);
1901 return; 1922 return;
1902 } 1923 }
1924
1903 while (tmp->inv) 1925 while (tmp->inv)
1904 { 1926 {
1905 treas = tmp->inv; 1927 treas = tmp->inv;
1906 1928
1907 treas->remove (); 1929 treas->remove ();
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2048 return 0;
2027 2049
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2051 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2055 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2057 abil = tmp;
2039 2058
2040 /* 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
2041 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2296 } 2315 }
2297 2316
2298 return 0; 2317 return 0;
2299} 2318}
2300 2319
2301
2302/** 2320/**
2303 * Main apply handler. 2321 * Main apply handler.
2304 * 2322 *
2305 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2306 * 2324 *
2313 * being applied. 2331 * being applied.
2314 * 2332 *
2315 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2316 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2317 */ 2335 */
2318
2319int 2336int
2320manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2321{ 2338{
2322 if (tmp->head) 2339 if (tmp->head)
2323 tmp = tmp->head; 2340 tmp = tmp->head;
2361 case EXIT: 2378 case EXIT:
2362 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2363 return 0; 2380 return 0;
2364 2381
2365 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2366 {
2367 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));
2368 }
2369 else 2384 else
2370 { 2385 {
2371 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2372 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2373 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2374 2389
2375 op->enter_exit (tmp); 2390 op->enter_exit (tmp);
2376 } 2391 }
2392
2377 return 1; 2393 return 1;
2378 2394
2379 case SIGN: 2395 case SIGN:
2380 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2381 return 1; 2397 return 1;
2385 { 2401 {
2386 apply_book (op, tmp); 2402 apply_book (op, tmp);
2387 return 1; 2403 return 1;
2388 } 2404 }
2389 else 2405 else
2390 {
2391 return 0; 2406 return 0;
2392 }
2393 2407
2394 case SKILLSCROLL: 2408 case SKILLSCROLL:
2395 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2396 { 2410 {
2397 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2398 return 1; 2412 return 1;
2399 } 2413 }
2414 else
2400 return 0; 2415 return 0;
2401 2416
2402 case SPELLBOOK: 2417 case SPELLBOOK:
2403 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2404 { 2419 {
2405 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2406 return 1; 2421 return 1;
2407 } 2422 }
2423 else
2408 return 0; 2424 return 0;
2409 2425
2410 case SCROLL: 2426 case SCROLL:
2411 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2412 return 1; 2428 return 1;
2413 2429
2414 case POTION: 2430 case POTION:
2415 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2416 return 1; 2432 return 1;
2417 2433
2418 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed? 2435 //TODO: remove, as it is unsed?
2420 case CLOSE_CON: 2436 case CLOSE_CON:
2453 case LAMP: 2469 case LAMP:
2454 case BUILDER: 2470 case BUILDER:
2455 case SKILL_TOOL: 2471 case SKILL_TOOL:
2456 if (tmp->env != op) 2472 if (tmp->env != op)
2457 return 2; /* not in inventory */ 2473 return 2; /* not in inventory */
2474
2458 (void) apply_special (op, tmp, aflag); 2475 apply_special (op, tmp, aflag);
2459 return 1; 2476 return 1;
2460 2477
2461 case DRINK: 2478 case DRINK:
2462 case FOOD: 2479 case FOOD:
2463 case FLESH: 2480 case FLESH:
2479 } 2496 }
2480 else 2497 else
2481 return 0; 2498 return 0;
2482 2499
2483 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2484 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2485 return 1; 2502 return 1;
2486 2503
2487 case CLOCK: 2504 case CLOCK:
2488 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2489 { 2506 {
2497 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2498 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2499 return 1; 2516 return 1;
2500 } 2517 }
2501 else 2518 else
2502 {
2503 return 0; 2519 return 0;
2504 }
2505 2520
2506 case MENU: 2521 case MENU:
2507 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2508 { 2523 {
2509 shop_listing (tmp, op); 2524 shop_listing (tmp, op);
2510 return 1; 2525 return 1;
2511 } 2526 }
2512 else 2527 else
2513 {
2514 return 0; 2528 return 0;
2515 }
2516 2529
2517 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2518 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2519 return 1; 2532 return 1;
2520 2533
2523 { 2536 {
2524 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2525 return 1; 2538 return 1;
2526 } 2539 }
2527 else 2540 else
2528 {
2529 return 0; 2541 return 0;
2530 }
2531 2542
2532 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2533 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2534 return 1; 2545 return 1;
2535 2546
2558 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!");
2559 return 0; 2570 return 0;
2560 } 2571 }
2561 } 2572 }
2562 2573
2563 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2564 * applied.
