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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.104 by root, Fri May 18 12:13:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
196{ 193{
197 int got_one = 0, i; 194 int got_one = 0, i;
198 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
199 196
200 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
201 198
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 200 {
204 if (op->type == PLAYER) 201 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 204 return 0;
208 } 205 }
209 206
210 if (op->type == PLAYER) 207 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 209 identify (tmp);
214 }
215 210
216 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
217 212
218 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 216 object *depl;
222 archetype *at; 217 archetype *at;
223 218
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 220 {
226 drain_stat (op); 221 op->drain_stat ();
227 fix_player (op); 222 op->update_stats ();
228 decrease_ob (tmp); 223 decrease_ob (tmp);
229 return 1; 224 return 1;
230 } 225 }
226
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 228 {
233 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 230 return 0;
235 } 231 }
236 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
237 if (depl != NULL) 234 if (depl)
238 { 235 {
239 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 } 239
244 remove_ob (depl); 240 depl->destroy ();
245 free_object (depl); 241 op->update_stats ();
246 fix_player (op);
247 } 242 }
248 else 243 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250 245
251 decrease_ob (tmp); 246 decrease_ob (tmp);
253 } 248 }
254 249
255 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 { 252 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
260 { 254 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 256 {
263 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
293 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
294 break; 288 break;
295 } 289 }
296 } 290 }
297 } 291 }
292
298 /* Just makes checking easier */ 293 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
300 got_one = 1; 295 got_one = 1;
296
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 298 {
303 if (got_one) 299 if (got_one)
304 { 300 {
305 fix_player (op); 301 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 } 305 }
310 else 306 else
312 } 308 }
313 else 309 else
314 { /* cursed potion */ 310 { /* cursed potion */
315 if (got_one) 311 if (got_one)
316 { 312 {
317 fix_player (op); 313 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 } 315 }
320 else 316 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 } 318 }
319
323 decrease_ob (tmp); 320 decrease_ob (tmp);
324 return 1; 321 return 1;
325 } 322 }
326 323
327 324
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 347
351 decrease_ob (tmp); 348 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 351 op->update_stats ();
355 return 1; 352 return 1;
356 } 353 }
357 354
358 /* Deal with protection potions */ 355 /* Deal with protection potions */
359 force = NULL; 356 force = NULL;
377 force->stats.food *= 10; 374 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 378 }
379
382 force->speed_left = -1; 380 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 384 change_abil (op, force);
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
764{ 765{
765 object *otmp; 766 object *otmp;
766 767
767 if (op->type != PLAYER) 768 if (op->type != PLAYER)
768 return 0; 769 return 0;
770
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 772 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 774 return 0;
773 } 775 }
776
774 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
775 if (!otmp) 778 if (!otmp)
776 { 779 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 781 return 0;
779 } 782 }
783
780 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 785 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 787 return 0;
784 } 788 }
789
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
788 return 1; 793 return 1;
789} 794}
883 888
884 if (op->type == PLAYER) 889 if (op->type == PLAYER)
885 { 890 {
886 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 893 op->update_stats ();
889 } 894 }
890 decrease_ob (improver); 895 decrease_ob (improver);
891 if (tmp) 896 if (tmp)
892 { 897 {
893 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
952 price_in = nr * CONV_NEED (converter) * item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
953 } 958 }
954 else 959 else
955 { 960 {
956 price_in = item->value; 961 price_in = item->value;
957 remove_ob (item); 962 item->destroy ();
958 free_object (item);
959 } 963 }
960 } 964 }
961 965
962 if (converter->inv != NULL) 966 if (converter->inv != NULL)
963 { 967 {
981 else 985 else
982 { 986 {
983 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
984 { 988 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 991 return -1;
988 } 992 }
989 993
990 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1001 { 1005 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1008
1005 /** 1009 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1008 */ 1012 */
1015 * Handle apply on containers. 1019 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1019 */ 1023 */
1020
1021int 1024int
1022apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1023{ 1026{
1024 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1028 return 0; /* This might change */
1029 1029
1030 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1031 { 1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1033 return 0;
1034 } 1034 }
1035 op->contr->last_used = NULL; 1035
1036 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1037 1037
1038 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1039 { 1042 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1041 { 1048 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1043 return 1; 1051 return 1;
1044 } 1052 }
1045 /* It's on the ground, the problems begin */ 1053 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1054 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1057 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1058 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1059
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1060 // fall through to opening it (active in inv)
1091 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1065 op->close_container ();
1093 { 1066 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1096 tmp = op->container; 1069 return 1;
1097 apply_container (op, tmp); 1070 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1099 op->container = sack; 1072 // it's locked?
1100 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1101 strcat (buf, "."); 1074 {
1102 } 1075 if (object *tmp = find_key (op, op, sack))
1103 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1077 else
1111 { 1078 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1080 return 1;
1148 } 1081 }
1149 }
1150 } 1082 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083
1152 if (op->contr) 1084 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1085
1154 return 1; 1086 return 1;
1155} 1087}
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->name);
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 1088
1282/** 1089/**
1283 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1285 */ 1092 */
1346 1153
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1155 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1157
1351 remove_ob (tmp); 1158 tmp->remove ();
1352 1159
1353 if (i == -1) 1160 if (i == -1)
1354 i = 0; 1161 i = 0;
1355 1162
1356 tmp->map = op->map; 1163 tmp->map = op->map;
1420 { 1227 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1422 } 1229 }
1423 else 1230 else
1424 { 1231 {
1425 remove_ob (op); 1232 op->remove ();
1426 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1236 }
1430 } 1237 }
1531 1338
1532 /* Just put in some sanity check. I think there is a bug in the 1339 /* 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 1340 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1535 */ 1342 */
1536 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1346 }
1540 goto leave; 1347 goto leave;
1541 1348
1542 case SPINNER: 1349 case SPINNER:
1628 1435
1629 1436
1630 case CONVERTER: 1437 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1632 { 1439 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1441 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 }
1644 } 1442 }
1443
1645 goto leave; 1444 goto leave;
1646 1445
1647 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1478 {
1680 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1681 * players output. 1480 * players output.
