ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.110 by root, Sun Jun 24 04:09:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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->archname) || op->race != victim->arch->archname)) &&
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->archname && op->slaying == victim->arch->archname))) ||
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->archname, item) == 0)
432 { 431 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 434 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
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.
458 prev = op; 459 prev = op;
459 op = op->below; 460 op = op->below;
460 461
461 while (op != NULL) 462 while (op != NULL)
462 { 463 {
463 if (strcmp (op->arch->name, item) == 0) 464 if (strcmp (op->arch->archname, item) == 0)
464 { 465 {
465 if (op->nrof >= nrof) 466 if (op->nrof >= nrof)
466 { 467 {
467 decrease_ob_nr (op, nrof); 468 decrease_ob_nr (op, nrof);
468 return; 469 return;
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}
850 { 855 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 857 pow++;
853 } 858 }
854 859
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 861 }
857 else 862 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 864
860 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
861 { 866 {
862 int base = 100; 867 int base = 100;
863 int pow = 0; 868 int pow = 0;
866 { 871 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 873 pow++;
869 } 874 }
870 875
871 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
872 } 877 }
873 else 878 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 880
876 if (armour->weight <= 0) 881 if (armour->weight <= 0)
877 { 882 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 884 armour->weight = 1;
880 } 885 }
881 886
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
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);
939 944
940 price_in = cost * item->value; 945 price_in = cost * item->value;
941 } 946 }
942 else 947 else
943 { 948 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 951 return 0;
947 952
948 if (CONV_NEED (converter)) 953 if (CONV_NEED (converter))
949 { 954 {
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 * probably had something in mind when doing this
1008 */ 1012 */
1009 } 1013 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1015 return 1;
1012} 1016}
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 }
1438 */ 1245 */
1439static void 1246static void
1440apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1441{ 1248{
1442 readable_message_type *msgType; 1249 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1250
1445 if (sign->msg == NULL) 1251 if (sign->msg == NULL)
1446 { 1252 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return; 1254 return;
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1276 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472 return; 1278 return;
1473 } 1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1474 msgType = get_readable_message_type (sign); 1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1477} 1295}
1478 1296
1479/** 1297/**
1480 * 'victim' moves onto 'trap' 1298 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1299 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1322 * proper. This code was causing needless crashes.
1505 */ 1323 */
1506 if (recursion_depth >= 500) 1324 if (recursion_depth >= 500)
1507 { 1325 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1328 return;
1511 } 1329 }
1330
1512 recursion_depth++; 1331 recursion_depth++;
1513 if (trap->head) 1332 if (trap->head)
1514 trap = trap->head; 1333 trap = trap->head;
1515 1334
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1531 1350
1532 /* Just put in some sanity check. I think there is a bug in the 1351 /* 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 1352 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1353 * getting permanently paralyzed.
1535 */ 1354 */
1536 if (victim->speed_left < -50.0) 1355 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1356 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1358 }
1540 goto leave; 1359 goto leave;
1541 1360
1542 case SPINNER: 1361 case SPINNER:
1628 1447
1629 1448
1630 case CONVERTER: 1449 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1450 if (convert_item (victim, trap) < 0)
1632 { 1451 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1453 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 } 1454 }
1644 } 1455
1645 goto leave; 1456 goto leave;
1646 1457
1647 case TRIGGER_BUTTON: 1458 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1459 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1460 case TRIGGER_ALTAR:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1489 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1490 {
1680 /* Basically, don't show exits leading to random maps the 1491 /* Basically, don't show exits leading to random maps the
1681 * players output. 1492 * players output.
1682 */ 1493 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496
1685 enter_exit (victim, trap); 1497 victim->enter_exit (trap);
1686 } 1498 }
1687 goto leave; 1499 goto leave;
1688 1500
1689 case ENCOUNTER: 1501 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1705 1517
1706 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1707 goto leave; 1519 goto leave;
1708 1520
1709 case CONTAINER: 1521 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1714 goto leave; 1523 goto leave;
1715 1524
1716 case RUNE: 1525 case RUNE:
1717 case TRAP: 1526 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1721 } 1530 }
1722 goto leave; 1531 goto leave;
1723 1532
1724 default: 1533 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1727 goto leave; 1536 goto leave;
1728 } 1537 }
1729 1538
1730leave: 1539leave:
1731 recursion_depth--; 1540 recursion_depth--;
1778 1587
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1588 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1589
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1590 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1591 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); 1592 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1593 long_desc (tmp, op), &tmp->msg);
1784 1594
1785 /* gain xp from reading */ 1595 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1596 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1597 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1598 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1599
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1600 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1601 {
1792 /*exp_gain *= 2; because they just identified it too */ 1602 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1603 SET_FLAG (tmp, FLAG_IDENTIFIED);
1604
1794 /* If in a container, update how it looks */ 1605 /* If in a container, update how it looks */
1795 if (tmp->env) 1606 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1607 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1608 else
1798 op->contr->socket.update_look = 1; 1609 op->contr->ns->floorbox_update ();
1799 } 1610 }
1611
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1612 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 */ 1613 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1614 }
1803} 1615}
1804 1616
1853 } 1665 }
1854 return; 1666 return;
1855 } 1667 }
1856 1668
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1669 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object (); 1670 tmp = spell->clone ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op); 1671 insert_ob_in_ob (tmp, op);
1861 1672
1862 if (special_prayer) 1673 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1674 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1675
1867 esrv_add_spells (op->contr, tmp); 1676 esrv_add_spells (op->contr, tmp);
1868} 1677}
1869 1678
1870/** 1679/**
1887 } 1696 }
1888 1697
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1698 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1699 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1700 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1701 spob->destroy ();
1893 free_object (spob);
1894} 1702}
1895 1703
1896/** 1704/**
1897 * Handles player applying a spellbook. 1705 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1706 * 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."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return; 1745 return;
1938 } 1746 }
1939 1747
1940 spell = tmp->inv; 1748 spell = tmp->inv;
1749
1941 if (!spell) 1750 if (!spell)
1942 { 1751 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1752 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."); 1753 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return; 1754 return;
1946 } 1755 }
1947 1756
1948 if (spell->level > (skop->level + 10)) 1757 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1758 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1760 return;
1952 } 1761 }
1953 1762
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1764
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1765 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1766 {
1958 identify (tmp); 1767 identify (tmp);
1768
1959 if (tmp->env) 1769 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1770 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1771 else
1962 op->contr->socket.update_look = 1; 1772 op->contr->ns->floorbox_update ();
1963 } 1773 }
1964 1774
1965 /* I removed the check for special_prayer_mark here - it didn't make 1775 /* 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 1776 * 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 1777 * if the player doesn't know the spell, doesn't make a lot of sense that
1977 { 1787 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1788 spell_skill = find_skill_by_name (op, spell->skill);
1979 1789
1980 if (!spell_skill) 1790 if (!spell_skill)
1981 { 1791 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1983 return; 1793 return;
1984 } 1794 }
1985 1795
1986 if (spell_skill->level < spell->level) 1796 if (spell_skill->level < spell->level)
1987 { 1797 {
2021 else 1831 else
2022 { 1832 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1833 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"); 1834 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025 } 1835 }
1836
2026 decrease_ob (tmp); 1837 decrease_ob (tmp);
2027} 1838}
2028 1839
2029/** 1840/**
2030 * Handles applying a spell scroll. 1841 * Handles applying a spell scroll.