2565 */
2566 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2567 {
2568 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2569 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2570 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2571 op->destroy ();
2572 return 1;
2573 }
2574
2575 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2576 2575
2577 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2578 if (!quiet) 2577 if (!quiet)
2579 { 2578 {
2588/** 2587/**
2589 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2590 * 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
2591 * we use the ground. 2590 * we use the ground.
2592 */ 2591 */
2593
2594void 2592void
2595player_apply_below (object *pl) 2593player_apply_below (object *pl)
2596{ 2594{
2597 int floors = 0; 2595 int floors = 0;
2598 2596
2635 * 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.
2636 */ 2634 */
2637static int 2635static int
2638unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2639{ 2637{
2640 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)))
2641 return RESULT_INT (0); 2640 return RESULT_INT (0);
2642 2641
2643 object *tmp2;
2644
2645 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2646 2643
2647 switch (op->type) 2644 switch (op->type)
2648 { 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
2649 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
2650 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));
2651 2669
2652 (void) change_abil (who, op); 2670 change_abil (who, op);
2653 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2654 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2655 clear_skill (who);
2656 break; 2672 break;
2657 2673
2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL: 2674 case SKILL:
2660 if (op != who->chosen_skill) 2675 if (who->contr)
2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662
2663 if (who->type == PLAYER)
2664 {
2665 if (who->contr->ranged_ob == op)
2666 { 2676 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2671 if (!op->invisible) 2677 if (!op->invisible)
2672 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));
2673 else 2679 else
2674 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);
2675 } 2681 }
2676 2682
2677 change_abil (who, op); 2683 change_abil (who, op);
2678 who->chosen_skill = 0;
2679 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2680 break; 2685 break;
2681 2686
2682 case ARMOUR: 2687 case ARMOUR:
2683 case HELMET: 2688 case HELMET:
2688 case AMULET: 2693 case AMULET:
2689 case GIRDLE: 2694 case GIRDLE:
2690 case BRACERS: 2695 case BRACERS:
2691 case CLOAK: 2696 case CLOAK:
2692 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));
2693 (void) change_abil (who, op); 2698 change_abil (who, op);
2694 break; 2699 break;
2700
2695 case LAMP: 2701 case LAMP:
2702 {
2696 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
2697 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2698 tmp2->x = op->x; 2706 tmp2->x = op->x;
2699 tmp2->y = op->y; 2707 tmp2->y = op->y;
2700 tmp2->map = op->map; 2708 tmp2->map = op->map;
2701 tmp2->below = op->below; 2709 tmp2->below = op->below;
2702 tmp2->above = op->above; 2710 tmp2->above = op->above;
2703 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2704 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2705 2713
2706 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2707 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2708 2716
2709 if (who->type == PLAYER) 2717 if (who->contr)
2710 esrv_del_item (who->contr, op->count); 2718 esrv_del_item (who->contr, op->count);
2711 2719
2712 op->destroy (); 2720 op->destroy ();
2713 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2714 who->update_stats (); 2722 who->update_stats ();
2723
2715 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2716 { 2725 {
2717 if (who->type == PLAYER) 2726 if (who->contr)
2718 { 2727 {
2719 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!");
2720 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2721 } 2730 }
2722 } 2731 }
2723 if (who->type == PLAYER) 2732
2733 if (who->contr)
2724 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2736
2725 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2726 break;
2727 2738
2728 case BOW: 2739 case BOW:
2729 case WAND: 2740 case WAND:
2730 case ROD: 2741 case ROD:
2731 case HORN: 2742 case HORN:
2732 clear_skill (who); 2743 if (player *pl = who->contr)
2733 if (who->type == PLAYER) 2744 {
2745 if (op == pl->ranged_ob)
2734 { 2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2735 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));
2736
2737 who->contr->ranged_skill = 0;