1682 */ 1481 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1685 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1686 } 1486 }
1687 goto leave; 1487 goto leave;
1688 1488
1689 case ENCOUNTER: 1489 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1705 1505
1706 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1707 goto leave; 1507 goto leave;
1708 1508
1709 case CONTAINER: 1509 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1714 goto leave; 1511 goto leave;
1715 1512
1716 case RUNE: 1513 case RUNE:
1717 case TRAP: 1514 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1778 1575
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1577
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1784 1582
1785 /* gain xp from reading */ 1583 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1585 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1587
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1589 {
1792 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1794 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1795 if (tmp->env) 1594 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1596 else
1798 op->contr->socket.update_look = 1; 1597 op->contr->ns->floorbox_update ();
1799 } 1598 }
1599
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1602 }
1803} 1603}
1804 1604
1853 } 1653 }
1854 return; 1654 return;
1855 } 1655 }
1856 1656
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object (); 1658 tmp = spell->clone ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op); 1659 insert_ob_in_ob (tmp, op);
1861 1660
1862 if (special_prayer) 1661 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1663
1867 esrv_add_spells (op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1868} 1665}
1869 1666
1870/** 1667/**
1887 } 1684 }
1888 1685
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1689 spob->destroy ();
1893 free_object (spob);
1894} 1690}
1895 1691
1896/** 1692/**
1897 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return; 1733 return;
1938 } 1734 }
1939 1735
1940 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1941 if (!spell) 1738 if (!spell)
1942 { 1739 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return; 1742 return;
1946 } 1743 }
1947 1744
1948 if (spell->level > (skop->level + 10)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1746 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1748 return;
1952 } 1749 }
1953 1750
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1752
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1754 {
1958 identify (tmp); 1755 identify (tmp);
1756
1959 if (tmp->env) 1757 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1759 else
1962 op->contr->socket.update_look = 1; 1760 op->contr->ns->floorbox_update ();
1963 } 1761 }
1964 1762
1965 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1966 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1967 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1977 { 1775 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1979 1777
1980 if (!spell_skill) 1778 if (!spell_skill)
1981 { 1779 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1983 return; 1781 return;
1984 } 1782 }
1985 1783
1986 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1987 { 1785 {
2021 else 1819 else
2022 { 1820 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025 } 1823 }
1824
2026 decrease_ob (tmp); 1825 decrease_ob (tmp);
2027} 1826}
2028 1827
2029/** 1828/**
2030 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1869 identify (tmp);
2071 1870
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073 1872
2074
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1874 decrease_ob (tmp);
2077} 1875}
2078 1876
2079/** 1877/**
2082 * chest. 1880 * chest.
2083 */ 1881 */
2084static void 1882static void
2085apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2086{ 1884{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
2091 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
2092 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
2093 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
2094 * treasure 1889 * treasure
2095 */ 1890 */
2096
2097 treas = tmp->inv; 1891 object *treas = tmp->inv;
2098 if (treas == NULL) 1892
1893 if (!treas)
2099 { 1894 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101 decrease_ob (tmp); 1896 decrease_ob (tmp);
2102 return; 1897 return;
2103 } 1898 }
1899
2104 while (tmp->inv) 1900 while (tmp->inv)
2105 { 1901 {
2106 treas = tmp->inv; 1902 treas = tmp->inv;
2107 1903
2108 remove_ob (treas); 1904 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1906
2111 treas->x = op->x; 1907 treas->x = op->x;
2112 treas->y = op->y; 1908 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1910
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1912 spring_trap (treas, op);
1913
2117 /* If either player or container was destroyed, no need to do 1914 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1915 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1916 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1917 * any way for the treasure chest or player to get killed
2121 */ 1918 */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2023 return 0;
2227 2024
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2026 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2033 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2035 abil = tmp;
2238 }
2239 }
2240 2036
2241 /* if either skin or ability are missing, this is an old player 2037 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2244 return 0; 2040 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2288 2084
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2087 {
2292 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2293 winners++; 2089 winners++;
2294 } 2090 }
2295 2091
2326 2122
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2124 {
2329 /* resistance increased! */ 2125 /* resistance increased! */
2330 skin->resist[i]++; 2126 skin->resist[i]++;
2331 fix_player (op); 2127 op->update_stats ();
2332 2128
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2131 }
2336 2132
2355 } 2151 }
2356 } 2152 }
2357 return 1; 2153 return 1;
2358} 2154}
2359 2155
2360static void
2361apply_savebed (object *pl)
2362{
2363#ifndef COZY_SERVER
2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2366 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2367 return;
2368 }
2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2371 /* Need to call terminate_all_pets() before we remove the player ob */
2372 terminate_all_pets (pl);
2373 remove_ob (pl);
2374 pl->direction = 0;
2375 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2376
2377 /* update respawn position */
2378 strcpy (pl->contr->savebed_map, pl->map->path);
2379 pl->contr->bed_x = pl->x;
2380 pl->contr->bed_y = pl->y;
2381
2382 strcpy (pl->contr->killer, "left");
2383 check_score (pl); /* Always check score */
2384 (void) save_player (pl, 0);
2385 pl->map->players--;
2386#if MAP_MAXTIMEOUT
2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2388#endif
2389 play_again (pl);
2390 pl->speed = 0;
2391 update_ob_speed (pl);
2392}
2393
2394/** 2156/**
2395 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2397 */ 2159 */
2398static void 2160static void
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 { 2166 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2406 return; 2168 return;
2407 } 2169 }
2170
2408 armor = find_marked_object (op); 2171 armor = find_marked_object (op);
2172
2409 if (!armor) 2173 if (!armor)
2410 { 2174 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return; 2176 return;
2413 } 2177 }
2178
2414 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2180 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2182 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2186
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2188 improve_armour (op, tmp, armor);
2424} 2189}
2425 2190
2426
2427extern void 2191extern void
2428apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2429{ 2193{
2430 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2431 { 2195 {
2442 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2207 decrease_ob (tmp);
2444} 2208}
2445 2209
2446/** 2210/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2448 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2213 * -You can come back (there is another exit at the other side)
2450 * -You are 2214 * -You are
2451 * ° the owner of the exit 2215 * ° the owner of the exit
2452 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2453 * 2217 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2218 * Note: a owner in a 2 way exit is saved as the owner's name
2455 * in the field exit->name cause the field exit->owner doesn't 2219 * in the field exit->name cause the field exit->owner doesn't
2456 * survive in the swapping (in fact the whole exit doesn't survive). 2220 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2221 */
2458int 2222int
2459is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2460{ 2224{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2231#endif
2471 * all the exits in destination and try to find one with same path as 2232
2472 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap) 2235 if (exitmap)
2478 { 2236 {
2237 exitmap->load_sync ();
2238
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2480 if (!tmp) 2241 if (!tmp)
2481 return 0; 2242 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2483 { 2245 {
2484 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2486 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2492 2257
2493 /* From here we have found the exit is valid. However we do 2258 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2259 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2496 */ 2261 */
2497 if (!exit->race) 2262 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2499 exit_owner = NULL; 2265 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2501 { 2268 {
2502 if (!pp->ob) 2269 if (!pp->ob)
2503 continue; 2270 continue;
2271
2504 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2505 continue; 2273 continue;
2274
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2276 break;
2508 } 2277 }
2278
2509 if (!exit_owner) 2279 if (!exit_owner)
2510 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2511 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2513 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2516 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2289 return 0;
2290
2518 return 1; 2291 return 1;
2519 } 2292 }
2520 } 2293 }
2294
2521 return 0; 2295 return 0;
2522} 2296}
2523
2524 2297
2525/** 2298/**
2526 * Main apply handler. 2299 * Main apply handler.
2527 * 2300 *
2528 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2536 * being applied. 2309 * being applied.