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1880 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1881 identify (tmp);
2071 1882
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1883 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073 1884
2074
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1885 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1886 decrease_ob (tmp);
2077} 1887}
2078 1888
2079/** 1889/**
2082 * chest. 1892 * chest.
2083 */ 1893 */
2084static void 1894static void
2085apply_treasure (object *op, object *tmp) 1895apply_treasure (object *op, object *tmp)
2086{ 1896{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1897 /* 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 1898 * 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 1899 * 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 1900 * prevents people fromt moving chests to more difficult maps to get better
2094 * treasure 1901 * treasure
2095 */ 1902 */
2096
2097 treas = tmp->inv; 1903 object *treas = tmp->inv;
2098 if (treas == NULL) 1904
1905 if (!treas)
2099 { 1906 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101 decrease_ob (tmp); 1908 decrease_ob (tmp);
2102 return; 1909 return;
2103 } 1910 }
1911
2104 while (tmp->inv) 1912 while (tmp->inv)
2105 { 1913 {
2106 treas = tmp->inv; 1914 treas = tmp->inv;
2107 1915
2108 remove_ob (treas); 1916 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1917 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1918
2111 treas->x = op->x; 1919 treas->x = op->x;
2112 treas->y = op->y; 1920 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1921 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1922
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1923 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1924 spring_trap (treas, op);
1925
2117 /* If either player or container was destroyed, no need to do 1926 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1927 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1928 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1929 * any way for the treasure chest or player to get killed
2121 */ 1930 */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2034 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2035 return 0;
2227 2036
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2037 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2038 from the player's inventory */
2039 shstr_cmp dragon_ability_force ("dragon_ability_force");
2040 shstr_cmp dragon_skin_force ("dragon_skin_force");
2041
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2042 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2043 if (tmp->type == FORCE)
2233 { 2044 if (tmp->arch->archname == dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2045 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2046 else if (tmp->arch->archname == dragon_ability_force)
2237 abil = tmp; 2047 abil = tmp;
2238 }
2239 }
2240 2048
2241 /* if either skin or ability are missing, this is an old player 2049 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2050 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2051 if (skin == NULL || abil == NULL)
2244 return 0; 2052 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2093 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2094 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2095 chance = MIN (100., chance * 2.);
2288 2096
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2097 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2098 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2099 {
2292 atnr_winner[winners] = i; 2100 atnr_winner[winners] = i;
2293 winners++; 2101 winners++;
2294 } 2102 }
2295 2103
2326 2134
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2135 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2136 {
2329 /* resistance increased! */ 2137 /* resistance increased! */
2330 skin->resist[i]++; 2138 skin->resist[i]++;
2331 fix_player (op); 2139 op->update_stats ();
2332 2140
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2141 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); 2142 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2143 }
2336 2144
2355 } 2163 }
2356 } 2164 }
2357 return 1; 2165 return 1;
2358} 2166}
2359 2167
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/** 2168/**
2395 * Handles applying an improve armor scroll. 2169 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2170 * Does some sanity checks, then calls improve_armour.
2397 */ 2171 */
2398static void 2172static void
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2177 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 { 2178 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2179 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2406 return; 2180 return;
2407 } 2181 }
2182
2408 armor = find_marked_object (op); 2183 armor = find_marked_object (op);
2184
2409 if (!armor) 2185 if (!armor)
2410 { 2186 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return; 2188 return;
2413 } 2189 }
2190
2414 if (armor->type != ARMOUR 2191 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2192 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2193 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2194 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2195 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2198
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2200 improve_armour (op, tmp, armor);
2424} 2201}
2425 2202
2426
2427extern void 2203extern void
2428apply_poison (object *op, object *tmp) 2204apply_poison (object *op, object *tmp)
2429{ 2205{
2430 if (op->type == PLAYER) 2206 if (op->type == PLAYER)
2431 { 2207 {
2442 handle_apply_yield (tmp); 2218 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2219 decrease_ob (tmp);
2444} 2220}
2445 2221
2446/** 2222/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2223 * 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: 2224 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2225 * -You can come back (there is another exit at the other side)
2450 * -You are 2226 * -You are
2451 * ° the owner of the exit 2227 * ° the owner of the exit
2452 * ° or in the same party as the owner 2228 * ° or in the same party as the owner
2453 * 2229 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2230 * 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 2231 * 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). 2232 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2233 */
2458int 2234int
2459is_legal_2ways_exit (object *op, object *exit) 2235is_legal_2ways_exit (object *op, object *exit)
2460{ 2236{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2237 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2238 return 1; /*This is not a 2 way, so it is legal */
2239
2240#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2241 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2242 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2243#endif
2471 * all the exits in destination and try to find one with same path as 2244
2472 * the current exit's position */ 2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2246
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) 2247 if (exitmap)
2478 { 2248 {
2249 exitmap->load_sync ();
2250
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2251 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252
2480 if (!tmp) 2253 if (!tmp)
2481 return 0; 2254 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2255
2256 for (; tmp; tmp = tmp->above)
2483 { 2257 {
2484 if (tmp->type != EXIT) 2258 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2259 continue; /*Not an exit */
2260
2486 if (!EXIT_PATH (tmp)) 2261 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2262 continue; /*Not a valid exit */
2263
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2264 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2265 continue; /*Not in the same place */
2266
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2267 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2268 continue; /*Not in the same map */
2492 2269
2493 /* From here we have found the exit is valid. However we do 2270 /* 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 2271 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2272 * town portals to prevent strangers from visiting your appartments
2496 */ 2273 */
2497 if (!exit->race) 2274 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2275 return 1; /*No owner, free for all! */
2276
2499 exit_owner = NULL; 2277 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2278
2279 for_all_players (pp)
2501 { 2280 {
2502 if (!pp->ob) 2281 if (!pp->ob)
2503 continue; 2282 continue;
2283
2504 if (pp->ob->name != exit->race) 2284 if (pp->ob->name != exit->race)
2505 continue; 2285 continue;
2286
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2287 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2288 break;
2508 } 2289 }
2290
2509 if (!exit_owner) 2291 if (!exit_owner)
2510 return 0; /* No more owner */ 2292 return 0; /* No more owner */
2293
2511 if (exit_owner->contr == op->contr) 2294 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2295 return 1; /*It is your exit */
2296
2513 if (exit_owner && /*There is a owner */ 2297 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2298 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2299 ((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 */ 2300 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2301 return 0;
2302
2518 return 1; 2303 return 1;
2519 } 2304 }
2520 } 2305 }
2306
2521 return 0; 2307 return 0;
2522} 2308}
2523
2524 2309
2525/** 2310/**
2526 * Main apply handler. 2311 * Main apply handler.
2527 * 2312 *
2528 * Checks for unpaid items before applying. 2313 * Checks for unpaid items before applying.
2536 * being applied. 2321 * being applied.