2738 who->contr->ranged_ob = 0;
2739 } 2752 }
2740 else 2753 else
2741 { 2754 {
2755 who->change_skill (0);
2756
2742 if (op->type == BOW) 2757 if (op->type == BOW)
2743 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2744 else 2759 else
2745 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2746 } 2761 }
2747 2762
2748 break; 2763 break;
2749 2764
2750 case BUILDER: 2765 case BUILDER:
2751 if (who->type == PLAYER) 2766 if (who->contr)
2752 {
2753 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));
2754
2755 who->contr->ranged_skill = 0;
2756 who->contr->ranged_ob = 0;
2757 }
2758 break; 2768 break;
2759 2769
2760 default: 2770 default:
2761 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));
2762 break; 2772 break;
2764 2774
2765 who->update_stats (); 2775 who->update_stats ();
2766 2776
2767 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
2768 { 2778 {
2769 object *tmp;
2770
2771 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
2772 if (who->type == PLAYER) 2780
2781 if (who->contr)
2773 { 2782 {
2774 if (tmp) 2783 if (tmp)
2775 { /* it was merged */ 2784 { /* it was merged */
2776 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
2777 op = tmp; 2786 op = tmp;
2778 } 2787 }
2779 2788
2780 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
2781 } 2790 }
2782 } 2791 }
2792
2783 return 0; 2793 return 0;
2784} 2794}
2785 2795
2786/** 2796/**
2787 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
2788 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
2789 * 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
2790 * something like: 2800 * something like:
2791 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
2792 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2793 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
2794 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
2795 * 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.
2796 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
2797 * invisible other objects that use 2807 * invisible other objects that use
2798 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
2799 */ 2809 */
2800object * 2810static object *
2801get_item_from_body_location (object *start, int loc) 2811get_next_item_from_body_location (int loc, object *start)
2802{ 2812{
2803 object *tmp;
2804
2805 if (!start)
2806 return NULL;
2807
2808 for (tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
2809 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))
2810 return tmp; 2817 return tmp;
2811 2818
2812 return NULL; 2819 return 0;
2813} 2820}
2814
2815
2816 2821
2817/** 2822/**
2818 * '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.
2819 * This should only be called when it is known 2824 * This should only be called when it is known
2820 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
2826 * another function that does just that. 2831 * another function that does just that.
2827 */ 2832 */
2828int 2833int
2829unapply_for_ob (object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
2830{ 2835{
2831 int i; 2836 if (op->is_range ())
2832 object *tmp = NULL, *last;
2833
2834 /* If we are applying a shield or weapon, unapply any equipped shield
2835 * or weapons first - only allowed to use one weapon/shield at a time.
2836 */
2837 if (op->type == WEAPON || op->type == SHIELD)
2838 {
2839 for (tmp = who->inv; tmp; tmp = tmp->below) 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2840 {
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2842 {
2843 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)))
2844 { 2840 {
2845 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
2846 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2847 else 2843 else
2848 unapply_special (who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
2849 } 2845 }
2850 else 2846 else
2851 { 2847 {
2852 /* 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.
2853 * 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
2854 * at least generate the message. 2850 * at least generate the message.
2855 */ 2851 */
2856 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));
2857 return 1; 2853 return 1;
2858 }
2859
2860 } 2854 }
2861 }
2862 }
2863 2855
2864 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2865 { 2857 {
2866 /* this used up a slot that we need to free */ 2858 /* this used up a slot that we need to free */
2867 if (op->body_info[i]) 2859 if (op->slot[i].info)
2868 { 2860 {
2869 last = who->inv; 2861 object *last = who->inv;
2870 2862
2871 /* 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
2872 * to free up enough slots. 2864 * to free up enough slots.