2537 * 2310 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2540 */ 2313 */
2541
2542int 2314int
2543manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2544{ 2316{
2545 if (tmp->head) 2317 if (tmp->head)
2546 tmp = tmp->head; 2318 tmp = tmp->head;
2551 { 2323 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2553 return 1; 2325 return 1;
2554 } 2326 }
2555 else 2327 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2329 }
2560 2330
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2332 return RESULT_INT (0);
2563 2333
2564 switch (tmp->type) 2334 switch (tmp->type)
2565 { 2335 {
2566
2567 case CF_HANDLE: 2336 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1; 2339 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2340 SET_ANIMATION (tmp, tmp->value);
2578 { 2347 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 } 2350 }
2582 else 2351 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2353
2586 return 1; 2354 return 1;
2587 2355
2588 case EXIT: 2356 case EXIT:
2589 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2590 return 0; 2358 return 0;
2359
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else 2362 else
2596 { 2363 {
2597 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2600 enter_exit (op, tmp); 2368 op->enter_exit (tmp);
2601 } 2369 }
2370
2602 return 1; 2371 return 1;
2603 2372
2604 case SIGN: 2373 case SIGN:
2605 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2606 return 1; 2375 return 1;
2610 { 2379 {
2611 apply_book (op, tmp); 2380 apply_book (op, tmp);
2612 return 1; 2381 return 1;
2613 } 2382 }
2614 else 2383 else
2615 {
2616 return 0; 2384 return 0;
2617 }
2618 2385
2619 case SKILLSCROLL: 2386 case SKILLSCROLL:
2620 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2621 { 2388 {
2622 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2623 return 1; 2390 return 1;
2624 } 2391 }
2392 else
2625 return 0; 2393 return 0;
2626 2394
2627 case SPELLBOOK: 2395 case SPELLBOOK:
2628 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2629 { 2397 {
2630 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2631 return 1; 2399 return 1;
2632 } 2400 }
2401 else
2633 return 0; 2402 return 0;
2634 2403
2635 case SCROLL: 2404 case SCROLL:
2636 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2637 return 1; 2406 return 1;
2638 2407
2639 case POTION: 2408 case POTION:
2640 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2641 return 1; 2410 return 1;
2642 2411
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2414 case CLOSE_CON:
2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2649 return 1; 2416 return 1;
2650 2417
2651 case CONTAINER: 2418 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2656 return 1; 2420 return 1;
2657 2421
2658 case TREASURE: 2422 case TREASURE:
2659 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2660 { 2424 {
2661 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2662 return 1; 2426 return 1;
2663 } 2427 }
2664 else 2428 else
2665 {
2666 return 0; 2429 return 0;
2667 }
2668 2430
2669 case WEAPON: 2431 case WEAPON:
2670 case ARMOUR: 2432 case ARMOUR:
2671 case BOOTS: 2433 case BOOTS:
2672 case GLOVES: 2434 case GLOVES:
2685 case LAMP: 2447 case LAMP:
2686 case BUILDER: 2448 case BUILDER:
2687 case SKILL_TOOL: 2449 case SKILL_TOOL:
2688 if (tmp->env != op) 2450 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2690 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2691 return 1; 2454 return 1;
2692 2455
2693 case DRINK: 2456 case DRINK:
2694 case FOOD: 2457 case FOOD:
2695 case FLESH: 2458 case FLESH:
2699 case POISON: 2462 case POISON:
2700 apply_poison (op, tmp); 2463 apply_poison (op, tmp);
2701 return 1; 2464 return 1;
2702 2465
2703 case SAVEBED: 2466 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2467 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2468
2714 case ARMOUR_IMPROVER: 2469 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2716 { 2471 {
2717 apply_armour_improver (op, tmp); 2472 apply_armour_improver (op, tmp);
2718 return 1; 2473 return 1;
2719 } 2474 }
2720 else 2475 else
2721 {
2722 return 0; 2476 return 0;
2723 }
2724 2477
2725 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2727 return 1; 2480 return 1;
2728 2481
2729 case CLOCK: 2482 case CLOCK:
2730 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2731 { 2484 {
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2740 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2494 return 1;
2742 } 2495 }
2743 else 2496 else
2744 {
2745 return 0; 2497 return 0;
2746 }
2747 2498
2748 case MENU: 2499 case MENU:
2749 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2750 { 2501 {
2751 shop_listing (op); 2502 shop_listing (tmp, op);
2752 return 1; 2503 return 1;
2753 } 2504 }
2754 else 2505 else
2755 {
2756 return 0; 2506 return 0;
2757 }
2758 2507
2759 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2510 return 1;
2762 2511
2765 { 2514 {
2766 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2767 return 1; 2516 return 1;
2768 } 2517 }
2769 else 2518 else
2770 {
2771 return 0; 2519 return 0;
2772 }
2773 2520
2774 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2776 return 1; 2523 return 1;
2777 2524
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2801 return 0; 2548 return 0;
2802 } 2549 }
2803 } 2550 }
2804 2551
2805 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2806 * applied.
2807 */
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2811 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2812 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op);
2814 free_object (op);
2815 return 1;
2816 }
2817
2818 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2553
2821 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2555 if (!quiet)
2823 { 2556 {
2824 if (tmp == 0) 2557 if (tmp == 0)
2832/** 2565/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2567 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2568 * we use the ground.
2836 */ 2569 */
2837
2838void 2570void
2839player_apply_below (object *pl) 2571player_apply_below (object *pl)
2840{ 2572{
2841 object *tmp, *next;
2842 int floors; 2573 int floors = 0;
2843 2574
2844 /* If using a container, set the starting item to be the top 2575 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2577 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2578 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2579 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2580 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2581 * not return a proper value.
2854 */ 2582 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2584 {
2857 next = tmp->below; 2585 next = tmp->below;
2586
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2588 floors++;
2860 else if (floors > 0) 2589 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2862 2591
2882 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2883 */ 2612 */
2884static int 2613static int
2885unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2886{ 2615{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2618 return RESULT_INT (0);
2889 2619
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2622 if (player *pl = who->contr)
2623 {
2624 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2625 if (op == pl->combat_ob) pl->combat_ob = 0;
2626
2627 if (op == who->current_weapon)
2628 who->change_weapon (pl->combat_ob ? pl->combat_ob : pl->ranged_ob);
2629 }
2630 else if (op == who->current_weapon)
2631 who->change_weapon (0);
2632
2893 switch (op->type) 2633 switch (op->type)
2894 { 2634 {
2635 case SKILL_TOOL:
2636 // unapplying a skill tool should also unapply the skill it governs
2637 // but this is hard, as it shouldn't do so when the skill can
2638 // be used for other reasons
2639 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2640 if (tmp->skill == op->skill
2641 && tmp->type == SKILL
2642 && tmp->flag [FLAG_APPLIED]
2643 && !tmp->flag [FLAG_CAN_USE_SKILL])
2644 unapply_special (who, tmp, 0);
2645
2646 change_abil (who, op);
2647 break;
2648
2895 case WEAPON: 2649 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2651
2898 (void) change_abil (who, op); 2652 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2653 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2654 break;
2903 2655
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2656 case SKILL:
2906 if (op != who->chosen_skill) 2657 if (who->contr)
2907 { 2658 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2659 if (!op->invisible)
2660 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2661 else
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2909 } 2663 }
2910 if (who->type == PLAYER) 2664
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 2665 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2666 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2667 break;
2927 2668
2928 case ARMOUR: 2669 case ARMOUR:
2929 case HELMET: 2670 case HELMET:
2934 case AMULET: 2675 case AMULET:
2935 case GIRDLE: 2676 case GIRDLE:
2936 case BRACERS: 2677 case BRACERS:
2937 case CLOAK: 2678 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2679 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2680 change_abil (who, op);
2940 break; 2681 break;
2682
2941 case LAMP: 2683 case LAMP:
2684 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2686
2943 tmp2 = arch_to_object (op->other_arch); 2687 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2688 tmp2->x = op->x;
2945 tmp2->y = op->y; 2689 tmp2->y = op->y;
2946 tmp2->map = op->map; 2690 tmp2->map = op->map;
2947 tmp2->below = op->below; 2691 tmp2->below = op->below;