2537 * 2322 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2323 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2324 * them in this function - they are passed to apply_special
2540 */ 2325 */
2541
2542int 2326int
2543manual_apply (object *op, object *tmp, int aflag) 2327manual_apply (object *op, object *tmp, int aflag)
2544{ 2328{
2545 if (tmp->head) 2329 if (tmp->head)
2546 tmp = tmp->head; 2330 tmp = tmp->head;
2551 { 2335 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2336 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2553 return 1; 2337 return 1;
2554 } 2338 }
2555 else 2339 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2340 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2341 }
2560 2342
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2343 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2344 return RESULT_INT (0);
2563 2345
2564 switch (tmp->type) 2346 switch (tmp->type)
2565 { 2347 {
2566
2567 case CF_HANDLE: 2348 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2350 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1; 2351 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2352 SET_ANIMATION (tmp, tmp->value);
2578 { 2359 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2360 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2361 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 } 2362 }
2582 else 2363 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2364 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2365
2586 return 1; 2366 return 1;
2587 2367
2588 case EXIT: 2368 case EXIT:
2589 if (op->type != PLAYER) 2369 if (op->type != PLAYER)
2590 return 0; 2370 return 0;
2371
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2372 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)); 2373 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else 2374 else
2596 { 2375 {
2597 /* Don't display messages for random maps. */ 2376 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2377 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2378 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2379
2600 enter_exit (op, tmp); 2380 op->enter_exit (tmp);
2601 } 2381 }
2382
2602 return 1; 2383 return 1;
2603 2384
2604 case SIGN: 2385 case SIGN:
2605 apply_sign (op, tmp, 0); 2386 apply_sign (op, tmp, 0);
2606 return 1; 2387 return 1;
2610 { 2391 {
2611 apply_book (op, tmp); 2392 apply_book (op, tmp);
2612 return 1; 2393 return 1;
2613 } 2394 }
2614 else 2395 else
2615 {
2616 return 0; 2396 return 0;
2617 }
2618 2397
2619 case SKILLSCROLL: 2398 case SKILLSCROLL:
2620 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2621 { 2400 {
2622 apply_skillscroll (op, tmp); 2401 apply_skillscroll (op, tmp);
2623 return 1; 2402 return 1;
2624 } 2403 }
2404 else
2625 return 0; 2405 return 0;
2626 2406
2627 case SPELLBOOK: 2407 case SPELLBOOK:
2628 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2629 { 2409 {
2630 apply_spellbook (op, tmp); 2410 apply_spellbook (op, tmp);
2631 return 1; 2411 return 1;
2632 } 2412 }
2413 else
2633 return 0; 2414 return 0;
2634 2415
2635 case SCROLL: 2416 case SCROLL:
2636 apply_scroll (op, tmp, 0); 2417 apply_scroll (op, tmp, 0);
2637 return 1; 2418 return 1;
2638 2419
2639 case POTION: 2420 case POTION:
2640 (void) apply_potion (op, tmp); 2421 apply_potion (op, tmp);
2641 return 1; 2422 return 1;
2642 2423
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2424 /* Eneq(@csd.uu.se): Handle apply on containers. */
2425 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2426 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); 2427 apply_container (op, tmp->env);
2649 return 1; 2428 return 1;
2650 2429
2651 case CONTAINER: 2430 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2431 apply_container (op, tmp);
2656 return 1; 2432 return 1;
2657 2433
2658 case TREASURE: 2434 case TREASURE:
2659 if (op->type == PLAYER) 2435 if (op->type == PLAYER)
2660 { 2436 {
2661 apply_treasure (op, tmp); 2437 apply_treasure (op, tmp);
2662 return 1; 2438 return 1;
2663 } 2439 }
2664 else 2440 else
2665 {
2666 return 0; 2441 return 0;
2667 }
2668 2442
2669 case WEAPON: 2443 case WEAPON:
2670 case ARMOUR: 2444 case ARMOUR:
2671 case BOOTS: 2445 case BOOTS:
2672 case GLOVES: 2446 case GLOVES:
2685 case LAMP: 2459 case LAMP:
2686 case BUILDER: 2460 case BUILDER:
2687 case SKILL_TOOL: 2461 case SKILL_TOOL:
2688 if (tmp->env != op) 2462 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2463 return 2; /* not in inventory */
2464
2690 (void) apply_special (op, tmp, aflag); 2465 apply_special (op, tmp, aflag);
2691 return 1; 2466 return 1;
2692 2467
2693 case DRINK: 2468 case DRINK:
2694 case FOOD: 2469 case FOOD:
2695 case FLESH: 2470 case FLESH:
2699 case POISON: 2474 case POISON:
2700 apply_poison (op, tmp); 2475 apply_poison (op, tmp);
2701 return 1; 2476 return 1;
2702 2477
2703 case SAVEBED: 2478 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2479 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2480
2714 case ARMOUR_IMPROVER: 2481 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2482 if (op->type == PLAYER)
2716 { 2483 {
2717 apply_armour_improver (op, tmp); 2484 apply_armour_improver (op, tmp);
2718 return 1; 2485 return 1;
2719 } 2486 }
2720 else 2487 else
2721 {
2722 return 0; 2488 return 0;
2723 }
2724 2489
2725 case WEAPON_IMPROVER: 2490 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2491 check_improve_weapon (op, tmp);
2727 return 1; 2492 return 1;
2728 2493
2729 case CLOCK: 2494 case CLOCK:
2730 if (op->type == PLAYER) 2495 if (op->type == PLAYER)
2731 { 2496 {
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2504 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2740 new_draw_info (NDI_UNIQUE, 0, op, buf); 2505 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2506 return 1;
2742 } 2507 }
2743 else 2508 else
2744 {
2745 return 0; 2509 return 0;
2746 }
2747 2510
2748 case MENU: 2511 case MENU:
2749 if (op->type == PLAYER) 2512 if (op->type == PLAYER)
2750 { 2513 {
2751 shop_listing (op); 2514 shop_listing (tmp, op);
2752 return 1; 2515 return 1;
2753 } 2516 }
2754 else 2517 else
2755 {
2756 return 0; 2518 return 0;
2757 }
2758 2519
2759 case POWER_CRYSTAL: 2520 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */ 2521 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2522 return 1;
2762 2523
2765 { 2526 {
2766 apply_lighter (op, tmp); 2527 apply_lighter (op, tmp);
2767 return 1; 2528 return 1;
2768 } 2529 }
2769 else 2530 else
2770 {
2771 return 0; 2531 return 0;
2772 }
2773 2532
2774 case ITEM_TRANSFORMER: 2533 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2534 apply_item_transformer (op, tmp);
2776 return 1; 2535 return 1;
2777 2536
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2559 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2801 return 0; 2560 return 0;
2802 } 2561 }
2803 } 2562 }
2804 2563
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; 2564 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2565
2821 tmp = manual_apply (pl, op, aflag); 2566 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2567 if (!quiet)
2823 { 2568 {
2824 if (tmp == 0) 2569 if (tmp == 0)
2832/** 2577/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2578 * 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 2579 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2580 * we use the ground.