2873 */ 2865 */
2874 while ((who->body_used[i] + op->body_info[i]) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
2875 { 2867 {
2876 tmp = get_item_from_body_location (last, i); 2868 object *tmp = get_next_item_from_body_location (i, last);
2869
2877 if (!tmp) 2870 if (!tmp)
2878 { 2871 {
2879#if 0 2872#if 0
2880 /* 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
2881 * equipped. 2874 * equipped.
2882 */ 2875 */
2883 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);
2884#endif 2877#endif
2885 return 1; 2878 return 1;
2886 } 2879 }
2880
2887 /* 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 */
2888 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))))
2889 { 2883 {
2890 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
2891 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2899 * 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
2900 * one cursed ring.) 2894 * one cursed ring.)
2901 */ 2895 */
2902 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));
2903 } 2897 }
2898
2904 last = tmp->below; 2899 last = tmp->below;
2905 } 2900 }
2906 /* 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
2907 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
2908 */ 2903 */
2909 } /* if op is using this body location */ 2904 } /* if op is using this body location */
2910 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
2911 return 0; 2907 return 0;
2912} 2908}
2913 2909
2914/** 2910/**
2915 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
2916 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
2917 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
2918 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
2919 * 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
2920 * 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?)
2921 * 2917 *
2922 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
2923 * these return values. 2919 * these return values.
2924 */ 2920 */
2925int 2921int
2926can_apply_object (object *who, object *op) 2922can_apply_object (object *who, object *op)
2927{ 2923{
2928 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)))
2929 return RESULT_INT (0); 2925 return RESULT_INT (0);
2930 2926
2931 int i, retval = 0; 2927 int retval = 0;
2932 object *tmp = NULL, *ws = NULL; 2928 object *tmp = 0, *ws = 0;
2933 2929
2934 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2935 * 2 weapons, but we don't want to let them do that. So if they are
2936 * trying to equip a weapon or shield, see if they already have one
2937 * in place and store that way.
2938 */
2939 if (op->type == WEAPON || op->type == SHIELD)
2940 { 2931 {
2941 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2932 if (op->slot[i].info)
2942 { 2933 {
2943 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)
2944 { 2936 {
2945 retval = CAN_APPLY_UNAPPLY;
2946 ws = tmp;
2947 }
2948 }
2949 }
2950
2951 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2952 {
2953 if (op->body_info[i])
2954 {
2955 /* Item uses more slots than we have */
2956 if (FABS (op->body_info[i]) > who->body_info[i])
2957 {
2958 /* Could return now for efficiently - rest of info below isn' 2937 /* Could return now for efficiency - rest of info below isn't
2959 * really needed. 2938 * really needed.
2960 */ 2939 */
2961 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
2962 } 2941 }
2963 else if ((who->body_used[i] + op->body_info[i]) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
2964 { 2943 {
2965 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
2966 * we have. 2945 * we have.
2967 */ 2946 */
2968 object *tmp1;
2969
2970 2947
2971 /* 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
2972 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
2973 * 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
2974 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
2975 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
2976 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
2977 * may be two handed for example. 2954 * may be two handed for example.