2948 tmp2->above = op->above; 2692 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2693 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2695
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2698
2955 if (who->type == PLAYER) 2699 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2700 esrv_del_item (who->contr, op->count);
2957 2701
2958 remove_ob (op); 2702 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2703 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2704 who->update_stats ();
2705
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2707 {
2964 if (who->type == PLAYER) 2708 if (who->contr)
2965 { 2709 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2712 }
2969 } 2713 }
2970 if (who->type == PLAYER) 2714
2715 if (who->contr)
2971 esrv_send_item (who, tmp2); 2716 esrv_send_item (who, tmp2);
2717 }
2718
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2719 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2720
2974 case BOW: 2721 case BOW:
2975 case WAND: 2722 case WAND:
2976 case ROD: 2723 case ROD:
2977 case HORN: 2724 case HORN:
2978 clear_skill (who); 2725 if (who->contr)
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2726 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2980 if (who->type == PLAYER)
2981 {
2982 who->contr->shoottype = range_none;
2983 }
2984 else 2727 else
2985 { 2728 {
2729 who->change_skill (0);
2730
2986 if (op->type == BOW) 2731 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2732 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2733 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2734 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2735 }
2736
2991 break; 2737 break;
2992 2738
2993 case BUILDER: 2739 case BUILDER:
2740 if (who->contr)
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2995 who->contr->shoottype = range_none;
2996 who->contr->ranges[range_builder] = NULL;
2997 break; 2742 break;
2998 2743
2999 default: 2744 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2746 break;
3002 } 2747 }
3003 2748
3004 fix_player (who); 2749 who->update_stats ();
3005 2750
3006 if (!(aflags & AP_NO_MERGE)) 2751 if (!(aflags & AP_NO_MERGE))
3007 { 2752 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL); 2753 object *tmp = merge_ob (op, 0);
3011 if (who->type == PLAYER) 2754
2755 if (who->contr)
3012 { 2756 {
3013 if (tmp) 2757 if (tmp)
3014 { /* it was merged */ 2758 { /* it was merged */
3015 esrv_del_item (who->contr, op->count); 2759 esrv_del_item (who->contr, op->count);
3016 op = tmp; 2760 op = tmp;
3017 } 2761 }
3018 2762
3019 esrv_send_item (who, op); 2763 esrv_send_item (who, op);
3020 } 2764 }
3021 } 2765 }
2766
3022 return 0; 2767 return 0;
3023} 2768}
3024 2769
3025/** 2770/**
3026 * Returns the object that is using location 'loc'. 2771 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2772 * Note that 'start' is the first object to start examing - we
3028 * then go through the below of this. In this way, you can do 2773 * then go through the below of this. In this way, you can do
3029 * something like: 2774 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 2775 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2776 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 2777 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 2778 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 2779 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 2780 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 2781 * invisible other objects that use
3037 * up body locations can be used as restrictions. 2782 * up body locations can be used as restrictions.
3038 */ 2783 */
3039object * 2784static object *
3040get_item_from_body_location (object *start, int loc) 2785get_next_item_from_body_location (int loc, object *start)
3041{ 2786{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 2787 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2788 if (tmp->flag [FLAG_APPLIED]
2789 && tmp->slot[loc].info
2790 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 2791 return tmp;
3050 2792
3051 return NULL; 2793 return 0;
3052} 2794}
3053
3054
3055 2795
3056/** 2796/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 2797 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 2798 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 2799 * that there are objects to unapply. This makes pretty heavy
3065 * another function that does just that. 2805 * another function that does just that.
3066 */ 2806 */
3067int 2807int
3068unapply_for_ob (object *who, object *op, int aflags) 2808unapply_for_ob (object *who, object *op, int aflags)
3069{ 2809{
3070 int i; 2810 if (op->is_range ())
3071 object *tmp = NULL, *last;
3072
3073 /* If we are applying a shield or weapon, unapply any equipped shield
3074 * or weapons first - only allowed to use one weapon/shield at a time.
3075 */
3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
3078 for (tmp = who->inv; tmp; tmp = tmp->below) 2811 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2812 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3081 {
3082 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2813 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 2814 {
3084 if (aflags & AP_PRINT) 2815 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2816 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3086 else 2817 else
3087 unapply_special (who, tmp, aflags); 2818 unapply_special (who, tmp, aflags);
3088 } 2819 }
3089 else 2820 else
3090 { 2821 {
3091 /* In this case, we want to try and remove a cursed item. 2822 /* In this case, we want to try and remove a cursed item.
3092 * While we know it won't work, we want unapply_special to 2823 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 2824 * at least generate the message.
3094 */ 2825 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2826 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3096 return 1; 2827 return 1;
3097 }
3098
3099 } 2828 }
3100 }
3101 }
3102 2829
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2830 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 2831 {
3105 /* this used up a slot that we need to free */ 2832 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 2833 if (op->slot[i].info)
3107 { 2834 {
3108 last = who->inv; 2835 object *last = who->inv;
3109 2836
3110 /* We do a while loop - may need to remove several items in order 2837 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 2838 * to free up enough slots.
3112 */ 2839 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 2840 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 2841 {
3115 tmp = get_item_from_body_location (last, i); 2842 object *tmp = get_next_item_from_body_location (i, last);
2843
3116 if (!tmp) 2844 if (!tmp)
3117 { 2845 {
3118#if 0 2846#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 2847 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 2848 * equipped.
3121 */ 2849 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2850 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 2851#endif
3124 return 1; 2852 return 1;
3125 } 2853 }
2854
3126 /* If we are just printing, we don't care about cursed status */ 2855 /* If we are just printing, we don't care about cursed status */
3127 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2856 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 2857 {
3129 if (aflags & AP_PRINT) 2858 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2859 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3138 * so it may not be critical (eg, putting on a ring and you have 2867 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 2868 * one cursed ring.)
3140 */ 2869 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2870 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3142 } 2871 }
2872
3143 last = tmp->below; 2873 last = tmp->below;
3144 } 2874 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2875 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3146 * return in the !tmp would have kicked in. 2876 * return in the !tmp would have kicked in.
3147 */ 2877 */
3148 } /* if op is using this body location */ 2878 } /* if op is using this body location */
3149 } /* for body lcoations */ 2879 } /* for body lcoations */
2880
3150 return 0; 2881 return 0;
3151} 2882}
3152 2883
3153/** 2884/**
3154 * Checks to see if 'who' can apply object 'op'. 2885 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2886 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2887 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2888 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2889 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3159 * is set, do we really are what the other flags may be?) 2890 * is set, do we really care what the other flags may be?)
3160 * 2891 *
3161 * See include/define.h for detailed description of the meaning of 2892 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2893 * these return values.
3163 */ 2894 */
3164int 2895int
3165can_apply_object (object *who, object *op) 2896can_apply_object (object *who, object *op)
3166{ 2897{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2898 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2899 return RESULT_INT (0);
3169 2900
3170 int i, retval = 0; 2901 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2902 object *tmp = 0, *ws = 0;
3172 2903
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3174 * 2 weapons, but we don't want to let them do that. So if they are
3175 * trying to equip a weapon or shield, see if they already have one
3176 * in place and store that way.