2836 */ 2581 */
2837
2838void 2582void
2839player_apply_below (object *pl) 2583player_apply_below (object *pl)
2840{ 2584{
2841 object *tmp, *next;
2842 int floors; 2585 int floors = 0;
2843 2586
2844 /* If using a container, set the starting item to be the top 2587 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2588 * 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 2589 * 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 2590 * 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 2591 * 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 2592 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2593 * not return a proper value.
2854 */ 2594 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2595 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2596 {
2857 next = tmp->below; 2597 next = tmp->below;
2598
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2599 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2600 floors++;
2860 else if (floors > 0) 2601 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2602 return; /* process only floor objects after first floor object */
2862 2603
2882 * to keep the size of apply_special to a more managable size. 2623 * to keep the size of apply_special to a more managable size.
2883 */ 2624 */
2884static int 2625static int
2885unapply_special (object *who, object *op, int aflags) 2626unapply_special (object *who, object *op, int aflags)
2886{ 2627{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2628 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2629 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2630 return RESULT_INT (0);
2889 2631
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2632 CLEAR_FLAG (op, FLAG_APPLIED);
2633
2893 switch (op->type) 2634 switch (op->type)
2894 { 2635 {
2636 case SKILL_TOOL:
2637 // unapplying a skill tool should also unapply the skill it governs
2638 // but this is hard, as it shouldn't do so when the skill can
2639 // be used for other reasons
2640 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2641 if (tmp->skill == op->skill
2642 && tmp->type == SKILL
2643 && tmp->flag [FLAG_APPLIED]
2644 && !tmp->flag [FLAG_CAN_USE_SKILL])
2645 unapply_special (who, tmp, 0);
2646
2647 change_abil (who, op);
2648 break;
2649
2895 case WEAPON: 2650 case WEAPON:
2651 if (player *pl = who->contr)
2652 if (op == pl->combat_ob)
2653 {
2654 pl->combat_ob = 0;
2655 who->change_weapon (pl->ranged_ob);
2656 }
2657
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2659
2898 (void) change_abil (who, op); 2660 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2661 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2662 break;
2903 2663
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2664 case SKILL:
2906 if (op != who->chosen_skill) 2665 if (who->contr)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 } 2666 {
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible) 2667 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 2669 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 } 2671 }
2922 } 2672
2923 (void) change_abil (who, op); 2673 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2675 break;
2927 2676
2928 case ARMOUR: 2677 case ARMOUR:
2929 case HELMET: 2678 case HELMET:
2934 case AMULET: 2683 case AMULET:
2935 case GIRDLE: 2684 case GIRDLE:
2936 case BRACERS: 2685 case BRACERS:
2937 case CLOAK: 2686 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2688 change_abil (who, op);
2940 break; 2689 break;
2690
2941 case LAMP: 2691 case LAMP:
2692 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2694
2943 tmp2 = arch_to_object (op->other_arch); 2695 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2696 tmp2->x = op->x;
2945 tmp2->y = op->y; 2697 tmp2->y = op->y;
2946 tmp2->map = op->map; 2698 tmp2->map = op->map;
2947 tmp2->below = op->below; 2699 tmp2->below = op->below;
2948 tmp2->above = op->above; 2700 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2701 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2702 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2703
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2704 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2705 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2706
2955 if (who->type == PLAYER) 2707 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2708 esrv_del_item (who->contr, op->count);
2957 2709
2958 remove_ob (op); 2710 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2711 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2712 who->update_stats ();
2713
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2714 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2715 {
2964 if (who->type == PLAYER) 2716 if (who->contr)
2965 { 2717 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2718 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2719 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2720 }
2969 } 2721 }
2970 if (who->type == PLAYER) 2722
2723 if (who->contr)
2971 esrv_send_item (who, tmp2); 2724 esrv_send_item (who, tmp2);
2725 }
2726
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2727 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2728
2974 case BOW: 2729 case BOW:
2975 case WAND: 2730 case WAND:
2976 case ROD: 2731 case ROD:
2977 case HORN: 2732 case HORN:
2978 clear_skill (who); 2733 if (player *pl = who->contr)
2734 {
2735 if (op == pl->ranged_ob)
2736 {
2737 pl->ranged_ob = 0;
2738 who->change_weapon (pl->combat_ob);
2739 }
2740
2979 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));
2980 if (who->type == PLAYER)
2981 {
2982 who->contr->shoottype = range_none;
2983 } 2742 }
2984 else 2743 else
2985 { 2744 {
2745 who->change_skill (0);
2746
2986 if (op->type == BOW) 2747 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2748 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2749 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2750 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2751 }
2752
2991 break; 2753 break;
2992 2754
2993 case BUILDER: 2755 case BUILDER:
2756 if (who->contr)
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2757 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; 2758 break;
2998 2759
2999 default: 2760 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2762 break;
3002 } 2763 }
3003 2764
3004 fix_player (who); 2765 who->update_stats ();
3005 2766
3006 if (!(aflags & AP_NO_MERGE)) 2767 if (!(aflags & AP_NO_MERGE))
3007 { 2768 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL); 2769 object *tmp = merge_ob (op, 0);
3011 if (who->type == PLAYER) 2770
2771 if (who->contr)
3012 { 2772 {
3013 if (tmp) 2773 if (tmp)
3014 { /* it was merged */ 2774 { /* it was merged */
3015 esrv_del_item (who->contr, op->count); 2775 esrv_del_item (who->contr, op->count);
3016 op = tmp; 2776 op = tmp;
3017 } 2777 }
3018 2778
3019 esrv_send_item (who, op); 2779 esrv_send_item (who, op);
3020 } 2780 }
3021 } 2781 }
2782
3022 return 0; 2783 return 0;
3023} 2784}
3024 2785
3025/** 2786/**
3026 * Returns the object that is using location 'loc'. 2787 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2788 * 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 2789 * then go through the below of this. In this way, you can do
3029 * something like: 2790 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 2791 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2792 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 2793 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 2794 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 2795 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 2796 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 2797 * invisible other objects that use
3037 * up body locations can be used as restrictions. 2798 * up body locations can be used as restrictions.
3038 */ 2799 */
3039object * 2800static object *
3040get_item_from_body_location (object *start, int loc) 2801get_next_item_from_body_location (int loc, object *start)
3041{ 2802{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 2803 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2804 if (tmp->flag [FLAG_APPLIED]
2805 && tmp->slot[loc].info
2806 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 2807 return tmp;
3050 2808
3051 return NULL; 2809 return 0;
3052} 2810}
3053
3054
3055 2811
3056/** 2812/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 2813 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 2814 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 2815 * that there are objects to unapply. This makes pretty heavy
3065 * another function that does just that. 2821 * another function that does just that.
3066 */ 2822 */
3067int 2823int
3068unapply_for_ob (object *who, object *op, int aflags) 2824unapply_for_ob (object *who, object *op, int aflags)
3069{ 2825{
3070 int i; 2826 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) 2827 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2828 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))) 2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 2830 {
3084 if (aflags & AP_PRINT) 2831 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3086 else 2833 else
3087 unapply_special (who, tmp, aflags); 2834 unapply_special (who, tmp, aflags);
3088 } 2835 }
3089 else 2836 else
3090 { 2837 {
3091 /* In this case, we want to try and remove a cursed item. 2838 /* 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 2839 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 2840 * at least generate the message.