2978 */ 2955 */
2979 if (ws) 2956 if (ws)
2980 { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2981 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2982 { 2958 {
2983 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
2984 continue; 2960 continue;
2985 } 2961 }
2986 }
2987 2962
2988 tmp1 = get_item_from_body_location (who->inv, i); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2989 if (!tmp1) 2964 if (!tmp1)
2990 { 2965 {
2991#if 0 2966#if 0
2992 /* 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
2993 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
3001 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
3002 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
3003 * to apply multiple objects 2978 * to apply multiple objects
3004 */ 2979 */
3005 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
3006 if (!tmp) 2982 if (!tmp)
3007 tmp = tmp1; 2983 tmp = tmp1;
3008 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
3009 {
3010 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
3011 } 2986
3012 /* 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
3013 * 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
3014 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3015 */ 2990 */
3016 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)
3017 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3018 2994
3019 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3020 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3021 */ 2997 */
3022 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)
3023 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3024
3025 } 3000 }
3026 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3027 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3028 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3029 3004
3042 3017
3043 if (who->type != PLAYER) 3018 if (who->type != PLAYER)
3044 { 3019 {
3045 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))
3046 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3049 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3050 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3052 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3053 } 3031 }
3054 3032
3055 return retval; 3033 return retval;
3070 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3071 * 3049 *
3072 * Optional flags: 3050 * Optional flags:
3073 * 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
3074 * 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
3075 * 3054 *
3076 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3077 * 3056 *
3078 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3079 */ 3058 */
3080int 3059int
3081apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3082{ 3061{
3083 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3084 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3085 int i;
3086 3064
3087 if (who == NULL) 3065 if (who == NULL)
3088 { 3066 {
3089 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3090 return 1; 3068 return 1;
3100 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3101 return 0; 3079 return 0;
3102 3080
3103 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)))
3104 { 3082 {
3105 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));
3106 return 1; 3084 return 1;
3107 } 3085 }
3086
3108 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3109 } 3088 }
3110 3089
3111 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3112 return 0; 3091 return 0;
3113 3092
3114 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);
3115 3103
3116 /* 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 */
3117 if (i) 3105 if (int i = can_apply_object (who, op))
3118 { 3106 {
3119 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3120 { 3108 {
3121 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));
3122 return 1; 3110 return 1;
3124 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3125 { 3113 {
3126 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));
3127 return 1; 3115 return 1;
3128 } 3116 }
3117
3129 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3130 { 3119 {
3131 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3133 return 1; 3122 return 1;
3139 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:");
3140 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3141 return 1; 3130 return 1;
3142 } 3131 }
3143 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))
3144 {
3145 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3146 if (i)
3147 return 1; 3134 return 1;
3148 }
3149 } 3135 }
3150 } 3136 }
3151 3137
3152 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3153 { 3139 {
3154 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3155 if (!skop) 3142 if (!skop)
3156 { 3143 {
3157 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);
3158 return 1; 3145 return 1;
3159 } 3146 }
3160 else 3147 else
3161 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3162 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3163 */ 3150 */
3164 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3165 } 3152 }
3166 3153
3154 if (who->type == PLAYER
3155 && op->item_power
3167 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3168 { 3157 {
3169 new_draw_info (NDI_UNIQUE, 0, who, 3158 new_draw_info (NDI_UNIQUE, 0, who,
3170 "Equipping that combined with other items would consume your soul! " 3159 "Equipping that combined with other items would consume your soul! "
3171 "[use the skills command to check your available item power]"); 3160 "[use the skills command to check your available item power]");
3172 return 1; 3161 return 1;
3173 } 3162 }
3174 3163
3175
3176 /* 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.
3177 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3179 */ 3167 */
3180
3181 if (op->nrof > 1) 3168 if (op->nrof > 1)
3182 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3183 else 3170 else
3184 tmp = NULL; 3171 tmp = 0;
3185 3172
3186 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)))
3187 return RESULT_INT (0); 3174 return RESULT_INT (0);
3188 3175
3189 switch (op->type) 3176 switch (op->type)
3190 { 3177 {
3191 case WEAPON: 3178 case WEAPON:
3192 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3193 { 3180 {
3194 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. "
3195 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3196 if (tmp != NULL) 3184 if (tmp)
3197 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3198 return 1; 3187 return 1;
3199 } 3188 }
3200 3189
3201 //TODO: this obviously fails for players using a shiorter prefix 3190 //TODO: this obviously fails for players using a shorter prefix
3202 // i.e. "R" can use Ragnarok's swors. 3191 // i.e. "R" can use Ragnarok's sword.