3177 */
3178 if (op->type == WEAPON || op->type == SHIELD)
3179 { 2905 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2906 if (op->slot[i].info)
3181 { 2907 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2908 /* Item uses more slots than we have */
2909 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 2910 {
3184 retval = CAN_APPLY_UNAPPLY;
3185 ws = tmp;
3186 }
3187 }
3188 }
3189
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3193 if (op->body_info[i])
3194 {
3195 /* Item uses more slots than we have */
3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
3198 /* Could return now for efficiently - rest of info below isn' 2911 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2912 * really needed.
3200 */ 2913 */
3201 retval |= CAN_APPLY_NEVER; 2914 retval |= CAN_APPLY_NEVER;
3202 } 2915 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2916 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 2917 {
3205 /* in this case, equipping this would use more free spots than 2918 /* in this case, equipping this would use more free spots than
3206 * we have. 2919 * we have.
3207 */ 2920 */
3208 object *tmp1;
3209
3210 2921
3211 /* if we have an applied weapon/shield, and unapply it would free 2922 /* if we have an applied weapon/shield, and unapply it would free
3212 * enough slots to equip the new item, then just set this can 2923 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 2924 * apply unapply". We don't care about the logic below - if you have a
3214 * shield equipped and try to equip another shield, there is only 2925 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 2926 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 2927 * does take into the account cases where what is being applied
3217 * may be two handed for example. 2928 * may be two handed for example.
3218 */ 2929 */
3219 if (ws) 2930 if (ws)
3220 { 2931 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3221 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3222 { 2932 {
3223 retval |= CAN_APPLY_UNAPPLY; 2933 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 2934 continue;
3225 } 2935 }
3226 }
3227 2936
3228 tmp1 = get_item_from_body_location (who->inv, i); 2937 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 2938 if (!tmp1)
3230 { 2939 {
3231#if 0 2940#if 0
3232 /* This is sort of an error, but happens a lot when old players 2941 /* This is sort of an error, but happens a lot when old players
3233 * join in with more stuff equipped than they are now allowed. 2942 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 2950 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 2951 * is different than we had found before, it means they need
3243 * to apply multiple objects 2952 * to apply multiple objects
3244 */ 2953 */
3245 retval |= CAN_APPLY_UNAPPLY; 2954 retval |= CAN_APPLY_UNAPPLY;
2955
3246 if (!tmp) 2956 if (!tmp)
3247 tmp = tmp1; 2957 tmp = tmp1;
3248 else if (tmp != tmp1) 2958 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 2959 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 2960
3252 /* This object isn't using up all the slots, so there must 2961 /* This object isn't using up all the slots, so there must
3253 * be another. If so, and it the new item doesn't need all 2962 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 2963 * the slots, the player then has a choice.
3255 */ 2964 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2965 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2966 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2967 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 2968
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 2969 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 2970 * equipped? If not, there must be something else to unapply.
3261 */ 2971 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2972 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 2973 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 2974 }
3266 } /* if not enough free slots */ 2975 } /* if not enough free slots */
3267 } /* if this object uses location i */ 2976 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 2977 } /* for i -> num_body_locations loop */
3269 2978
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 2983 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 2984 * all use the same location.
3276 */ 2985 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2986 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 2987 retval |= CAN_APPLY_RESTRICTION;
2988
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2989 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 2990 retval |= CAN_APPLY_RESTRICTION;
3281 2991
3282
3283 if (who->type != PLAYER) 2992 if (who->type != PLAYER)
3284 { 2993 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 2994 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 2995 retval |= CAN_APPLY_RESTRICTION;
2996
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 2997 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 2998 retval |= CAN_APPLY_RESTRICTION;
2999
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3000 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3001 retval |= CAN_APPLY_RESTRICTION;
3002
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3003 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3004 retval |= CAN_APPLY_RESTRICTION;
3293 } 3005 }
3006
3294 return retval; 3007 return retval;
3295} 3008}
3296
3297
3298 3009
3299/** 3010/**
3300 * who is the object using the object. It can be a monster. 3011 * who is the object using the object. It can be a monster.
3301 * op is the object they are using. op is an equipment type item, 3012 * op is the object they are using. op is an equipment type item,
3302 * eg, one which you put on and keep on for a while, and not something 3013 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3022 * AP_UNAPPLY=always unapply).
3312 * 3023 *
3313 * Optional flags: 3024 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3025 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3026 * AP_IGNORE_CURSE: unapply cursed items
3027 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3028 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3029 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3030 *
3319 * apply_special() doesn't check for unpaid items. 3031 * apply_special() doesn't check for unpaid items.
3320 */ 3032 */
3321int 3033int
3322apply_special (object *who, object *op, int aflags) 3034apply_special (object *who, object *op, int aflags)
3323{ 3035{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3036 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3037 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3038
3328 if (who == NULL) 3039 if (who == NULL)
3329 { 3040 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3041 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3042 return 1;
3341 if (basic_flag == AP_APPLY) 3052 if (basic_flag == AP_APPLY)
3342 return 0; 3053 return 0;
3343 3054
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3055 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3056 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3057 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3347 return 1; 3058 return 1;
3348 } 3059 }
3060
3349 return unapply_special (who, op, aflags); 3061 return unapply_special (who, op, aflags);
3350 } 3062 }
3351 3063
3352 if (basic_flag == AP_UNAPPLY) 3064 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3065 return 0;
3354 3066
3355 i = can_apply_object (who, op); 3067 // if the item is combat/ranged, wield the relevant slot first
3068 // to resolve conflicts.
3069 if (player *pl = who->contr)
3070 switch (op->slottype ())
3071 {
3072 case slot_combat: who->change_weapon (pl->combat_ob); break;
3073 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3074 }
3075
3076 splay (op);
3356 3077
3357 /* Can't just apply this object. Lets see what not and what to do */ 3078 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3079 if (int i = can_apply_object (who, op))
3359 { 3080 {
3360 if (i & CAN_APPLY_NEVER) 3081 if (i & CAN_APPLY_NEVER)
3361 { 3082 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3083 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3363 return 1; 3084 return 1;
3365 else if (i & CAN_APPLY_RESTRICTION) 3086 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3087 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3088 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3368 return 1; 3089 return 1;
3369 } 3090 }
3091
3370 if (who->type != PLAYER) 3092 if (who->type != PLAYER)
3371 { 3093 {
3372 /* Some error, so don't try to equip something more */ 3094 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3095 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3096 return 1;
3375 } 3097 }
3376 else 3098 else
3377 { 3099 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3100 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3101 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3102 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 3103 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3104 return 1;
3383 } 3105 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3106 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3107 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3108 return 1;
3389 } 3109 }
3390 }
3391 } 3110 }
3111
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3112 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3113 {
3394 skop = find_skill_by_name (who, op->skill); 3114 skop = find_skill_by_name (who, op->skill);
3115
3395 if (!skop) 3116 if (!skop)
3396 { 3117 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3118 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3398 return 1; 3119 return 1;
3399 } 3120 }
3400 else 3121 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3122 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3123 * skill so that the dam and wc get updated
3404 */ 3124 */
3405 change_skill (who, skop, 0); 3125 who->change_skill (skop);
3406 }
3407 }
3408
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3410 { 3126 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3127
3128 if (who->type == PLAYER
3129 && op->item_power
3130 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3131 {
3132 new_draw_info (NDI_UNIQUE, 0, who,
3133 "Equipping that combined with other items would consume your soul! "
3134 "[use the skills command to check your available item power]");
3412 return 1; 3135 return 1;
3413 } 3136 }
3414
3415 3137
3416 /* Ok. We are now at the state where we can apply the new object. 3138 /* Ok. We are now at the state where we can apply the new object.