3094 */ 2841 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2842 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; 2843 return 1;
3097 }
3098
3099 } 2844 }
3100 }
3101 }
3102 2845
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 2847 {
3105 /* this used up a slot that we need to free */ 2848 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 2849 if (op->slot[i].info)
3107 { 2850 {
3108 last = who->inv; 2851 object *last = who->inv;
3109 2852
3110 /* We do a while loop - may need to remove several items in order 2853 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 2854 * to free up enough slots.
3112 */ 2855 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 2856 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 2857 {
3115 tmp = get_item_from_body_location (last, i); 2858 object *tmp = get_next_item_from_body_location (i, last);
2859
3116 if (!tmp) 2860 if (!tmp)
3117 { 2861 {
3118#if 0 2862#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 2863 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 2864 * equipped.
3121 */ 2865 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2866 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 2867#endif
3124 return 1; 2868 return 1;
3125 } 2869 }
2870
3126 /* If we are just printing, we don't care about cursed status */ 2871 /* 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)))) 2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 2873 {
3129 if (aflags & AP_PRINT) 2874 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2875 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 2883 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 2884 * one cursed ring.)
3140 */ 2885 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3142 } 2887 }
2888
3143 last = tmp->below; 2889 last = tmp->below;
3144 } 2890 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2891 /* 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. 2892 * return in the !tmp would have kicked in.
3147 */ 2893 */
3148 } /* if op is using this body location */ 2894 } /* if op is using this body location */
3149 } /* for body lcoations */ 2895 } /* for body lcoations */
2896
3150 return 0; 2897 return 0;
3151} 2898}
3152 2899
3153/** 2900/**
3154 * Checks to see if 'who' can apply object 'op'. 2901 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2902 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2903 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2904 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2905 * 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?) 2906 * is set, do we really care what the other flags may be?)
3160 * 2907 *
3161 * See include/define.h for detailed description of the meaning of 2908 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2909 * these return values.
3163 */ 2910 */
3164int 2911int
3165can_apply_object (object *who, object *op) 2912can_apply_object (object *who, object *op)
3166{ 2913{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2915 return RESULT_INT (0);
3169 2916
3170 int i, retval = 0; 2917 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2918 object *tmp = 0, *ws = 0;
3172 2919
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2920 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 { 2921 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2922 if (op->slot[i].info)
3181 { 2923 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2924 /* Item uses more slots than we have */
2925 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 2926 {
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' 2927 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2928 * really needed.
3200 */ 2929 */
3201 retval |= CAN_APPLY_NEVER; 2930 retval |= CAN_APPLY_NEVER;
3202 } 2931 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2932 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 2933 {
3205 /* in this case, equipping this would use more free spots than 2934 /* in this case, equipping this would use more free spots than
3206 * we have. 2935 * we have.
3207 */ 2936 */
3208 object *tmp1;
3209
3210 2937
3211 /* if we have an applied weapon/shield, and unapply it would free 2938 /* 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 2939 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 2940 * 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 2941 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 2942 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 2943 * does take into the account cases where what is being applied
3217 * may be two handed for example. 2944 * may be two handed for example.
3218 */ 2945 */
3219 if (ws) 2946 if (ws)
3220 { 2947 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 { 2948 {
3223 retval |= CAN_APPLY_UNAPPLY; 2949 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 2950 continue;
3225 } 2951 }
3226 }
3227 2952
3228 tmp1 = get_item_from_body_location (who->inv, i); 2953 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 2954 if (!tmp1)
3230 { 2955 {
3231#if 0 2956#if 0
3232 /* This is sort of an error, but happens a lot when old players 2957 /* 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. 2958 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 2966 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 2967 * is different than we had found before, it means they need
3243 * to apply multiple objects 2968 * to apply multiple objects
3244 */ 2969 */
3245 retval |= CAN_APPLY_UNAPPLY; 2970 retval |= CAN_APPLY_UNAPPLY;
2971
3246 if (!tmp) 2972 if (!tmp)
3247 tmp = tmp1; 2973 tmp = tmp1;
3248 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 2976
3252 /* This object isn't using up all the slots, so there must 2977 /* 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 2978 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3255 */ 2980 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 2984
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3261 */ 2987 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 2990 }
3266 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3267 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3269 2994
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 2999 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3000 * all use the same location.
3276 */ 3001 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3281 3007
3282
3283 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3284 { 3009 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3293 } 3021 }
3022
3294 return retval; 3023 return retval;
3295} 3024}
3296
3297
3298 3025
3299/** 3026/**
3300 * who is the object using the object. It can be a monster. 3027 * 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, 3028 * 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 3029 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3038 * AP_UNAPPLY=always unapply).
3312 * 3039 *
3313 * Optional flags: 3040 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3041 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3042 * AP_IGNORE_CURSE: unapply cursed items
3043 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3044 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3045 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3046 *
3319 * apply_special() doesn't check for unpaid items. 3047 * apply_special() doesn't check for unpaid items.
3320 */ 3048 */
3321int 3049int
3322apply_special (object *who, object *op, int aflags) 3050apply_special (object *who, object *op, int aflags)
3323{ 3051{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3052 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3053 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3054
3328 if (who == NULL) 3055 if (who == NULL)
3329 { 3056 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3057 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3058 return 1;
3341 if (basic_flag == AP_APPLY) 3068 if (basic_flag == AP_APPLY)
3342 return 0; 3069 return 0;
3343 3070
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3071 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3072 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3073 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; 3074 return 1;
3348 } 3075 }
3076
3349 return unapply_special (who, op, aflags); 3077 return unapply_special (who, op, aflags);
3350 } 3078 }
3351 3079
3352 if (basic_flag == AP_UNAPPLY) 3080 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3081 return 0;
3354 3082
3355 i = can_apply_object (who, op); 3083 // if the item is combat/ranged, wield the relevant slot first
3084 // to resolve conflicts.
3085 if (player *pl = who->contr)
3086 switch (op->slottype ())
3087 {
3088 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3090 }
3091
3092 splay (op);
3356 3093
3357 /* Can't just apply this object. Lets see what not and what to do */ 3094 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3095 if (int i = can_apply_object (who, op))
3359 { 3096 {
3360 if (i & CAN_APPLY_NEVER) 3097 if (i & CAN_APPLY_NEVER)
3361 { 3098 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3099 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; 3100 return 1;
3365 else if (i & CAN_APPLY_RESTRICTION) 3102 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3103 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3104 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3368 return 1; 3105 return 1;
3369 } 3106 }
3107
3370 if (who->type != PLAYER) 3108 if (who->type != PLAYER)
3371 { 3109 {
3372 /* Some error, so don't try to equip something more */ 3110 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3111 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3112 return 1;
3375 } 3113 }
3376 else 3114 else
3377 { 3115 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3116 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3117 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3118 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); 3119 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3120 return 1;
3383 } 3121 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3122 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3123 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3124 return 1;
3389 } 3125 }
3390 }
3391 } 3126 }
3127
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3128 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3129 {
3394 skop = find_skill_by_name (who, op->skill); 3130 skop = find_skill_by_name (who, op->skill);
3131
3395 if (!skop) 3132 if (!skop)
3396 { 3133 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3398 return 1; 3135 return 1;
3399 } 3136 }
3400 else 3137 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3138 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3139 * skill so that the dam and wc get updated
3404 */ 3140 */
3405 change_skill (who, skop, 0); 3141 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 { 3142 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3143
3144 if (who->type == PLAYER
3145 && op->item_power
3146 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3147 {
3148 new_draw_info (NDI_UNIQUE, 0, who,
3149 "Equipping that combined with other items would consume your soul! "
3150 "[use the skills command to check your available item power]");
3412 return 1; 3151 return 1;
3413 } 3152 }
3414
3415 3153
3416 /* Ok. We are now at the state where we can apply the new object. 3154 /* 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_... 3155 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3156 * below - that is already taken care of by can_apply_object.