3203 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3204 { 3193 {
3205 /* 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. */
3206 /* (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) */
3207 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.");
3210 insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3211 3200
3212 return 1; 3201 return 1;
3213 } 3202 }
3214 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
3215 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3216
3217 if (skop)
3218 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3219 3212
3220 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3213 if (who->contr)
3221 SET_FLAG (who, FLAG_READY_WEAPON); 3214 who->change_weapon (who->contr->combat_ob = op);
3222 3215
3223 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));
3224 3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3225 change_abil (who, op); 3219 change_abil (who, op);
3226 break; 3220 break;
3227 3221
3228 case ARMOUR: 3222 case ARMOUR:
3229 case HELMET: 3223 case HELMET:
3241 break; 3235 break;
3242 3236
3243 case LAMP: 3237 case LAMP:
3244 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3245 { 3239 {
3246 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);
3247 return 1; 3241 return 1;
3248 } 3242 }
3249 3243
3250 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);
3251 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3272 } 3266 }
3273 3267
3274 who->update_stats (); 3268 who->update_stats ();
3275 3269
3276 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3277 {
3278 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3279 { 3272 {
3280 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!");
3281 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3282 } 3275 }
3283 }
3284 3276
3285 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3286 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3287 3279
3288 return 0; 3280 return 0;
3289 3281
3290 /* this part is needed for skill-tools */ 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 }
3292 break;
3293
3291 case SKILL: 3294 case SKILL:
3292 case SKILL_TOOL: 3295 if (player *pl = who->contr)
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 } 3296 {
3298 3297 if (IS_COMBAT_SKILL (op->subtype))
3299 if (who->type == PLAYER)
3300 { 3298 {
3301 who->contr->ranged_skill = who; 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3302 who->contr->ranged_ob = 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 }
3303 3339
3304 if (!op->invisible) 3340 if (!op->invisible)
3305 { 3341 {
3306 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));
3307 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);
3308 } 3344 }
3309 else 3345 else
3310 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);
3311 } 3347 }
3312 3348 else
3349 {
3313 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3314 change_abil (who, op); 3351 change_abil (who, op);
3315 who->chosen_skill = op; 3352 who->chosen_skill = op;
3316 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3317 break; 3356 break;
3318 3357
3319 case BOW: 3358 case BOW:
3320 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3321 { 3360 {
3322 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.");
3323 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!.");
3324 3363
3325 if (tmp) 3364 if (tmp)
3326 insert_ob_in_ob (tmp, who); 3365 insert_ob_in_ob (tmp, who);
3327 3366
3329 } 3368 }
3330 3369
3331 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3332 { 3371 {
3333 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.");
3334 if (tmp != NULL) 3373 if (tmp)
3335 insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3336 3375
3337 return 1; 3376 return 1;
3338 } 3377 }
3339 3378
3340 /*FALLTHROUGH*/ 3379 /*FALLTHROUGH*/
3341 case WAND: 3380 case WAND:
3342 case ROD: 3381 case ROD:
3343 case HORN: 3382 case HORN:
3344 /* 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
3345 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3346 if (skop)
3347 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3348 3393
3349 if (who->type == PLAYER) 3394 if (who->contr)
3350 { 3395 {
3396 who->contr->ranged_ob = op;
3397
3351 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));
3352 3399
3353 if (op->type == BOW) 3400 if (op->type == BOW)
3354 { 3401 {
3402 who->current_weapon = op;
3355 change_abil (who, op); 3403 change_abil (who, op);
3356 new_draw_info_format (NDI_UNIQUE, 0, who, 3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3357 "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));
3358 } 3406 }
3359
3360 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3361 who->contr->ranged_ob = op;
3362 } 3407 }
3363 else 3408 else
3364 { 3409 {
3365 if (op->type == BOW) 3410 if (op->type == BOW)
3366 SET_FLAG (who, FLAG_READY_BOW); 3411 SET_FLAG (who, FLAG_READY_BOW);
3371 break; 3416 break;
3372 3417
3373 case BUILDER: 3418 case BUILDER:
3374 if (who->type == PLAYER) 3419 if (who->type == PLAYER)
3375 { 3420 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3376 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3377 unapply_special (who, who->contr->ranged_ob, 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3378 3424