3417 * Note that we don't have the checks for can_use_... 3139 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3140 * below - that is already taken care of by can_apply_object.
3419 */ 3141 */
3420
3421
3422 if (op->nrof > 1) 3142 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3143 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3144 else
3425 tmp = NULL; 3145 tmp = 0;
3426 3146
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3147 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3148 return RESULT_INT (0);
3429 3149
3430 switch (op->type) 3150 switch (op->type)
3431 { 3151 {
3432 case WEAPON: 3152 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3153 if (!check_weapon_power (who, op->last_eat))
3434 { 3154 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3155 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3156 "It would consume your soul!.");
3157
3437 if (tmp != NULL) 3158 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3159 insert_ob_in_ob (tmp, who);
3160
3439 return 1; 3161 return 1;
3440 } 3162 }
3163
3164 //TODO: this obviously fails for players using a shorter prefix
3165 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3166 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3167 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3168 /* if the weapon does not have the name as the character, can't use it. */
3444 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3169 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3445 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3170 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3171
3446 if (tmp != NULL) 3172 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3173 insert_ob_in_ob (tmp, who);
3174
3448 return 1; 3175 return 1;
3449 } 3176 }
3177
3178 if (!skop)
3179 {
3180 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3181 return 1;
3182 }
3183
3450 SET_FLAG (op, FLAG_APPLIED); 3184 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3185 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3186
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3187 if (who->contr)
3188 who->change_weapon (who->contr->combat_ob = op);
3456 3189
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3190 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458 3191
3192 SET_FLAG (who, FLAG_READY_WEAPON);
3459 (void) change_abil (who, op); 3193 change_abil (who, op);
3460 break; 3194 break;
3461 3195
3462 case ARMOUR: 3196 case ARMOUR:
3463 case HELMET: 3197 case HELMET:
3464 case SHIELD: 3198 case SHIELD:
3469 case CLOAK: 3203 case CLOAK:
3470 case RING: 3204 case RING:
3471 case AMULET: 3205 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3206 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3207 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3474 (void) change_abil (who, op); 3208 change_abil (who, op);
3475 break; 3209 break;
3210
3476 case LAMP: 3211 case LAMP:
3477 if (op->stats.food < 1) 3212 if (op->stats.food < 1)
3478 { 3213 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3214 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3480 return 1; 3215 return 1;
3481 } 3216 }
3217
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3218 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch); 3219 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3220 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3221 SET_FLAG (tmp2, FLAG_APPLIED);
3222
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3223 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3224 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3225
3488 insert_ob_in_ob (tmp2, who); 3226 insert_ob_in_ob (tmp2, who);
3489 3227
3490 /* Remove the old lantern */ 3228 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3229 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3230 esrv_del_item (who->contr, op->count);
3493 3231
3494 remove_ob (op); 3232 op->destroy ();
3495 free_object (op);
3496 3233
3497 /* insert the portion that was split off */ 3234 /* insert the portion that was split off */
3498 if (tmp != NULL) 3235 if (tmp)
3499 { 3236 {
3500 (void) insert_ob_in_ob (tmp, who); 3237 insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3238 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3239 esrv_send_item (who, tmp);
3503 } 3240 }
3504 fix_player (who); 3241
3242 who->update_stats ();
3243
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3244 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3507 if (who->type == PLAYER) 3245 if (who->type == PLAYER)
3508 { 3246 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3247 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3248 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 } 3249 }
3512 } 3250
3513 if (who->type == PLAYER) 3251 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2); 3252 esrv_send_item (who, tmp2);
3253
3515 return 0; 3254 return 0;
3255
3256 case SKILL_TOOL:
3257 // applying a skill tool also readies the skill
3258 SET_FLAG (op, FLAG_APPLIED);
3259
3260 if (!(aflags & AP_NO_READY))
3261 {
3262 skop = find_skill_by_name (who, op->skill);
3263 if (!skop->flag [FLAG_APPLIED])
3264 apply_special (who, skop, AP_APPLY);
3265 }
3516 break; 3266 break;
3517 3267
3518 /* this part is needed for skill-tools */
3519 case SKILL: 3268 case SKILL:
3520 case SKILL_TOOL: 3269 if (player *pl = who->contr)
3521 if (who->chosen_skill)
3522 { 3270 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3271 if (IS_COMBAT_SKILL (op->subtype))
3524 return 1;
3525 }
3526 if (who->type == PLAYER)
3527 { 3272 {
3528 who->contr->shoottype = range_skill; 3273 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3529 who->contr->ranges[range_skill] = op; 3274 {
3275 for (object *item = who->inv; item; item = item->below)
3276 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3277 {
3278 if (item->skill == op->skill)
3279 {
3280 who->change_weapon (pl->combat_ob = item);
3281 goto found_weapon;
3282 }
3283 }
3284
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3286 return 1;
3287
3288 found_weapon:;
3289 }
3290 else
3291 who->change_weapon (pl->combat_ob = op);
3292 }
3293 else if (IS_RANGED_SKILL (op->subtype))
3294 {
3295 if (skill_flags [op->subtype] & SF_NEED_BOW)
3296 {
3297 for (object *item = who->inv; item; item = item->below)
3298 if (item->type == BOW && item->flag [FLAG_APPLIED])
3299 {
3300 //TODO: bows should/must all have skill missile weapon right now
3301 who->change_weapon (pl->ranged_ob = item);
3302 goto found_bow;
3303 }
3304
3305 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3306 return 1;
3307
3308 found_bow:;
3309 }
3310 else
3311 who->change_weapon (pl->ranged_ob = op);
3312 }
3313
3530 if (!op->invisible) 3314 if (!op->invisible)
3531 { 3315 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3316 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3317 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 } 3318 }
3535 else 3319 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3320 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 }
3539 } 3321 }
3322 else
3323 {
3540 SET_FLAG (op, FLAG_APPLIED); 3324 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3325 change_abil (who, op);
3542 who->chosen_skill = op; 3326 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3327 SET_FLAG (who, FLAG_READY_SKILL);
3328 }
3329
3544 break; 3330 break;
3545 3331
3546 case BOW: 3332 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3333 if (!check_weapon_power (who, op->last_eat))
3548 { 3334 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3335 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3336 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3337
3551 if (tmp != NULL) 3338 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3339 insert_ob_in_ob (tmp, who);
3340
3553 return 1; 3341 return 1;
3554 } 3342 }
3343
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3344 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3345 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3346 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3558 if (tmp != NULL) 3347 if (tmp)
3559 (void) insert_ob_in_ob (tmp, who); 3348 insert_ob_in_ob (tmp, who);
3349
3560 return 1; 3350 return 1;
3561 } 3351 }
3352
3562 /*FALLTHROUGH*/ case WAND: 3353 /*FALLTHROUGH*/
3354 case WAND:
3563 case ROD: 3355 case ROD:
3564 case HORN: 3356 case HORN:
3565 /* check for skill, alter player status */ 3357 /* check for skill, alter player status */
3358
3359 if (!skop)
3360 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3362 return 1;
3363 }
3364
3566 SET_FLAG (op, FLAG_APPLIED); 3365 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3366 who->change_skill (skop);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3367
3571 if (who->type == PLAYER) 3368 if (who->contr)
3572 { 3369 {
3370 who->contr->ranged_ob = op;
3371
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3373
3573 if (op->type == BOW) 3374 if (op->type == BOW)
3574 { 3375 {
3376 who->current_weapon = op;
3575 (void) change_abil (who, op); 3377 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who, 3378 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3379 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3578 who->contr->shoottype = range_bow;
3579 }
3580 else
3581 {
3582 who->contr->shoottype = range_misc;
3583 } 3380 }
3584 } 3381 }
3585 else 3382 else
3586 { 3383 {
3587 if (op->type == BOW) 3384 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3385 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3386 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3387 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3388 }
3389
3592 break; 3390 break;
3593 3391
3594 case BUILDER: 3392 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3393 if (who->type == PLAYER)
3394 {
3395 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3396 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3397 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3398
3598 who->contr->ranges[range_builder] = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3399 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3400
3401 who->contr->ranged_ob = op;
3402 }
3600 break; 3403 break;
3601 3404
3602 default: 3405 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3406 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3604 } /* end of switch op->type */ 3407 } /* end of switch op->type */
3605 3408
3606 SET_FLAG (op, FLAG_APPLIED); 3409 SET_FLAG (op, FLAG_APPLIED);
3607 3410
3608 if (tmp != NULL) 3411 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3412 tmp = insert_ob_in_ob (tmp, who);
3610 3413
3611 fix_player (who); 3414 who->update_stats ();
3612 3415
3613 /* We exclude spell casting objects. The fire code will set the 3416 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3417 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3418 * you don't know anything about them.
3616 */ 3419 */
3623 { 3426 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3427 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3428 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3429 }
3627 } 3430 }
3431
3628 if (who->type == PLAYER) 3432 if (who->type == PLAYER)
3629 { 3433 {
3630 /* if multiple objects were applied, update both slots */ 3434 /* if multiple objects were applied, update both slots */
3631 if (tmp) 3435 if (tmp)
3632 esrv_send_item (who, tmp); 3436 esrv_send_item (who, tmp);
3437
3633 esrv_send_item (who, op); 3438 esrv_send_item (who, op);
3634 } 3439 }
3440
3635 return 0; 3441 return 0;
3636} 3442}
3637
3638 3443
3639int 3444int
3640monster_apply_special (object *who, object *op, int aflags) 3445monster_apply_special (object *who, object *op, int aflags)
3641{ 3446{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3447 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3656 int i; 3461 int i;
3657 3462
3658 switch (op->type) 3463 switch (op->type)
3659 { 3464 {
3660 case SHOP_FLOOR: 3465 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3466 if (!op->has_random_items ())
3662 return 0; 3467 return 0;
3468
3663 do 3469 do
3664 { 3470 {
3665 i = 10; /* let's give it 10 tries */ 3471 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3472 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3473 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3474 if (tmp == NULL)
3669 return 0; 3475 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3476 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3477 {
3672 free_object (tmp); 3478 tmp->destroy ();
3673 tmp = NULL; 3479 tmp = NULL;
3674 } 3480 }
3675 } 3481 }
3676 while (!tmp); 3482 while (!tmp);
3483
3677 tmp->x = op->x; 3484 tmp->x = op->x;
3678 tmp->y = op->y; 3485 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3486 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3487 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3488 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3490 break;
3684 3491
3685 case TREASURE: 3492 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3493 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3494 return 0;
3495
3688 while ((op->stats.hp--) > 0) 3496 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3497 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3498 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3499
3692 /* If we generated an object and put it in this object inventory, 3500 /* If we generated an object and put it in this object inventory,
3693 * move it to the parent object as the current object is about 3501 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3503 * that is put inside other objects.
3696 */ 3504 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3505 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3506 {
3699 tmp2 = tmp->below; 3507 tmp2 = tmp->below;
3700 remove_ob (tmp); 3508 tmp->remove ();
3509
3701 if (op->env) 3510 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3511 insert_ob_in_ob (tmp, op->env);
3703 else 3512 else
3704 free_object (tmp); 3513 tmp->destroy ();
3705 } 3514 }
3706 remove_ob (op); 3515
3707 free_object (op); 3516 op->destroy ();
3708 break; 3517 break;
3709 } 3518 }
3710 return tmp ? 1 : 0; 3519 return tmp ? 1 : 0;
3711} 3520}
3712 3521
3713/** 3522/**
3714 * fix_auto_apply goes through the entire map (only the first time 3523 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3524 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3525 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3526 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3527 */
3719void 3528void
3720fix_auto_apply (maptile *m) 3529maptile::fix_auto_apply ()
3721{ 3530{
3722 object *tmp, *above = NULL; 3531 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3532 return;
3727 3533
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3534 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3535 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3536 {
3732 above = tmp->above; 3537 object *above = tmp->above;
3733 3538
3734 if (tmp->inv) 3539 if (tmp->inv)
3735 { 3540 {
3736 object *invtmp, *invnext; 3541 object *invtmp, *invnext;
3737 3542
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3543 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3544 {
3740 invnext = invtmp->below; 3545 invnext = invtmp->below;
3741 3546
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3547 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3548 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3549 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3550 {
3746 while ((invtmp->stats.hp--) > 0) 3551 while ((invtmp->stats.hp--) > 0)
3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3748
3749 invtmp->randomitems = NULL;
3750 }
3751 else if (invtmp && invtmp->arch
3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3753 {
3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3552 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3553
3554 invtmp->randomitems = NULL;
3555 }
3556 else if (invtmp && invtmp->arch
3557 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3558 {
3559 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3560 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3561 * treasure again for this object
3757 */ 3562 */
3758 invtmp->randomitems = NULL; 3563 invtmp->randomitems = NULL;
3759 } 3564 }
3760 } 3565 }
3761 /* This is really temporary - the code at the bottom will 3566 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3567 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3568 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3569 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3570 * MSW 2004-05-13
3766 * 3571 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3572 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3573 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3574 * Ryo 2004-08-16
3770 */ 3575 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3576 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3577 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3773 tmp->randomitems = NULL;
3774
3775 }
3776
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp);
3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3781 while ((tmp->stats.hp--) > 0)
3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3783 tmp->randomitems = NULL; 3578 tmp->randomitems = NULL;
3579
3784 } 3580 }
3581
3582 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3583 auto_apply (tmp);
3584 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3585 {
3586 while ((tmp->stats.hp--) > 0)
3587 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3588 tmp->randomitems = NULL;
3589 }
3785 else if (tmp->type == TIMED_GATE) 3590 else if (tmp->type == TIMED_GATE)
3786 { 3591 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3592 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3593
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3594 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3595 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3596 }
3795 /* This function can be called everytime a map is loaded, even when 3597 /* This function can be called everytime a map is loaded, even when
3796 * swapping back in. As such, we don't want to create the treasure 3598 * swapping back in. As such, we don't want to create the treasure
3797 * over and ove again, so after we generate the treasure, blank out 3599 * over and ove again, so after we generate the treasure, blank out
3798 * randomitems so if it is swapped in again, it won't make anything. 3600 * randomitems so if it is swapped in again, it won't make anything.
3799 * This is a problem for the above objects, because they have counters 3601 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3602 * which say how many times to make the treasure.
3801 */ 3603 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3604 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3605 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3606 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3607 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3608 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3609 tmp->randomitems = NULL;
3808 } 3610 }
3611
3612 // close all containers
3613 else if (tmp->type == CONTAINER)
3614 tmp->flag [FLAG_APPLIED] = 0;
3615
3616 tmp = above;
3809 } 3617 }
3810 3618
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3619 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3620 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3813 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3621 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3622 check_trigger (tmp, tmp->above);
3816} 3623}
3817 3624
3818/** 3625/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3626 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3627 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3628 * that doesn't work with the new spell code. Since we know what
3822 * the food changes, just grab a force and use that instead. 3629 * the food changes, just grab a force and use that instead.
3823 */ 3630 */
3824
3825void 3631void
3826eat_special_food (object *who, object *food) 3632eat_special_food (object *who, object *food)
3827{ 3633{
3828 object *force; 3634 object *force;
3829 int i, did_one = 0; 3635 int i, did_one = 0;
3830 sint8 k;
3831 3636
3832 force = get_archetype (FORCE_NAME); 3637 force = get_archetype (FORCE_NAME);
3833 3638
3834 for (i = 0; i < NUM_STATS; i++) 3639 for (i = 0; i < NUM_STATS; i++)
3835 { 3640 if (sint8 k = food->stats.stat (i))
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 { 3641 {
3839 set_attr_value (&force->stats, i, k); 3642 force->stats.stat (i) = k;
3840 did_one = 1; 3643 did_one = 1;
3841 } 3644 }
3842 }
3843 3645
3844 /* check if we can protect the eater */ 3646 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++) 3647 for (i = 0; i < NROFATTACKS; i++)
3846 { 3648 {
3847 if (food->resist[i] > 0) 3649 if (food->resist[i] > 0)
3848 { 3650 {
3849 force->resist[i] = food->resist[i] / 2; 3651 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3652 did_one = 1;
3851 } 3653 }
3852 } 3654 }
3655
3853 if (did_one) 3656 if (did_one)
3854 { 3657 {
3855 force->speed = 0.1; 3658 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3659 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3660 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3661 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3662 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3663 insert_ob_in_ob (force, who);
3863 } 3664 }
3864 else 3665 else
3865 { 3666 force->destroy ();
3866 free_object (force);
3867 }
3868 3667
3869 /* check for hp, sp change */ 3668 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3669 if (food->stats.hp != 0)
3871 { 3670 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3671 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3672 {
3874 strcpy (who->contr->killer, food->name); 3673 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3674 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3675 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3676 }
3878 else 3677 else
3879 { 3678 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3697 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3698 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3699 /* place limit on max sp from food? */
3901 } 3700 }
3902 } 3701 }
3903 fix_player (who); 3702 who->update_stats ();
3904} 3703}
3905
3906 3704
3907/** 3705/**
3908 * Designed primarily to light torches/lanterns/etc. 3706 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3707 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3708 * the selected object to "burn". -b.t.
3911 */ 3709 */
3912
3913void 3710void
3914apply_lighter (object *who, object *lighter) 3711apply_lighter (object *who, object *lighter)
3915{ 3712{
3916 object *item; 3713 object *item;
3917 int is_player_env = 0; 3714 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3715
3920 item = find_marked_object (who); 3716 item = find_marked_object (who);
3921 if (item) 3717 if (item)
3922 { 3718 {
3923 if (lighter->last_eat && lighter->stats.food) 3719 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3720 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3721 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3722 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3723 if (lighter->nrof > 1)
3928 { 3724 {
3929 object *oneLighter = get_object (); 3725 object *oneLighter = lighter->clone ();
3930 3726
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3727 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3728 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3729 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3730 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3731 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3737 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3738 { /* no charges left in lighter */
3944 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3739 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3945 return; 3740 return;
3946 } 3741 }
3742
3947 /* Perhaps we should split what we are trying to light on fire? 3743 /* Perhaps we should split what we are trying to light on fire?
3948 * I can't see many times when you would want to light multiple 3744 * I can't see many times when you would want to light multiple
3949 * objects at once. 3745 * objects at once.
3950 */ 3746 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3747
3952 * name object, so make a copy so the message we print out makes
3953 * some sense.
3954 */
3955 strcpy (item_name, item->name);
3956 if (who == is_player_inv (item)) 3748 if (who == item->in_player ())
3957 is_player_env = 1; 3749 is_player_env = 1;
3958 3750
3959 save_throw_object (item, AT_FIRE, who); 3751 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3752
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3753 if (item->destroyed ())
3964 { 3754 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3755 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3966 /* Need to update the player so that the players glow radius 3756 /* Need to update the player so that the players glow radius
3967 * gets changed. 3757 * gets changed.
3968 */ 3758 */
3969 if (is_player_env) 3759 if (is_player_env)
3970 fix_player (who); 3760 who->update_stats ();
3971 } 3761 }
3972 else 3762 else
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3763 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3764 }
3975 else /* nothing to light */ 3765 else /* nothing to light */
3992 object *tmp; 3782 object *tmp;
3993 3783
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3784 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3995 tmp = get_archetype (SPELL_WONDER); 3785 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3786 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3787 tmp->destroy ();
3998 } 3788 }
3999 else if (failure <= -15 && failure > -35) 3789 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3790 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3791 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3792 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3810 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4021 blind_player (op, op, power); 3811 blind_player (op, op, power);
4022 } 3812 }
4023 else if (failure <= -80) 3813 else if (failure <= -80)
4024 { /* blast the immediate area */ 3814 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3815 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3816 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3817 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4030 free_object (tmp); 3818 tmp->destroy ();
4031 } 3819 }
4032 } 3820 }
4033} 3821}
4034 3822
4035void 3823void
4054 */ 3842 */
4055 int i, j; 3843 int i, j;
4056 3844
4057 for (i = 0; i < NUM_STATS; i++) 3845 for (i = 0; i < NUM_STATS; i++)
4058 { 3846 {
4059 sint8 stat = get_attr_value (stats, i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3847 int race_bonus = pl->arch->clone.stats.stat (i);
3848 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3849
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3850 if (stat > 20 + race_bonus)
4064 { 3851 {
4065 excess_stat++; 3852 excess_stat++;
4066 stat = 20 + race_bonus; 3853 stat = 20 + race_bonus;
4067 } 3854 }
4068 set_attr_value (stats, i, stat); 3855
3856 stats->stat (i) = stat;
4069 } 3857 }
4070 3858
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3859 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3860 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3861 int i = rndm (0, 6);
4074 int stat = get_attr_value (stats, i);
4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4076 3862
4077 if (i == CHA) 3863 if (i == CHA)
4078 continue; /* exclude cha from this */ 3864 continue; /* exclude cha from this */
3865
3866 int stat = stats->stat (i);
3867 int race_bonus = pl->arch->clone.stats.stat (i);
4079 if (stat < 20 + race_bonus) 3868 if (stat < 20 + race_bonus)
4080 { 3869 {
4081 change_attr_value (stats, i, 1); 3870 change_attr_value (stats, i, 1);
4082 excess_stat--; 3871 excess_stat--;
4083 } 3872 }
4086 /* insert the randomitems from the change's treasurelist into 3875 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 3876 * the player ref: player.c
4088 */ 3877 */
4089 if (change->randomitems != NULL) 3878 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems); 3879 give_initial_items (pl, change->randomitems);
4091
4092 3880
4093 /* set up the face, for some races. */ 3881 /* set up the face, for some races. */
4094 3882
4095 /* first, look for the force object banning 3883 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 3884 * changing the face. Certain races never change face with class.

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