3419 */ 3157 */
3420
3421
3422 if (op->nrof > 1) 3158 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3159 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3160 else
3425 tmp = NULL; 3161 tmp = 0;
3426 3162
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3163 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3164 return RESULT_INT (0);
3429 3165
3430 switch (op->type) 3166 switch (op->type)
3431 { 3167 {
3432 case WEAPON: 3168 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3169 if (!check_weapon_power (who, op->last_eat))
3434 { 3170 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3171 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3172 "It would consume your soul!.");
3173
3437 if (tmp != NULL) 3174 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3175 insert_ob_in_ob (tmp, who);
3176
3439 return 1; 3177 return 1;
3440 } 3178 }
3179
3180 //TODO: this obviously fails for players using a shorter prefix
3181 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3182 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3183 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3184 /* 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) */ 3185 /* (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."); 3186 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3187
3446 if (tmp != NULL) 3188 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3189 insert_ob_in_ob (tmp, who);
3190
3448 return 1; 3191 return 1;
3449 } 3192 }
3193
3194 if (!skop)
3195 {
3196 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3197 return 1;
3198 }
3199
3450 SET_FLAG (op, FLAG_APPLIED); 3200 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3201 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3202
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3203 if (who->contr)
3204 who->change_weapon (who->contr->combat_ob = op);
3456 3205
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3206 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458 3207
3208 SET_FLAG (who, FLAG_READY_WEAPON);
3459 (void) change_abil (who, op); 3209 change_abil (who, op);
3460 break; 3210 break;
3461 3211
3462 case ARMOUR: 3212 case ARMOUR:
3463 case HELMET: 3213 case HELMET:
3464 case SHIELD: 3214 case SHIELD:
3469 case CLOAK: 3219 case CLOAK:
3470 case RING: 3220 case RING:
3471 case AMULET: 3221 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3222 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3474 (void) change_abil (who, op); 3224 change_abil (who, op);
3475 break; 3225 break;
3226
3476 case LAMP: 3227 case LAMP:
3477 if (op->stats.food < 1) 3228 if (op->stats.food < 1)
3478 { 3229 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3230 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3480 return 1; 3231 return 1;
3481 } 3232 }
3233
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch); 3235 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3236 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3237 SET_FLAG (tmp2, FLAG_APPLIED);
3238
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3240 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241
3488 insert_ob_in_ob (tmp2, who); 3242 insert_ob_in_ob (tmp2, who);
3489 3243
3490 /* Remove the old lantern */ 3244 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3245 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3246 esrv_del_item (who->contr, op->count);
3493 3247
3494 remove_ob (op); 3248 op->destroy ();
3495 free_object (op);
3496 3249
3497 /* insert the portion that was split off */ 3250 /* insert the portion that was split off */
3498 if (tmp != NULL) 3251 if (tmp)
3499 { 3252 {
3500 (void) insert_ob_in_ob (tmp, who); 3253 insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3254 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3255 esrv_send_item (who, tmp);
3503 } 3256 }
3504 fix_player (who); 3257
3258 who->update_stats ();
3259
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3507 if (who->type == PLAYER) 3261 if (who->type == PLAYER)
3508 { 3262 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3263 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 } 3265 }
3512 } 3266
3513 if (who->type == PLAYER) 3267 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2); 3268 esrv_send_item (who, tmp2);
3269
3515 return 0; 3270 return 0;
3271
3272 case SKILL_TOOL:
3273 // applying a skill tool also readies the skill
3274 SET_FLAG (op, FLAG_APPLIED);
3275
3276 if (!(aflags & AP_NO_READY))
3277 {
3278 skop = find_skill_by_name (who, op->skill);
3279 if (!skop->flag [FLAG_APPLIED])
3280 apply_special (who, skop, AP_APPLY);
3281 }
3516 break; 3282 break;
3517 3283
3518 /* this part is needed for skill-tools */
3519 case SKILL: 3284 case SKILL:
3520 case SKILL_TOOL: 3285 if (player *pl = who->contr)
3521 if (who->chosen_skill)
3522 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3524 return 1;
3525 } 3286 {
3526 if (who->type == PLAYER) 3287 if (IS_COMBAT_SKILL (op->subtype))
3527 { 3288 {
3528 who->contr->shoottype = range_skill; 3289 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3529 who->contr->ranges[range_skill] = op; 3290 {
3291 for (object *item = who->inv; item; item = item->below)
3292 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3293 {
3294 if (item->skill == op->skill)
3295 {
3296 who->change_weapon (pl->combat_ob = item);
3297 goto found_weapon;
3298 }
3299 }
3300
3301 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3302 return 1;
3303
3304 found_weapon:;
3305 }
3306 else
3307 who->change_weapon (pl->combat_ob = op);
3308 }
3309 else if (IS_RANGED_SKILL (op->subtype))
3310 {
3311 if (skill_flags [op->subtype] & SF_NEED_BOW)
3312 {
3313 for (object *item = who->inv; item; item = item->below)
3314 if (item->type == BOW && item->flag [FLAG_APPLIED])
3315 {
3316 //TODO: bows should/must all have skill missile weapon right now
3317 who->change_weapon (pl->ranged_ob = item);
3318 goto found_bow;
3319 }
3320
3321 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3322 return 1;
3323
3324 found_bow:;
3325 }
3326 else
3327 who->change_weapon (pl->ranged_ob = op);
3328 }
3329
3530 if (!op->invisible) 3330 if (!op->invisible)
3531 { 3331 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3332 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); 3333 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 } 3334 }
3535 else 3335 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3336 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 } 3337 }
3338 else
3539 } 3339 {
3540 SET_FLAG (op, FLAG_APPLIED); 3340 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3341 change_abil (who, op);
3542 who->chosen_skill = op; 3342 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3343 SET_FLAG (who, FLAG_READY_SKILL);
3344 }
3345
3544 break; 3346 break;
3545 3347
3546 case BOW: 3348 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3349 if (!check_weapon_power (who, op->last_eat))
3548 { 3350 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3351 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!."); 3352 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353
3551 if (tmp != NULL) 3354 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3355 insert_ob_in_ob (tmp, who);
3356
3553 return 1; 3357 return 1;
3554 } 3358 }
3359
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3360 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3361 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3362 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3558 if (tmp != NULL) 3363 if (tmp)
3559 (void) insert_ob_in_ob (tmp, who); 3364 insert_ob_in_ob (tmp, who);
3365
3560 return 1; 3366 return 1;
3561 } 3367 }
3368
3562 /*FALLTHROUGH*/ case WAND: 3369 /*FALLTHROUGH*/
3370 case WAND:
3563 case ROD: 3371 case ROD:
3564 case HORN: 3372 case HORN:
3565 /* check for skill, alter player status */ 3373 /* check for skill, alter player status */
3374
3375 if (!skop)
3376 {
3377 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3378 return 1;
3379 }
3380
3566 SET_FLAG (op, FLAG_APPLIED); 3381 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3382 who->change_skill (skop);
3383
3384 if (who->contr)
3385 {
3386 who->contr->ranged_ob = op;
3387
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3388 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3389
3571 if (who->type == PLAYER)
3572 {
3573 if (op->type == BOW) 3390 if (op->type == BOW)
3574 { 3391 {
3392 who->current_weapon = op;
3575 (void) change_abil (who, op); 3393 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who, 3394 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3395 "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 } 3396 }
3584 } 3397 }
3585 else 3398 else
3586 { 3399 {
3587 if (op->type == BOW) 3400 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3401 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3402 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3403 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3404 }
3405
3592 break; 3406 break;
3593 3407
3594 case BUILDER: 3408 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3409 if (who->type == PLAYER)
3410 {
3411 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3412 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3413 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3414
3598 who->contr->ranges[range_builder] = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3415 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3416
3417 who->contr->ranged_ob = op;
3418 }
3600 break; 3419 break;
3601 3420
3602 default: 3421 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3604 } /* end of switch op->type */ 3423 } /* end of switch op->type */
3605 3424
3606 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3607 3426
3608 if (tmp != NULL) 3427 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3428 tmp = insert_ob_in_ob (tmp, who);
3610 3429
3611 fix_player (who); 3430 who->update_stats ();
3612 3431
3613 /* We exclude spell casting objects. The fire code will set the 3432 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3433 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3434 * you don't know anything about them.