3379 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));
3380 3426
3381 who->contr->ranged_skill = who;
3382 who->contr->ranged_ob = op; 3427 who->contr->ranged_ob = op;
3383 } 3428 }
3384 break; 3429 break;
3385 3430
3386 default: 3431 default:
3387 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));
3388 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3389 3434
3390 SET_FLAG (op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3391 3436
3392 if (tmp != NULL) 3437 if (tmp)
3393 tmp = insert_ob_in_ob (tmp, who); 3438 tmp = insert_ob_in_ob (tmp, who);
3394 3439
3395 who->update_stats (); 3440 who->update_stats ();
3396 3441
3397 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3587 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3632 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3588 { 3633 {
3589 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3590 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3591 } 3636 }
3637
3592 // close all containers 3638 // close all containers
3593 else if (tmp->type == CONTAINER) 3639 else if (tmp->type == CONTAINER)
3594 tmp->flag [FLAG_APPLIED] = 0; 3640 tmp->flag [FLAG_APPLIED] = 0;
3595 3641
3596 tmp = above; 3642 tmp = above;
3606 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3607 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3608 * 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
3609 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3610 */ 3656 */
3611
3612void 3657void
3613eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3614{ 3659{
3615 object *force; 3660 object *force;
3616 int i, did_one = 0; 3661 int i, did_one = 0;
3617 sint8 k;
3618 3662
3619 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3620 3664
3621 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3622 { 3666 if (sint8 k = food->stats.stat (i))
3623 k = get_attr_value (&food->stats, i);
3624 if (k)
3625 { 3667 {
3626 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3627 did_one = 1; 3669 did_one = 1;
3628 } 3670 }
3629 }
3630 3671
3631 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3632 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3633 { 3674 {
3634 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3795 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!");
3796 blind_player (op, op, power); 3837 blind_player (op, op, power);
3797 } 3838 }
3798 else if (failure <= -80) 3839 else if (failure <= -80)
3799 { /* blast the immediate area */ 3840 { /* blast the immediate area */
3800 object *tmp;
3801
3802 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
3803 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
3804 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3805 tmp->destroy (); 3844 tmp->destroy ();
3806 } 3845 }
3807 } 3846 }
3808} 3847}
3809 3848
3829 */ 3868 */
3830 int i, j; 3869 int i, j;
3831 3870
3832 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
3833 { 3872 {
3834 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
3835 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
3836 3875
3837 stat += get_attr_value (ns, i);
3838 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
3839 { 3877 {
3840 excess_stat++; 3878 excess_stat++;
3841 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
3842 } 3880 }
3843 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
3844 } 3883 }
3845 3884
3846 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
3847 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
3848 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
3849 int stat = get_attr_value (stats, i);
3850 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3851 3888
3852 if (i == CHA) 3889 if (i == CHA)
3853 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);
3854 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
3855 { 3895 {
3856 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
3857 excess_stat--; 3897 excess_stat--;
3858 } 3898 }
3861 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
3862 * the player ref: player.c 3902 * the player ref: player.c
3863 */ 3903 */
3864 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
3865 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
3866
3867 3906
3868 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
3869 3908
3870 /* first, look for the force object banning 3909 /* first, look for the force object banning
3871 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
3928 { 3967 {
3929 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));
3930 return; 3969 return;
3931 } 3970 }
3932 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
3933 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
3934 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3935 { 3974 {
3936 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));
3937 return; 3976 return;
3938 } 3977 }
3939 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
3940 /* 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 */
3941 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
3942 { 3981 {
3943 yield = atoi (find); 3982 yield = atoi (find);
3944 if (yield < 1) 3983 if (yield < 1)

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