3616 */ 3435 */
3623 { 3442 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3443 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3444 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3445 }
3627 } 3446 }
3447
3628 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3629 { 3449 {
3630 /* if multiple objects were applied, update both slots */ 3450 /* if multiple objects were applied, update both slots */
3631 if (tmp) 3451 if (tmp)
3632 esrv_send_item (who, tmp); 3452 esrv_send_item (who, tmp);
3453
3633 esrv_send_item (who, op); 3454 esrv_send_item (who, op);
3634 } 3455 }
3456
3635 return 0; 3457 return 0;
3636} 3458}
3637
3638 3459
3639int 3460int
3640monster_apply_special (object *who, object *op, int aflags) 3461monster_apply_special (object *who, object *op, int aflags)
3641{ 3462{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3463 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3656 int i; 3477 int i;
3657 3478
3658 switch (op->type) 3479 switch (op->type)
3659 { 3480 {
3660 case SHOP_FLOOR: 3481 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3482 if (!op->has_random_items ())
3662 return 0; 3483 return 0;
3484
3663 do 3485 do
3664 { 3486 {
3665 i = 10; /* let's give it 10 tries */ 3487 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3488 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3489 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3490 if (tmp == NULL)
3669 return 0; 3491 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3492 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3493 {
3672 free_object (tmp); 3494 tmp->destroy ();
3673 tmp = NULL; 3495 tmp = NULL;
3674 } 3496 }
3675 } 3497 }
3676 while (!tmp); 3498 while (!tmp);
3499
3677 tmp->x = op->x; 3500 tmp->x = op->x;
3678 tmp->y = op->y; 3501 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3502 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3503 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3504 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3506 break;
3684 3507
3685 case TREASURE: 3508 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3509 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3510 return 0;
3511
3688 while ((op->stats.hp--) > 0) 3512 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3513 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); 3514 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3515
3692 /* If we generated an object and put it in this object inventory, 3516 /* 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 3517 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3519 * that is put inside other objects.
3696 */ 3520 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3521 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3522 {
3699 tmp2 = tmp->below; 3523 tmp2 = tmp->below;
3700 remove_ob (tmp); 3524 tmp->remove ();
3525
3701 if (op->env) 3526 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3527 insert_ob_in_ob (tmp, op->env);
3703 else 3528 else
3704 free_object (tmp); 3529 tmp->destroy ();
3705 } 3530 }
3706 remove_ob (op); 3531
3707 free_object (op); 3532 op->destroy ();
3708 break; 3533 break;
3709 } 3534 }
3710 return tmp ? 1 : 0; 3535 return tmp ? 1 : 0;
3711} 3536}
3712 3537
3713/** 3538/**
3714 * fix_auto_apply goes through the entire map (only the first time 3539 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3540 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3541 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3542 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3543 */
3719void 3544void
3720fix_auto_apply (maptile *m) 3545maptile::fix_auto_apply ()
3721{ 3546{
3722 object *tmp, *above = NULL; 3547 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3548 return;
3727 3549
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3550 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3551 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3552 {
3732 above = tmp->above; 3553 object *above = tmp->above;
3733 3554
3734 if (tmp->inv) 3555 if (tmp->inv)
3735 { 3556 {
3736 object *invtmp, *invnext; 3557 object *invtmp, *invnext;
3737 3558
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3559 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3560 {
3740 invnext = invtmp->below; 3561 invnext = invtmp->below;
3741 3562
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3563 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3564 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3565 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3566 {
3746 while ((invtmp->stats.hp--) > 0) 3567 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); 3568 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3569
3570 invtmp->randomitems = NULL;
3571 }
3572 else if (invtmp && invtmp->arch
3573 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3574 {
3575 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3576 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3577 * treasure again for this object
3757 */ 3578 */
3758 invtmp->randomitems = NULL; 3579 invtmp->randomitems = NULL;
3759 } 3580 }
3760 } 3581 }
3761 /* This is really temporary - the code at the bottom will 3582 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3583 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3584 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3585 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3586 * MSW 2004-05-13
3766 * 3587 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3588 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3589 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3590 * Ryo 2004-08-16
3770 */ 3591 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3592 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) 3593 || 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; 3594 tmp->randomitems = NULL;
3595
3784 } 3596 }
3597
3598 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3599 auto_apply (tmp);
3600 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3601 {
3602 while ((tmp->stats.hp--) > 0)
3603 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3604 tmp->randomitems = NULL;
3605 }
3785 else if (tmp->type == TIMED_GATE) 3606 else if (tmp->type == TIMED_GATE)
3786 { 3607 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3608 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3609
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3610 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3611 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3612 }
3795 /* This function can be called everytime a map is loaded, even when 3613 /* 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 3614 * 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 3615 * 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. 3616 * 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 3617 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3618 * which say how many times to make the treasure.
3801 */ 3619 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3620 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3621 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3622 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3623 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3624 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3625 tmp->randomitems = NULL;
3808 } 3626 }
3627
3628 // close all containers
3629 else if (tmp->type == CONTAINER)
3630 tmp->flag [FLAG_APPLIED] = 0;
3631
3632 tmp = above;
3809 } 3633 }
3810 3634
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3635 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3636 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)) 3637 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3638 check_trigger (tmp, tmp->above);
3816} 3639}
3817 3640
3818/** 3641/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3642 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3643 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3644 * 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. 3645 * the food changes, just grab a force and use that instead.
3823 */ 3646 */
3824
3825void 3647void
3826eat_special_food (object *who, object *food) 3648eat_special_food (object *who, object *food)
3827{ 3649{
3828 object *force; 3650 object *force;
3829 int i, did_one = 0; 3651 int i, did_one = 0;
3830 sint8 k;
3831 3652
3832 force = get_archetype (FORCE_NAME); 3653 force = get_archetype (FORCE_NAME);
3833 3654
3834 for (i = 0; i < NUM_STATS; i++) 3655 for (i = 0; i < NUM_STATS; i++)
3835 { 3656 if (sint8 k = food->stats.stat (i))
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 { 3657 {
3839 set_attr_value (&force->stats, i, k); 3658 force->stats.stat (i) = k;
3840 did_one = 1; 3659 did_one = 1;
3841 } 3660 }
3842 }
3843 3661
3844 /* check if we can protect the eater */ 3662 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++) 3663 for (i = 0; i < NROFATTACKS; i++)
3846 { 3664 {
3847 if (food->resist[i] > 0) 3665 if (food->resist[i] > 0)
3848 { 3666 {
3849 force->resist[i] = food->resist[i] / 2; 3667 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3668 did_one = 1;
3851 } 3669 }
3852 } 3670 }
3671
3853 if (did_one) 3672 if (did_one)
3854 { 3673 {
3855 force->speed = 0.1; 3674 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3675 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3676 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3677 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3678 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3679 insert_ob_in_ob (force, who);
3863 } 3680 }
3864 else 3681 else
3865 { 3682 force->destroy ();
3866 free_object (force);
3867 }
3868 3683
3869 /* check for hp, sp change */ 3684 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3685 if (food->stats.hp != 0)
3871 { 3686 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3687 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3688 {
3874 strcpy (who->contr->killer, food->name); 3689 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3690 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3691 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3692 }
3878 else 3693 else
3879 { 3694 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3713 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3714 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3715 /* place limit on max sp from food? */
3901 } 3716 }
3902 } 3717 }
3903 fix_player (who); 3718 who->update_stats ();
3904} 3719}
3905
3906 3720
3907/** 3721/**
3908 * Designed primarily to light torches/lanterns/etc. 3722 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3723 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3724 * the selected object to "burn". -b.t.
3911 */ 3725 */
3912
3913void 3726void
3914apply_lighter (object *who, object *lighter) 3727apply_lighter (object *who, object *lighter)
3915{ 3728{
3916 object *item; 3729 object *item;
3917 int is_player_env = 0; 3730 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3731
3920 item = find_marked_object (who); 3732 item = find_marked_object (who);
3921 if (item) 3733 if (item)
3922 { 3734 {
3923 if (lighter->last_eat && lighter->stats.food) 3735 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3736 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3737 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3738 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3739 if (lighter->nrof > 1)
3928 { 3740 {
3929 object *oneLighter = get_object (); 3741 object *oneLighter = lighter->clone ();
3930 3742
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3743 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3744 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3745 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3746 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3747 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3753 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3754 { /* 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); 3755 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; 3756 return;
3946 } 3757 }
3758
3947 /* Perhaps we should split what we are trying to light on fire? 3759 /* 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 3760 * I can't see many times when you would want to light multiple
3949 * objects at once. 3761 * objects at once.
3950 */ 3762 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3763
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)) 3764 if (who == item->in_player ())
3957 is_player_env = 1; 3765 is_player_env = 1;
3958 3766
3959 save_throw_object (item, AT_FIRE, who); 3767 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3768
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3769 if (item->destroyed ())
3964 { 3770 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3771 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 3772 /* Need to update the player so that the players glow radius
3967 * gets changed. 3773 * gets changed.
3968 */ 3774 */
3969 if (is_player_env) 3775 if (is_player_env)
3970 fix_player (who); 3776 who->update_stats ();
3971 } 3777 }
3972 else 3778 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); 3779 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3780 }
3975 else /* nothing to light */ 3781 else /* nothing to light */
3992 object *tmp; 3798 object *tmp;
3993 3799
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3800 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3995 tmp = get_archetype (SPELL_WONDER); 3801 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3802 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3803 tmp->destroy ();
3998 } 3804 }
3999 else if (failure <= -15 && failure > -35) 3805 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3806 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3807 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3808 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4021 blind_player (op, op, power); 3827 blind_player (op, op, power);
4022 } 3828 }
4023 else if (failure <= -80) 3829 else if (failure <= -80)
4024 { /* blast the immediate area */ 3830 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3831 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3832 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3833 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4030 free_object (tmp); 3834 tmp->destroy ();
4031 } 3835 }
4032 } 3836 }
4033} 3837}
4034 3838
4035void 3839void
4054 */ 3858 */
4055 int i, j; 3859 int i, j;
4056 3860
4057 for (i = 0; i < NUM_STATS; i++) 3861 for (i = 0; i < NUM_STATS; i++)
4058 { 3862 {
4059 sint8 stat = get_attr_value (stats, i); 3863 int race_bonus = pl->arch->stats.stat (i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3864 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3865
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3866 if (stat > 20 + race_bonus)
4064 { 3867 {
4065 excess_stat++; 3868 excess_stat++;
4066 stat = 20 + race_bonus; 3869 stat = 20 + race_bonus;
4067 } 3870 }
4068 set_attr_value (stats, i, stat); 3871
3872 stats->stat (i) = stat;
4069 } 3873 }
4070 3874
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3875 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3876 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3877 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 3878
4077 if (i == CHA) 3879 if (i == CHA)
4078 continue; /* exclude cha from this */ 3880 continue; /* exclude cha from this */
3881
3882 int stat = stats->stat (i);
3883 int race_bonus = pl->arch->stats.stat (i);
4079 if (stat < 20 + race_bonus) 3884 if (stat < 20 + race_bonus)
4080 { 3885 {
4081 change_attr_value (stats, i, 1); 3886 change_attr_value (stats, i, 1);
4082 excess_stat--; 3887 excess_stat--;
4083 } 3888 }
4086 /* insert the randomitems from the change's treasurelist into 3891 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 3892 * the player ref: player.c
4088 */ 3893 */
4089 if (change->randomitems != NULL) 3894 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems); 3895 give_initial_items (pl, change->randomitems);
4091
4092 3896
4093 /* set up the face, for some races. */ 3897 /* set up the face, for some races. */
4094 3898
4095 /* first, look for the force object banning 3899 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 3900 * changing the face. Certain races never change face with class.
4153 { 3957 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3958 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155 return; 3959 return;
4156 } 3960 }
4157 /* check whether they are compatible or not */ 3961 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 3962 find = strstr (marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3963 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 3964 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4162 return; 3966 return;
4163 } 3967 }
4164 find += strlen (transformer->arch->name) + 1; 3968 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 3969 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 3970 if (isdigit (*(find)))
4167 { 3971 {
4168 yield = atoi (find); 3972 yield = atoi (find);
4169 if (yield < 1) 3973 if (yield < 1)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines