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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.119 by elmex, Tue Jul 31 09:59:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER) 200 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 203 return 0;
208 } 204 }
209 205
210 if (op->type == PLAYER) 206 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 208 identify (tmp);
214 }
215 209
216 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
217 211
218 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 215 object *depl;
222 archetype *at; 216 archetype *at;
223 217
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 219 {
226 drain_stat (op); 220 op->drain_stat ();
227 fix_player (op); 221 op->update_stats ();
228 decrease_ob (tmp); 222 decrease_ob (tmp);
229 return 1; 223 return 1;
230 } 224 }
225
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 227 {
233 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 229 return 0;
235 } 230 }
236 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 } 238
244 remove_ob (depl); 239 depl->destroy ();
245 free_object (depl); 240 op->update_stats ();
246 fix_player (op);
247 } 241 }
248 else 242 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250 244
251 decrease_ob (tmp); 245 decrease_ob (tmp);
253 } 247 }
254 248
255 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 { 251 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
260 { 253 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 255 {
263 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
293 op->contr->levgrace[i] = 3; 286 op->contr->levgrace[i] = 3;
294 break; 287 break;
295 } 288 }
296 } 289 }
297 } 290 }
291
298 /* Just makes checking easier */ 292 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 293 if (i < MIN (11, op->level))
300 got_one = 1; 294 got_one = 1;
295
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 297 {
303 if (got_one) 298 if (got_one)
304 { 299 {
305 fix_player (op); 300 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 301 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."); 302 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."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 } 304 }
310 else 305 else
312 } 307 }
313 else 308 else
314 { /* cursed potion */ 309 { /* cursed potion */
315 if (got_one) 310 if (got_one)
316 { 311 {
317 fix_player (op); 312 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 } 314 }
320 else 315 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 } 317 }
318
323 decrease_ob (tmp); 319 decrease_ob (tmp);
324 return 1; 320 return 1;
325 } 321 }
326 322
327 323
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 346
351 decrease_ob (tmp); 347 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 348 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 349 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 350 op->update_stats ();
355 return 1; 351 return 1;
356 } 352 }
357 353
358 /* Deal with protection potions */ 354 /* Deal with protection potions */
359 force = NULL; 355 force = NULL;
377 force->stats.food *= 10; 373 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 377 }
378
382 force->speed_left = -1; 379 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 383 change_abil (op, force);
403 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 402 * up all the stats.
406 */ 403 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 405 op->update_stats ();
409 decrease_ob (tmp); 406 decrease_ob (tmp);
410 return 1; 407 return 1;
411} 408}
412 409
413/**************************************************************************** 410/****************************************************************************
423 int count = 0; 420 int count = 0;
424 421
425 422
426 if (item == NULL) 423 if (item == NULL)
427 return 0; 424 return 0;
425
428 op = op->below; 426 op = op->below;
429 while (op != NULL) 427 while (op != NULL)
430 { 428 {
431 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
432 { 430 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 433 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 435 count++;
438 else 436 else
439 count += op->nrof; 437 count += op->nrof;
440 } 438 }
441 } 439 }
440
442 op = op->below; 441 op = op->below;
443 } 442 }
443
444 return count; 444 return count;
445} 445}
446 446
447/** 447/**
448 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
458 prev = op; 458 prev = op;
459 op = op->below; 459 op = op->below;
460 460
461 while (op != NULL) 461 while (op != NULL)
462 { 462 {
463 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
464 { 464 {
465 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
466 { 466 {
467 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
468 return; 468 return;
570 weapon->last_eat++; 570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 572 decrease_ob (improver);
573 573
574 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
575 fix_player (op); 575 op->update_stats ();
576 return 1; 576 return 1;
577} 577}
578 578
579/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 584#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 586#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 589#define IMPROVE_INT 10
590#define IMPROVE_POW 11 590#define IMPROVE_POW 11
591
592 591
593/** 592/**
594 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
596 */ 595 */
597
598int 596int
599prepare_weapon (object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
600{ 598{
601 int sacrifice_count, i; 599 int sacrifice_count, i;
602 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
604 if (weapon->level != 0) 602 if (weapon->level != 0)
605 { 603 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 return 0; 605 return 0;
608 } 606 }
607
609 for (i = 0; i < NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 609 if (weapon->resist[i])
611 break; 610 break;
612 611
613 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
619 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
620 { 619 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 return 0; 621 return 0;
623 } 622 }
623
624 sacrifice_count = check_sacrifice (op, improver); 624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 625 if (sacrifice_count <= 0)
626 return 0; 626 return 0;
627
627 weapon->level = isqrt (sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
630 631
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
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 }
1014 SET_FLAG (item, FLAG_IDENTIFIED);
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1016 return 1;
1012} 1017}
1013 1018
1014/** 1019/**
1015 * Handle apply on containers. 1020 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1021 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1022 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1023 * added the alchemical cauldron to the code -b.t.
1019 */ 1024 */
1020
1021int 1025int
1022apply_container (object *op, object *sack) 1026apply_container (object *op, object *sack)
1023{ 1027{
1024 char buf[MAX_BUF]; 1028 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1029 return 0; /* This might change */
1029 1030
1030 if (sack == NULL || sack->type != CONTAINER) 1031 if (!sack || sack->type != CONTAINER)
1031 { 1032 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1033 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1034 return 0;
1034 } 1035 }
1035 op->contr->last_used = NULL; 1036
1036 op->contr->last_used_id = 0; 1037 op->contr->last_used = 0;
1037 1038
1038 if (sack->env != op) 1039 if (sack->env && sack->env != op)
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1042 return 1;
1039 { 1043 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1044
1045 // already applied == open on ground, or open in inv, or active in inv
1046 if (sack->flag [FLAG_APPLIED])
1047 {
1048 if (op->container == sack)
1041 { 1049 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1050 // open on ground or inv, so close
1051 op->close_container ();
1043 return 1; 1052 return 1;
1044 } 1053 }
1045 /* It's on the ground, the problems begin */ 1054 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 { 1055 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1056 // 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)); 1057 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1058 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1059 }
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 1060
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1061 // fall through to opening it (active in inv)
1091 { 1062 }
1063 else if (sack->env)
1064 {
1065 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1066 op->close_container ();
1093 { 1067 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1068 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1096 tmp = op->container; 1070 return 1;
1097 apply_container (op, tmp); 1071 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1072
1099 op->container = sack; 1073 // it's locked?
1100 strcat (buf, query_name (sack)); 1074 if (sack->slaying)
1101 strcat (buf, "."); 1075 {
1102 } 1076 if (object *tmp = find_key (op, op, sack))
1103 else 1077 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 1078 else
1111 { 1079 {
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)); 1080 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; 1081 return 1;
1148 } 1082 }
1149 }
1150 } 1083 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084
1152 if (op->contr) 1085 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1086
1154 return 1; 1087 return 1;
1155} 1088}
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 1089
1282/** 1090/**
1283 * Handles dropping things on altar. 1091 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1092 * Returns true if sacrifice was accepted.
1285 */ 1093 */
1346 1154
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1155 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1156 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1157 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1158
1351 remove_ob (tmp); 1159 tmp->remove ();
1352 1160
1353 if (i == -1) 1161 if (i == -1)
1354 i = 0; 1162 i = 0;
1355 1163
1356 tmp->map = op->map; 1164 tmp->map = op->map;
1420 { 1228 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1229 LOG (llevError, "Internal shop-mat problem.\n");
1422 } 1230 }
1423 else 1231 else
1424 { 1232 {
1425 remove_ob (op); 1233 op->remove ();
1426 op->x += freearr_x[i]; 1234 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1235 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1236 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1237 }
1430 } 1238 }
1438 */ 1246 */
1439static void 1247static void
1440apply_sign (object *op, object *sign, int autoapply) 1248apply_sign (object *op, object *sign, int autoapply)
1441{ 1249{
1442 readable_message_type *msgType; 1250 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1251
1445 if (sign->msg == NULL) 1252 if (sign->msg == NULL)
1446 { 1253 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return; 1255 return;
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1277 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472 return; 1279 return;
1473 } 1280 }
1281
1282 if (op->contr)
1283 if (client *ns = op->contr->ns)
1284 {
1474 msgType = get_readable_message_type (sign); 1285 msgType = get_readable_message_type (sign);
1286
1287 if (ns->can_msg)
1288 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1289 else
1290 {
1291 char newbuf[HUGE_BUF];
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1292 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); 1293 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1294 }
1295 }
1477} 1296}
1478 1297
1479/** 1298/**
1480 * 'victim' moves onto 'trap' 1299 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1300 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1323 * proper. This code was causing needless crashes.
1505 */ 1324 */
1506 if (recursion_depth >= 500) 1325 if (recursion_depth >= 500)
1507 { 1326 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1327 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); 1328 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1329 return;
1511 } 1330 }
1331
1512 recursion_depth++; 1332 recursion_depth++;
1513 if (trap->head) 1333 if (trap->head)
1514 trap = trap->head; 1334 trap = trap->head;
1515 1335
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1336 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1531 1351
1532 /* Just put in some sanity check. I think there is a bug in the 1352 /* 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 1353 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1354 * getting permanently paralyzed.
1535 */ 1355 */
1536 if (victim->speed_left < -50.0) 1356 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1357 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1358 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1359 }
1540 goto leave; 1360 goto leave;
1541 1361
1542 case SPINNER: 1362 case SPINNER:
1614 1434
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 { 1436 {
1617 if (!sound_was_played) 1437 if (!sound_was_played)
1618 { 1438 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1439 trap->play_sound (sound_find ("fall_hole"));
1620 sound_was_played = 1; 1440 sound_was_played = 1;
1621 } 1441 }
1442
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1443 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1444 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 } 1445 }
1625 } 1446 }
1626 goto leave; 1447 goto leave;
1628 1449
1629 1450
1630 case CONVERTER: 1451 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1452 if (convert_item (victim, trap) < 0)
1632 { 1453 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1454 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1455 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 } 1456 }
1644 } 1457
1645 goto leave; 1458 goto leave;
1646 1459
1647 case TRIGGER_BUTTON: 1460 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1461 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1462 case TRIGGER_ALTAR:
1667 * Processing will happen if the head runs into the pit 1480 * Processing will happen if the head runs into the pit
1668 */ 1481 */
1669 if (victim->head) 1482 if (victim->head)
1670 goto leave; 1483 goto leave;
1671 1484
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1485 victim->play_sound (sound_find ("fall_hole"));
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1486 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1487 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave; 1488 goto leave;
1676 1489
1677 case EXIT: 1490 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1491 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1492 {
1680 /* Basically, don't show exits leading to random maps the 1493 /* Basically, don't show exits leading to random maps the
1681 * players output. 1494 * players output.
1682 */ 1495 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1496 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1497 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1498
1685 enter_exit (victim, trap); 1499 victim->enter_exit (trap);
1686 } 1500 }
1687 goto leave; 1501 goto leave;
1688 1502
1689 case ENCOUNTER: 1503 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1504 /* may be some leftovers on this */
1705 1519
1706 apply_sign (victim, trap, 1); 1520 apply_sign (victim, trap, 1);
1707 goto leave; 1521 goto leave;
1708 1522
1709 case CONTAINER: 1523 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1524 apply_container (victim, trap);
1714 goto leave; 1525 goto leave;
1715 1526
1716 case RUNE: 1527 case RUNE:
1717 case TRAP: 1528 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1529 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1721 } 1532 }
1722 goto leave; 1533 goto leave;
1723 1534
1724 default: 1535 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1536 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); 1537 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1727 goto leave; 1538 goto leave;
1728 } 1539 }
1729 1540
1730leave: 1541leave:
1731 recursion_depth--; 1542 recursion_depth--;
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1554 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1555 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746 return; 1557 return;
1747 } 1558 }
1559
1748 if (tmp->msg == NULL) 1560 if (!tmp->msg)
1749 { 1561 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751 return; 1563 return;
1752 } 1564 }
1753 1565
1754 /* need a literacy skill to read stuff! */ 1566 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1567 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1568 if (!skill_ob)
1757 { 1569 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1570 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1759 return; 1571 return;
1760 } 1572 }
1573
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1574 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1575 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1576 {
1764 if (lev_diff < 2) 1577 if (lev_diff < 2)
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1776 return; 1589 return;
1777 } 1590 }
1778 1591
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1592 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1593
1594 if (player *pl = op->contr)
1595 if (client *ns = pl->ns)
1596 if (ns->can_msg)
1597 {
1598 dynbuf_text buf;
1599 buf << long_desc (tmp, op)
1600 << "\n\n"
1601 << tmp->msg
1602 << '\0';
1603 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1604 }
1605 else
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1606 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1607 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); 1608 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1609 long_desc (tmp, op), &tmp->msg);
1784 1610
1785 /* gain xp from reading */ 1611 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1612 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1613 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1614 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1615
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1616 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1617 {
1792 /*exp_gain *= 2; because they just identified it too */ 1618 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1619 SET_FLAG (tmp, FLAG_IDENTIFIED);
1620
1794 /* If in a container, update how it looks */ 1621 /* If in a container, update how it looks */
1795 if (tmp->env) 1622 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1623 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1624 else
1798 op->contr->socket.update_look = 1; 1625 op->contr->ns->floorbox_update ();
1799 } 1626 }
1627
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1628 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 */ 1629 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1630 }
1803} 1631}
1804 1632
1852 return; 1680 return;
1853 } 1681 }
1854 return; 1682 return;
1855 } 1683 }
1856 1684
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1685 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1686
1859 copy_object (spell, tmp); 1687 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1688 insert_ob_in_ob (tmp, op);
1861 1689
1862 if (special_prayer) 1690 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1691 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1692
1867 esrv_add_spells (op->contr, tmp); 1693 esrv_add_spells (op->contr, tmp);
1868} 1694}
1869 1695
1870/** 1696/**
1887 } 1713 }
1888 1714
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1715 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1716 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1717 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1718 spob->destroy ();
1893 free_object (spob);
1894} 1719}
1895 1720
1896/** 1721/**
1897 * Handles player applying a spellbook. 1722 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1723 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1911 1736
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1737 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1738 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1739 * legacy spellbooks
1915 */ 1740 */
1916
1917 if (tmp->slaying != NULL) 1741 if (tmp->slaying)
1918 { 1742 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1743 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1744 if (!spell)
1921 { 1745 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1923 return; 1747 return;
1924 } 1748 }
1925 else 1749 else
1926 insert_ob_in_ob (spell, tmp); 1750 insert_ob_in_ob (spell, tmp);
1751
1927 tmp->slaying = NULL; 1752 tmp->slaying = 0;
1928 } 1753 }
1929 1754
1930 skop = find_skill_by_name (op, tmp->skill); 1755 skop = find_skill_by_name (op, tmp->skill);
1931 1756
1932 /* need a literacy skill to learn spells. Also, having a literacy level 1757 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */ 1758 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1759 if (!skop)
1935 { 1760 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1937 return; 1762 return;
1938 } 1763 }
1939 1764
1940 spell = tmp->inv; 1765 spell = tmp->inv;
1766
1941 if (!spell) 1767 if (!spell)
1942 { 1768 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1769 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."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1771 return;
1946 } 1772 }
1947 1773
1948 if (spell->level > (skop->level + 10)) 1774 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1775 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1951 return; 1777 return;
1952 } 1778 }
1953 1779
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1781
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1782 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1783 {
1958 identify (tmp); 1784 identify (tmp);
1785
1959 if (tmp->env) 1786 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1787 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1788 else
1962 op->contr->socket.update_look = 1; 1789 op->contr->ns->floorbox_update ();
1963 } 1790 }
1964 1791
1965 /* I removed the check for special_prayer_mark here - it didn't make 1792 /* 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 1793 * 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 1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1969 */ 1796 */
1970 if (check_spell_known (op, spell->name)) 1797 if (check_spell_known (op, spell->name))
1971 { 1798 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1973 return; 1800 return;
1974 } 1801 }
1975 1802
1976 if (spell->skill) 1803 if (spell->skill)
1977 { 1804 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1979 1806
1980 if (!spell_skill) 1807 if (!spell_skill)
1981 { 1808 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1809 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1983 return; 1810 return;
1984 } 1811 }
1985 1812
1986 if (spell_skill->level < spell->level) 1813 if (spell_skill->level < spell->level)
1987 { 1814 {
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1845 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1846 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 } 1847 }
2021 else 1848 else
2022 { 1849 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1850 op->contr->play_sound (sound_find ("fumble_spell"));
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2025 } 1852 }
1853
2026 decrease_ob (tmp); 1854 decrease_ob (tmp);
2027} 1855}
2028 1856
2029/** 1857/**
2030 * Handles applying a spell scroll. 1858 * Handles applying a spell scroll.
2040 return; 1868 return;
2041 } 1869 }
2042 1870
2043 if (!tmp->inv || tmp->inv->type != SPELL) 1871 if (!tmp->inv || tmp->inv->type != SPELL)
2044 { 1872 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1873 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2046 return; 1874 return;
2047 } 1875 }
2048 1876
2049 if (op->type == PLAYER) 1877 if (op->type == PLAYER)
2050 { 1878 {
2056 */ 1884 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1885 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 1886
2059 if (!skop) 1887 if (!skop)
2060 { 1888 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1889 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2062 return; 1890 return;
2063 } 1891 }
2064 1892
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1893 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0); 1894 change_exp (op, exp_gain, skop->skill, 0);
2068 1896
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1897 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1898 identify (tmp);
2071 1899
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1900 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073
2074 1901
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1902 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1903 decrease_ob (tmp);
2077} 1904}
2078 1905
2082 * chest. 1909 * chest.
2083 */ 1910 */
2084static void 1911static void
2085apply_treasure (object *op, object *tmp) 1912apply_treasure (object *op, object *tmp)
2086{ 1913{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1914 /* 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 1915 * 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 1916 * 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 1917 * prevents people fromt moving chests to more difficult maps to get better
2094 * treasure 1918 * treasure
2095 */ 1919 */
2096
2097 treas = tmp->inv; 1920 object *treas = tmp->inv;
2098 if (treas == NULL) 1921
1922 if (!treas)
2099 { 1923 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1924 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101 decrease_ob (tmp); 1925 decrease_ob (tmp);
2102 return; 1926 return;
2103 } 1927 }
1928
2104 while (tmp->inv) 1929 while (tmp->inv)
2105 { 1930 {
2106 treas = tmp->inv; 1931 treas = tmp->inv;
2107 1932
2108 remove_ob (treas); 1933 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1935
2111 treas->x = op->x; 1936 treas->x = op->x;
2112 treas->y = op->y; 1937 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1938 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1939
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1940 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1941 spring_trap (treas, op);
1942
2117 /* If either player or container was destroyed, no need to do 1943 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1944 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1945 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1946 * any way for the treasure chest or player to get killed
2121 */ 1947 */
2189 /* special food hack -b.t. */ 2015 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2017 eat_special_food (op, tmp);
2192 } 2018 }
2193 } 2019 }
2020
2194 handle_apply_yield (tmp); 2021 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2022 decrease_ob (tmp);
2196} 2023}
2197 2024
2198/** 2025/**
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2052 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2053 return 0;
2227 2054
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2055 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2056 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2057 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2058 if (tmp->type == FORCE)
2233 { 2059 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2060 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2061 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2062 abil = tmp;
2238 }
2239 }
2240 2063
2241 /* if either skin or ability are missing, this is an old player 2064 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2065 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2066 if (skin == NULL || abil == NULL)
2244 return 0; 2067 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2108 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2109 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2110 chance = MIN (100., chance * 2.);
2288 2111
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2112 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2113 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2114 {
2292 atnr_winner[winners] = i; 2115 atnr_winner[winners] = i;
2293 winners++; 2116 winners++;
2294 } 2117 }
2295 2118
2326 2149
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2150 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2151 {
2329 /* resistance increased! */ 2152 /* resistance increased! */
2330 skin->resist[i]++; 2153 skin->resist[i]++;
2331 fix_player (op); 2154 op->update_stats ();
2332 2155
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2156 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); 2157 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2158 }
2336 2159
2355 } 2178 }
2356 } 2179 }
2357 return 1; 2180 return 1;
2358} 2181}
2359 2182
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/** 2183/**
2395 * Handles applying an improve armor scroll. 2184 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2185 * Does some sanity checks, then calls improve_armour.
2397 */ 2186 */
2398static void 2187static void
2399apply_armour_improver (object *op, object *tmp) 2188apply_armour_improver (object *op, object *tmp)
2400{ 2189{
2401 object *armor; 2190 object *armor;
2402 2191
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2192 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2404 { 2193 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2406 return; 2195 return;
2407 } 2196 }
2197
2408 armor = find_marked_object (op); 2198 armor = find_marked_object (op);
2199
2409 if (!armor) 2200 if (!armor)
2410 { 2201 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2412 return; 2203 return;
2413 } 2204 }
2205
2414 if (armor->type != ARMOUR 2206 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2207 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2208 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2209 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2210 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2213
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2215 improve_armour (op, tmp, armor);
2424} 2216}
2425 2217
2426
2427extern void 2218extern void
2428apply_poison (object *op, object *tmp) 2219apply_poison (object *op, object *tmp)
2429{ 2220{
2430 if (op->type == PLAYER) 2221 if (op->type == PLAYER)
2431 { 2222 {
2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2223 op->contr->play_sound (sound_find ("drink_poison"));
2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2224 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2434 strcpy (op->contr->killer, "poisonous booze"); 2225 strcpy (op->contr->killer, "poisonous booze");
2435 } 2226 }
2227
2436 if (tmp->stats.hp > 0) 2228 if (tmp->stats.hp > 0)
2437 { 2229 {
2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2230 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2440 } 2232 }
2233
2441 op->stats.food -= op->stats.food / 4; 2234 op->stats.food -= op->stats.food / 4;
2442 handle_apply_yield (tmp); 2235 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2236 decrease_ob (tmp);
2444} 2237}
2445 2238
2446/** 2239/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2240 * 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: 2241 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2242 * -You can come back (there is another exit at the other side)
2450 * -You are 2243 * -You are
2451 * ° the owner of the exit 2244 * ° the owner of the exit
2452 * ° or in the same party as the owner 2245 * ° or in the same party as the owner
2453 * 2246 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2247 * 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 2248 * 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). 2249 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2250 */
2458int 2251int
2459is_legal_2ways_exit (object *op, object *exit) 2252is_legal_2ways_exit (object *op, object *exit)
2460{ 2253{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2254 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2255 return 1; /*This is not a 2 way, so it is legal */
2256
2257#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2259 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2260#endif
2471 * all the exits in destination and try to find one with same path as 2261
2472 * the current exit's position */ 2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2263
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) 2264 if (exitmap)
2478 { 2265 {
2266 exitmap->load_sync ();
2267
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2268 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2269
2480 if (!tmp) 2270 if (!tmp)
2481 return 0; 2271 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2272
2273 for (; tmp; tmp = tmp->above)
2483 { 2274 {
2484 if (tmp->type != EXIT) 2275 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2276 continue; /*Not an exit */
2277
2486 if (!EXIT_PATH (tmp)) 2278 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2279 continue; /*Not a valid exit */
2280
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2281 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2282 continue; /*Not in the same place */
2283
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2284 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2285 continue; /*Not in the same map */
2492 2286
2493 /* From here we have found the exit is valid. However we do 2287 /* 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 2288 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2289 * town portals to prevent strangers from visiting your appartments
2496 */ 2290 */
2497 if (!exit->race) 2291 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2292 return 1; /*No owner, free for all! */
2293
2499 exit_owner = NULL; 2294 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2295
2296 for_all_players (pp)
2501 { 2297 {
2502 if (!pp->ob) 2298 if (!pp->ob)
2503 continue; 2299 continue;
2300
2504 if (pp->ob->name != exit->race) 2301 if (pp->ob->name != exit->race)
2505 continue; 2302 continue;
2303
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2304 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2305 break;
2508 } 2306 }
2307
2509 if (!exit_owner) 2308 if (!exit_owner)
2510 return 0; /* No more owner */ 2309 return 0; /* No more owner */
2310
2511 if (exit_owner->contr == op->contr) 2311 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2312 return 1; /*It is your exit */
2313
2513 if (exit_owner && /*There is a owner */ 2314 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2315 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2316 ((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 */ 2317 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2318 return 0;
2319
2518 return 1; 2320 return 1;
2519 } 2321 }
2520 } 2322 }
2323
2521 return 0; 2324 return 0;
2522} 2325}
2523
2524 2326
2525/** 2327/**
2526 * Main apply handler. 2328 * Main apply handler.
2527 * 2329 *
2528 * Checks for unpaid items before applying. 2330 * Checks for unpaid items before applying.
2536 * being applied. 2338 * being applied.
2537 * 2339 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2340 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2341 * them in this function - they are passed to apply_special
2540 */ 2342 */
2541
2542int 2343int
2543manual_apply (object *op, object *tmp, int aflag) 2344manual_apply (object *op, object *tmp, int aflag)
2544{ 2345{
2545 if (tmp->head) 2346 if (tmp->head)
2546 tmp = tmp->head; 2347 tmp = tmp->head;
2547 2348
2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 { 2350 {
2550 if (op->type == PLAYER) 2351 if (op->type == PLAYER)
2551 { 2352 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2353 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2553 return 1; 2354 return 1;
2554 } 2355 }
2555 else 2356 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2357 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2358 }
2560 2359
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2360 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2361 return RESULT_INT (0);
2563 2362
2564 switch (tmp->type) 2363 switch (tmp->type)
2565 { 2364 {
2566
2567 case CF_HANDLE: 2365 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2366 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2367 op->play_sound (sound_find ("turn_handle"));
2570 tmp->value = tmp->value ? 0 : 1; 2368 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2369 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE); 2370 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp); 2371 push_button (tmp);
2574 return 1; 2372 return 1;
2575 2373
2576 case TRIGGER: 2374 case TRIGGER:
2577 if (check_trigger (tmp, op)) 2375 if (check_trigger (tmp, op))
2578 { 2376 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2377 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2378 op->play_sound (sound_find ("turn_handle"));
2581 } 2379 }
2582 else 2380 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2381 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2382
2586 return 1; 2383 return 1;
2587 2384
2588 case EXIT: 2385 case EXIT:
2589 if (op->type != PLAYER) 2386 if (op->type != PLAYER)
2590 return 0; 2387 return 0;
2388
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2389 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)); 2390 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else 2391 else
2596 { 2392 {
2597 /* Don't display messages for random maps. */ 2393 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2395 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2396
2600 enter_exit (op, tmp); 2397 op->enter_exit (tmp);
2601 } 2398 }
2399
2602 return 1; 2400 return 1;
2603 2401
2604 case SIGN: 2402 case SIGN:
2605 apply_sign (op, tmp, 0); 2403 apply_sign (op, tmp, 0);
2606 return 1; 2404 return 1;
2610 { 2408 {
2611 apply_book (op, tmp); 2409 apply_book (op, tmp);
2612 return 1; 2410 return 1;
2613 } 2411 }
2614 else 2412 else
2615 {
2616 return 0; 2413 return 0;
2617 }
2618 2414
2619 case SKILLSCROLL: 2415 case SKILLSCROLL:
2620 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2621 { 2417 {
2622 apply_skillscroll (op, tmp); 2418 apply_skillscroll (op, tmp);
2623 return 1; 2419 return 1;
2624 } 2420 }
2421 else
2625 return 0; 2422 return 0;
2626 2423
2627 case SPELLBOOK: 2424 case SPELLBOOK:
2628 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2629 { 2426 {
2630 apply_spellbook (op, tmp); 2427 apply_spellbook (op, tmp);
2631 return 1; 2428 return 1;
2632 } 2429 }
2430 else
2633 return 0; 2431 return 0;
2634 2432
2635 case SCROLL: 2433 case SCROLL:
2636 apply_scroll (op, tmp, 0); 2434 apply_scroll (op, tmp, 0);
2637 return 1; 2435 return 1;
2638 2436
2639 case POTION: 2437 case POTION:
2640 (void) apply_potion (op, tmp); 2438 apply_potion (op, tmp);
2641 return 1; 2439 return 1;
2642 2440
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2441 /* Eneq(@csd.uu.se): Handle apply on containers. */
2442 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2443 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); 2444 apply_container (op, tmp->env);
2649 return 1; 2445 return 1;
2650 2446
2651 case CONTAINER: 2447 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2448 apply_container (op, tmp);
2656 return 1; 2449 return 1;
2657 2450
2658 case TREASURE: 2451 case TREASURE:
2659 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2660 { 2453 {
2661 apply_treasure (op, tmp); 2454 apply_treasure (op, tmp);
2662 return 1; 2455 return 1;
2663 } 2456 }
2664 else 2457 else
2665 {
2666 return 0; 2458 return 0;
2667 }
2668 2459
2669 case WEAPON: 2460 case WEAPON:
2670 case ARMOUR: 2461 case ARMOUR:
2671 case BOOTS: 2462 case BOOTS:
2672 case GLOVES: 2463 case GLOVES:
2685 case LAMP: 2476 case LAMP:
2686 case BUILDER: 2477 case BUILDER:
2687 case SKILL_TOOL: 2478 case SKILL_TOOL:
2688 if (tmp->env != op) 2479 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2480 return 2; /* not in inventory */
2481
2690 (void) apply_special (op, tmp, aflag); 2482 apply_special (op, tmp, aflag);
2691 return 1; 2483 return 1;
2692 2484
2693 case DRINK: 2485 case DRINK:
2694 case FOOD: 2486 case FOOD:
2695 case FLESH: 2487 case FLESH:
2699 case POISON: 2491 case POISON:
2700 apply_poison (op, tmp); 2492 apply_poison (op, tmp);
2701 return 1; 2493 return 1;
2702 2494
2703 case SAVEBED: 2495 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2496 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2497
2714 case ARMOUR_IMPROVER: 2498 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2499 if (op->type == PLAYER)
2716 { 2500 {
2717 apply_armour_improver (op, tmp); 2501 apply_armour_improver (op, tmp);
2718 return 1; 2502 return 1;
2719 } 2503 }
2720 else 2504 else
2721 {
2722 return 0; 2505 return 0;
2723 }
2724 2506
2725 case WEAPON_IMPROVER: 2507 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2508 check_improve_weapon (op, tmp);
2727 return 1; 2509 return 1;
2728 2510
2729 case CLOCK: 2511 case CLOCK:
2730 if (op->type == PLAYER) 2512 if (op->type == PLAYER)
2731 { 2513 {
2734 2516
2735 get_tod (&tod); 2517 get_tod (&tod);
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2518 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2519 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2520 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2521 op->play_sound (sound_find ("sound_clock"));
2740 new_draw_info (NDI_UNIQUE, 0, op, buf); 2522 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2523 return 1;
2742 } 2524 }
2743 else 2525 else
2744 {
2745 return 0; 2526 return 0;
2746 }
2747 2527
2748 case MENU: 2528 case MENU:
2749 if (op->type == PLAYER) 2529 if (op->type == PLAYER)
2750 { 2530 {
2751 shop_listing (op); 2531 shop_listing (tmp, op);
2752 return 1; 2532 return 1;
2753 } 2533 }
2754 else 2534 else
2755 {
2756 return 0; 2535 return 0;
2757 }
2758 2536
2759 case POWER_CRYSTAL: 2537 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */ 2538 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1; 2539 return 1;
2762 2540
2765 { 2543 {
2766 apply_lighter (op, tmp); 2544 apply_lighter (op, tmp);
2767 return 1; 2545 return 1;
2768 } 2546 }
2769 else 2547 else
2770 {
2771 return 0; 2548 return 0;
2772 }
2773 2549
2774 case ITEM_TRANSFORMER: 2550 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2551 apply_item_transformer (op, tmp);
2776 return 1; 2552 return 1;
2777 2553
2790int 2566int
2791player_apply (object *pl, object *op, int aflag, int quiet) 2567player_apply (object *pl, object *op, int aflag, int quiet)
2792{ 2568{
2793 int tmp; 2569 int tmp;
2794 2570
2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2571 if (op->env && (pl->move_type & MOVE_FLYING))
2796 { 2572 {
2797 /* player is flying and applying object not in inventory */ 2573 /* player is flying and applying object not in inventory */
2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2574 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 { 2575 {
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2576 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2801 return 0; 2577 return 0;
2802 } 2578 }
2803 } 2579 }
2804 2580
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; 2581 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2582
2821 tmp = manual_apply (pl, op, aflag); 2583 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2584 if (!quiet)
2823 { 2585 {
2824 if (tmp == 0) 2586 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2587 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2826 else if (tmp == 2) 2588 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 } 2590 }
2591
2829 return tmp; 2592 return tmp;
2830} 2593}
2831 2594
2832/** 2595/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2596 * 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 2597 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2598 * we use the ground.
2836 */ 2599 */
2837
2838void 2600void
2839player_apply_below (object *pl) 2601player_apply_below (object *pl)
2840{ 2602{
2841 object *tmp, *next;
2842 int floors; 2603 int floors = 0;
2843 2604
2844 /* If using a container, set the starting item to be the top 2605 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2606 * 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 2607 * 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 2608 * 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 2609 * 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 2610 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2611 * not return a proper value.
2854 */ 2612 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2613 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2614 {
2857 next = tmp->below; 2615 next = tmp->below;
2616
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2617 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2618 floors++;
2860 else if (floors > 0) 2619 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2620 return; /* process only floor objects after first floor object */
2862 2621
2882 * to keep the size of apply_special to a more managable size. 2641 * to keep the size of apply_special to a more managable size.
2883 */ 2642 */
2884static int 2643static int
2885unapply_special (object *who, object *op, int aflags) 2644unapply_special (object *who, object *op, int aflags)
2886{ 2645{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2646 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2647 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2648 return RESULT_INT (0);
2889 2649
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2650 CLEAR_FLAG (op, FLAG_APPLIED);
2651
2893 switch (op->type) 2652 switch (op->type)
2894 { 2653 {
2654 case SKILL_TOOL:
2655 // unapplying a skill tool should also unapply the skill it governs
2656 // but this is hard, as it shouldn't do so when the skill can
2657 // be used for other reasons
2658 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->skill == op->skill
2660 && tmp->type == SKILL
2661 && tmp->flag [FLAG_APPLIED]
2662 && !tmp->flag [FLAG_CAN_USE_SKILL])
2663 unapply_special (who, tmp, 0);
2664
2665 change_abil (who, op);
2666 break;
2667
2895 case WEAPON: 2668 case WEAPON:
2669 if (player *pl = who->contr)
2670 if (op == pl->combat_ob)
2671 {
2672 pl->combat_ob = 0;
2673 who->change_weapon (pl->ranged_ob);
2674 }
2675
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2677
2898 (void) change_abil (who, op); 2678 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2679 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2680 break;
2903 2681
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2682 case SKILL:
2906 if (op != who->chosen_skill) 2683 if (who->contr)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 } 2684 {
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible) 2685 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 2687 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 } 2689 }
2922 } 2690
2923 (void) change_abil (who, op); 2691 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2692 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2693 break;
2927 2694
2928 case ARMOUR: 2695 case ARMOUR:
2929 case HELMET: 2696 case HELMET:
2934 case AMULET: 2701 case AMULET:
2935 case GIRDLE: 2702 case GIRDLE:
2936 case BRACERS: 2703 case BRACERS:
2937 case CLOAK: 2704 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2705 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2706 change_abil (who, op);
2940 break; 2707 break;
2708
2941 case LAMP: 2709 case LAMP:
2710 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2711 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2712
2943 tmp2 = arch_to_object (op->other_arch); 2713 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2714 tmp2->x = op->x;
2945 tmp2->y = op->y; 2715 tmp2->y = op->y;
2946 tmp2->map = op->map; 2716 tmp2->map = op->map;
2947 tmp2->below = op->below; 2717 tmp2->below = op->below;
2948 tmp2->above = op->above; 2718 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2719 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2720 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2721
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2722 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2723 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2724
2955 if (who->type == PLAYER) 2725 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2726 esrv_del_item (who->contr, op->count);
2957 2727
2958 remove_ob (op); 2728 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2729 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2730 who->update_stats ();
2731
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2732 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2733 {
2964 if (who->type == PLAYER) 2734 if (who->contr)
2965 { 2735 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2736 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2737 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2738 }
2969 } 2739 }
2970 if (who->type == PLAYER) 2740
2741 if (who->contr)
2971 esrv_send_item (who, tmp2); 2742 esrv_send_item (who, tmp2);
2743 }
2744
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2745 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2746
2974 case BOW: 2747 case BOW:
2975 case WAND: 2748 case WAND:
2976 case ROD: 2749 case ROD:
2977 case HORN: 2750 case HORN:
2978 clear_skill (who); 2751 if (player *pl = who->contr)
2752 {
2753 if (op == pl->ranged_ob)
2754 {
2755 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob);
2757 }
2758
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2759 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 } 2760 }
2984 else 2761 else
2985 { 2762 {
2763 who->change_skill (0);
2764
2986 if (op->type == BOW) 2765 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2766 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2767 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2768 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2769 }
2770
2991 break; 2771 break;
2992 2772
2993 case BUILDER: 2773 case BUILDER:
2774 if (who->contr)
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2775 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; 2776 break;
2998 2777
2999 default: 2778 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2779 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2780 break;
3002 } 2781 }
3003 2782
3004 fix_player (who); 2783 who->update_stats ();
3005 2784
3006 if (!(aflags & AP_NO_MERGE)) 2785 if (!(aflags & AP_NO_MERGE))
3007 { 2786 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL); 2787 object *tmp = merge_ob (op, 0);
3011 if (who->type == PLAYER) 2788
2789 if (who->contr)
3012 { 2790 {
3013 if (tmp) 2791 if (tmp)
3014 { /* it was merged */ 2792 { /* it was merged */
3015 esrv_del_item (who->contr, op->count); 2793 esrv_del_item (who->contr, op->count);
3016 op = tmp; 2794 op = tmp;
3017 } 2795 }
3018 2796
3019 esrv_send_item (who, op); 2797 esrv_send_item (who, op);
3020 } 2798 }
3021 } 2799 }
2800
3022 return 0; 2801 return 0;
3023} 2802}
3024 2803
3025/** 2804/**
3026 * Returns the object that is using location 'loc'. 2805 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2806 * 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 2807 * then go through the below of this. In this way, you can do
3029 * something like: 2808 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 2809 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2810 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 2811 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 2812 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 2813 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 2814 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 2815 * invisible other objects that use
3037 * up body locations can be used as restrictions. 2816 * up body locations can be used as restrictions.
3038 */ 2817 */
3039object * 2818static object *
3040get_item_from_body_location (object *start, int loc) 2819get_next_item_from_body_location (int loc, object *start)
3041{ 2820{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 2821 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2822 if (tmp->flag [FLAG_APPLIED]
2823 && tmp->slot[loc].info
2824 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 2825 return tmp;
3050 2826
3051 return NULL; 2827 return 0;
3052} 2828}
3053
3054
3055 2829
3056/** 2830/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 2831 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 2832 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 2833 * that there are objects to unapply. This makes pretty heavy
3062 * Returns 0 on success, returns 1 if there is some problem. 2836 * Returns 0 on success, returns 1 if there is some problem.
3063 * if aflags is AP_PRINT, we instead print out waht to unapply 2837 * if aflags is AP_PRINT, we instead print out waht to unapply
3064 * instead of doing it. This is a lot less code than having 2838 * instead of doing it. This is a lot less code than having
3065 * another function that does just that. 2839 * another function that does just that.
3066 */ 2840 */
2841
2842#define CANNOT_REMOVE_CURSED \
2843 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>"
2846
3067int 2847int
3068unapply_for_ob (object *who, object *op, int aflags) 2848unapply_for_ob (object *who, object *op, int aflags)
3069{ 2849{
3070 int i; 2850 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) 2851 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2852 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))) 2853 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 2854 {
3084 if (aflags & AP_PRINT) 2855 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3086 else 2857 else
3087 unapply_special (who, tmp, aflags); 2858 unapply_special (who, tmp, aflags);
3088 } 2859 }
3089 else 2860 else
3090 { 2861 {
3091 /* In this case, we want to try and remove a cursed item. 2862 /* 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 2863 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 2864 * at least generate the message.
3094 */ 2865 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2866 new_draw_info_format (NDI_UNIQUE, 0, who,
2867 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2868 query_name (tmp));
3096 return 1; 2869 return 1;
3097 }
3098
3099 } 2870 }
3100 }
3101 }
3102 2871
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2872 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 2873 {
3105 /* this used up a slot that we need to free */ 2874 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 2875 if (op->slot[i].info)
3107 { 2876 {
3108 last = who->inv; 2877 object *last = who->inv;
3109 2878
3110 /* We do a while loop - may need to remove several items in order 2879 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 2880 * to free up enough slots.
3112 */ 2881 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 2882 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 2883 {
3115 tmp = get_item_from_body_location (last, i); 2884 object *tmp = get_next_item_from_body_location (i, last);
2885
3116 if (!tmp) 2886 if (!tmp)
3117 { 2887 {
3118#if 0 2888#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 2889 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 2890 * equipped.
3121 */ 2891 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2892 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 2893#endif
3124 return 1; 2894 return 1;
3125 } 2895 }
2896
3126 /* If we are just printing, we don't care about cursed status */ 2897 /* 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)))) 2898 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 2899 {
3129 if (aflags & AP_PRINT) 2900 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3136 /* Cursed item that we can't unequip - tell the player. 2907 /* Cursed item that we can't unequip - tell the player.
3137 * Note this could be annoying if this is just one of a few, 2908 * Note this could be annoying if this is just one of a few,
3138 * so it may not be critical (eg, putting on a ring and you have 2909 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 2910 * one cursed ring.)
3140 */ 2911 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2912 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3142 } 2913 }
2914
3143 last = tmp->below; 2915 last = tmp->below;
3144 } 2916 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2917 /* 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. 2918 * return in the !tmp would have kicked in.
3147 */ 2919 */
3148 } /* if op is using this body location */ 2920 } /* if op is using this body location */
3149 } /* for body lcoations */ 2921 } /* for body lcoations */
2922
3150 return 0; 2923 return 0;
3151} 2924}
3152 2925
3153/** 2926/**
3154 * Checks to see if 'who' can apply object 'op'. 2927 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2928 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2929 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2930 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2931 * 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?) 2932 * is set, do we really care what the other flags may be?)
3160 * 2933 *
3161 * See include/define.h for detailed description of the meaning of 2934 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2935 * these return values.
3163 */ 2936 */
3164int 2937int
3165can_apply_object (object *who, object *op) 2938can_apply_object (object *who, object *op)
3166{ 2939{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2940 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2941 return RESULT_INT (0);
3169 2942
3170 int i, retval = 0; 2943 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2944 object *tmp = 0, *ws = 0;
3172 2945
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2946 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 { 2947 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2948 if (op->slot[i].info)
3181 { 2949 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2950 /* Item uses more slots than we have */
2951 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 2952 {
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' 2953 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2954 * really needed.
3200 */ 2955 */
3201 retval |= CAN_APPLY_NEVER; 2956 retval |= CAN_APPLY_NEVER;
3202 } 2957 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2958 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 2959 {
3205 /* in this case, equipping this would use more free spots than 2960 /* in this case, equipping this would use more free spots than
3206 * we have. 2961 * we have.
3207 */ 2962 */
3208 object *tmp1;
3209
3210 2963
3211 /* if we have an applied weapon/shield, and unapply it would free 2964 /* 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 2965 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 2966 * 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 2967 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 2968 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 2969 * does take into the account cases where what is being applied
3217 * may be two handed for example. 2970 * may be two handed for example.
3218 */ 2971 */
3219 if (ws) 2972 if (ws)
3220 { 2973 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 { 2974 {
3223 retval |= CAN_APPLY_UNAPPLY; 2975 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 2976 continue;
3225 } 2977 }
3226 }
3227 2978
3228 tmp1 = get_item_from_body_location (who->inv, i); 2979 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 2980 if (!tmp1)
3230 { 2981 {
3231#if 0 2982#if 0
3232 /* This is sort of an error, but happens a lot when old players 2983 /* 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. 2984 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 2992 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 2993 * is different than we had found before, it means they need
3243 * to apply multiple objects 2994 * to apply multiple objects
3244 */ 2995 */
3245 retval |= CAN_APPLY_UNAPPLY; 2996 retval |= CAN_APPLY_UNAPPLY;
2997
3246 if (!tmp) 2998 if (!tmp)
3247 tmp = tmp1; 2999 tmp = tmp1;
3248 else if (tmp != tmp1) 3000 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 3001 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 3002
3252 /* This object isn't using up all the slots, so there must 3003 /* 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 3004 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 3005 * the slots, the player then has a choice.
3255 */ 3006 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3007 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3008 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3009 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 3010
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 3011 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 3012 * equipped? If not, there must be something else to unapply.
3261 */ 3013 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3014 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 3015 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 3016 }
3266 } /* if not enough free slots */ 3017 } /* if not enough free slots */
3267 } /* if this object uses location i */ 3018 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 3019 } /* for i -> num_body_locations loop */
3269 3020
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 3025 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3026 * all use the same location.
3276 */ 3027 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3028 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3029 retval |= CAN_APPLY_RESTRICTION;
3030
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3031 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3032 retval |= CAN_APPLY_RESTRICTION;
3281 3033
3282
3283 if (who->type != PLAYER) 3034 if (who->type != PLAYER)
3284 { 3035 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3036 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3038
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3039 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3040 retval |= CAN_APPLY_RESTRICTION;
3041
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3042 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3043 retval |= CAN_APPLY_RESTRICTION;
3044
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3045 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3293 } 3047 }
3048
3294 return retval; 3049 return retval;
3295} 3050}
3296
3297
3298 3051
3299/** 3052/**
3300 * who is the object using the object. It can be a monster. 3053 * 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, 3054 * 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 3055 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3064 * AP_UNAPPLY=always unapply).
3312 * 3065 *
3313 * Optional flags: 3066 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3067 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3068 * AP_IGNORE_CURSE: unapply cursed items
3069 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3070 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3071 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3072 *
3319 * apply_special() doesn't check for unpaid items. 3073 * apply_special() doesn't check for unpaid items.
3320 */ 3074 */
3075
3076#define LACK_ITEM_POWER \
3077 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3078
3321int 3079int
3322apply_special (object *who, object *op, int aflags) 3080apply_special (object *who, object *op, int aflags)
3323{ 3081{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3082 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3083 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3084
3328 if (who == NULL) 3085 if (who == NULL)
3329 { 3086 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3087 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3088 return 1;
3341 if (basic_flag == AP_APPLY) 3098 if (basic_flag == AP_APPLY)
3342 return 0; 3099 return 0;
3343 3100
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3101 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3102 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3103 new_draw_info_format (NDI_UNIQUE, 0, who,
3104 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3105 query_name (op));
3347 return 1; 3106 return 1;
3348 } 3107 }
3108
3349 return unapply_special (who, op, aflags); 3109 return unapply_special (who, op, aflags);
3350 } 3110 }
3351 3111
3352 if (basic_flag == AP_UNAPPLY) 3112 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3113 return 0;
3354 3114
3355 i = can_apply_object (who, op); 3115 // if the item is combat/ranged, wield the relevant slot first
3116 // to resolve conflicts.
3117 if (player *pl = who->contr)
3118 switch (op->slottype ())
3119 {
3120 case slot_combat: who->change_weapon (pl->combat_ob); break;
3121 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3122 }
3123
3124 splay (op);
3356 3125
3357 /* Can't just apply this object. Lets see what not and what to do */ 3126 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3127 if (int i = can_apply_object (who, op))
3359 { 3128 {
3360 if (i & CAN_APPLY_NEVER) 3129 if (i & CAN_APPLY_NEVER)
3361 { 3130 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3131 new_draw_info_format (NDI_UNIQUE, 0, who,
3132 "You don't have the body to use a %s. H<You can never apply this item.>",
3133 query_name (op));
3363 return 1; 3134 return 1;
3364 } 3135 }
3365 else if (i & CAN_APPLY_RESTRICTION) 3136 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3137 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3138 new_draw_info_format (NDI_UNIQUE, 0, who,
3139 "You have a prohibition against using a %s. "
3140 "H<Your belief, profession or class prevents you from applying this item.>",
3141 query_name (op));
3368 return 1; 3142 return 1;
3369 } 3143 }
3144
3370 if (who->type != PLAYER) 3145 if (who->type != PLAYER)
3371 { 3146 {
3372 /* Some error, so don't try to equip something more */ 3147 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3148 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3149 return 1;
3375 } 3150 }
3376 else 3151 else
3377 { 3152 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3153 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3154 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3155 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); 3156 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3157 return 1;
3383 } 3158 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3159 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3160 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3161 return 1;
3389 } 3162 }
3390 }
3391 } 3163 }
3164
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3165 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3166 {
3394 skop = find_skill_by_name (who, op->skill); 3167 skop = find_skill_by_name (who, op->skill);
3168
3395 if (!skop) 3169 if (!skop)
3396 { 3170 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3171 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3398 return 1; 3172 return 1;
3399 } 3173 }
3400 else 3174 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3175 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3176 * skill so that the dam and wc get updated
3404 */ 3177 */
3405 change_skill (who, skop, 0); 3178 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 { 3179 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3180
3181 if (who->type == PLAYER
3182 && op->item_power
3183 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3184 {
3185 new_draw_info (NDI_UNIQUE, 0, who,
3186 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3412 return 1; 3187 return 1;
3413 } 3188 }
3414
3415 3189
3416 /* Ok. We are now at the state where we can apply the new object. 3190 /* 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_... 3191 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3192 * below - that is already taken care of by can_apply_object.
3419 */ 3193 */
3420
3421
3422 if (op->nrof > 1) 3194 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3195 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3196 else
3425 tmp = NULL; 3197 tmp = 0;
3426 3198
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3199 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3200 return RESULT_INT (0);
3429 3201
3430 switch (op->type) 3202 switch (op->type)
3431 { 3203 {
3432 case WEAPON: 3204 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3205 if (!check_weapon_power (who, op->last_eat))
3434 { 3206 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3207 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!."); 3208 "It would consume your soul!." LACK_ITEM_POWER);
3209
3437 if (tmp != NULL) 3210 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3211 insert_ob_in_ob (tmp, who);
3212
3439 return 1; 3213 return 1;
3440 } 3214 }
3215
3216 //TODO: this obviously fails for players using a shorter prefix
3217 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3218 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3219 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3220 /* 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) */ 3221 /* (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."); 3222 new_draw_info (NDI_UNIQUE, 0, who,
3223 "The weapon does not recognize you as its owner. "
3224 "H<Its name indicates that it belongs to somebody else.>");
3225
3446 if (tmp != NULL) 3226 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3227 insert_ob_in_ob (tmp, who);
3228
3448 return 1; 3229 return 1;
3449 } 3230 }
3231
3232 if (!skop)
3233 {
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3235 return 1;
3236 }
3237
3450 SET_FLAG (op, FLAG_APPLIED); 3238 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3239 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3240
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3241 if (who->contr)
3242 who->change_weapon (who->contr->combat_ob = op);
3456 3243
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458 3245
3246 SET_FLAG (who, FLAG_READY_WEAPON);
3459 (void) change_abil (who, op); 3247 change_abil (who, op);
3460 break; 3248 break;
3461 3249
3462 case ARMOUR: 3250 case ARMOUR:
3463 case HELMET: 3251 case HELMET:
3464 case SHIELD: 3252 case SHIELD:
3469 case CLOAK: 3257 case CLOAK:
3470 case RING: 3258 case RING:
3471 case AMULET: 3259 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3260 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3261 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3474 (void) change_abil (who, op); 3262 change_abil (who, op);
3475 break; 3263 break;
3264
3476 case LAMP: 3265 case LAMP:
3477 if (op->stats.food < 1) 3266 if (op->stats.food < 1)
3478 { 3267 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3268 new_draw_info_format (NDI_UNIQUE, 0, who,
3269 "Your %s is out of fuel! "
3270 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3480 return 1; 3271 return 1;
3481 } 3272 }
3273
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch); 3275 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3276 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3277 SET_FLAG (tmp2, FLAG_APPLIED);
3278
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3279 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3280 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3281
3488 insert_ob_in_ob (tmp2, who); 3282 insert_ob_in_ob (tmp2, who);
3489 3283
3490 /* Remove the old lantern */ 3284 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3285 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3286 esrv_del_item (who->contr, op->count);
3493 3287
3494 remove_ob (op); 3288 op->destroy ();
3495 free_object (op);
3496 3289
3497 /* insert the portion that was split off */ 3290 /* insert the portion that was split off */
3498 if (tmp != NULL) 3291 if (tmp)
3499 { 3292 {
3500 (void) insert_ob_in_ob (tmp, who); 3293 insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3294 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3295 esrv_send_item (who, tmp);
3503 } 3296 }
3504 fix_player (who); 3297
3298 who->update_stats ();
3299
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3507 if (who->type == PLAYER) 3301 if (who->type == PLAYER)
3508 { 3302 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3303 new_draw_info (NDI_UNIQUE, 0, who,
3304 "Oops, it feels deadly cold! "
3305 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3306 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 } 3307 }
3512 } 3308
3513 if (who->type == PLAYER) 3309 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2); 3310 esrv_send_item (who, tmp2);
3311
3515 return 0; 3312 return 0;
3313
3314 case SKILL_TOOL:
3315 // applying a skill tool also readies the skill
3316 SET_FLAG (op, FLAG_APPLIED);
3317
3318 if (!(aflags & AP_NO_READY))
3319 {
3320 skop = find_skill_by_name (who, op->skill);
3321 if (!skop->flag [FLAG_APPLIED])
3322 apply_special (who, skop, AP_APPLY);
3323 }
3516 break; 3324 break;
3517 3325
3518 /* this part is needed for skill-tools */
3519 case SKILL: 3326 case SKILL:
3520 case SKILL_TOOL: 3327 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 } 3328 {
3526 if (who->type == PLAYER) 3329 if (IS_COMBAT_SKILL (op->subtype))
3527 { 3330 {
3528 who->contr->shoottype = range_skill; 3331 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3529 who->contr->ranges[range_skill] = op; 3332 {
3333 for (object *item = who->inv; item; item = item->below)
3334 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3335 {
3336 if (item->skill == op->skill)
3337 {
3338 who->change_weapon (pl->combat_ob = item);
3339 goto found_weapon;
3340 }
3341 }
3342
3343 new_draw_info_format (NDI_UNIQUE, 0, who,
3344 "You need to apply a '%s' melee weapon before readying this skill. "
3345 "H<Some skills need an item, in this case a melee weapon, to function.>",
3346 &op->skill);
3347 return 1;
3348
3349 found_weapon:;
3350 }
3351 else
3352 who->change_weapon (pl->combat_ob = op);
3353 }
3354 else if (IS_RANGED_SKILL (op->subtype))
3355 {
3356 if (skill_flags [op->subtype] & SF_NEED_BOW)
3357 {
3358 for (object *item = who->inv; item; item = item->below)
3359 if (item->type == BOW && item->flag [FLAG_APPLIED])
3360 {
3361 //TODO: bows should/must all have skill missile weapon right now
3362 who->change_weapon (pl->ranged_ob = item);
3363 goto found_bow;
3364 }
3365
3366 new_draw_info (NDI_UNIQUE, 0, who,
3367 "You need to apply a missile weapon before readying this skill. "
3368 "H<Some skills need an item, in this case a missile weapon, to function.>");
3369 return 1;
3370
3371 found_bow:;
3372 }
3373 else
3374 who->change_weapon (pl->ranged_ob = op);
3375 }
3376
3530 if (!op->invisible) 3377 if (!op->invisible)
3531 { 3378 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3379 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); 3380 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 } 3381 }
3535 else 3382 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3383 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 } 3384 }
3385 else
3539 } 3386 {
3540 SET_FLAG (op, FLAG_APPLIED); 3387 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3388 change_abil (who, op);
3542 who->chosen_skill = op; 3389 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3390 SET_FLAG (who, FLAG_READY_SKILL);
3391 }
3392
3544 break; 3393 break;
3545 3394
3546 case BOW: 3395 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3396 if (!check_weapon_power (who, op->last_eat))
3548 { 3397 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3398 new_draw_info (NDI_UNIQUE, 0, who,
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3399 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400
3551 if (tmp != NULL) 3401 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3402 insert_ob_in_ob (tmp, who);
3403
3553 return 1; 3404 return 1;
3554 } 3405 }
3406
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3408 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3409 new_draw_info (NDI_UNIQUE, 0, who,
3410 "The weapon does not recognize you as its owner. "
3411 "H<Its name indicates that it belongs to somebody else.>");
3558 if (tmp != NULL) 3412 if (tmp)
3559 (void) insert_ob_in_ob (tmp, who); 3413 insert_ob_in_ob (tmp, who);
3414
3560 return 1; 3415 return 1;
3561 } 3416 }
3417
3562 /*FALLTHROUGH*/ case WAND: 3418 /*FALLTHROUGH*/
3419 case WAND:
3563 case ROD: 3420 case ROD:
3564 case HORN: 3421 case HORN:
3565 /* check for skill, alter player status */ 3422 /* check for skill, alter player status */
3423
3424 if (!skop)
3425 {
3426 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3427 return 1;
3428 }
3429
3566 SET_FLAG (op, FLAG_APPLIED); 3430 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3431 who->change_skill (skop);
3432
3433 if (who->contr)
3434 {
3435 who->contr->ranged_ob = op;
3436
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3437 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3438
3571 if (who->type == PLAYER)
3572 {
3573 if (op->type == BOW) 3439 if (op->type == BOW)
3574 { 3440 {
3441 who->current_weapon = op;
3575 (void) change_abil (who, op); 3442 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who, 3443 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3444 "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 } 3445 }
3584 } 3446 }
3585 else 3447 else
3586 { 3448 {
3587 if (op->type == BOW) 3449 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3450 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3451 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3452 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3453 }
3454
3592 break; 3455 break;
3593 3456
3594 case BUILDER: 3457 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3458 if (who->type == PLAYER)
3459 {
3460 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3461 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3462 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3463
3598 who->contr->ranges[range_builder] = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3464 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3465
3466 who->contr->ranged_ob = op;
3467 }
3600 break; 3468 break;
3601 3469
3602 default: 3470 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3604 } /* end of switch op->type */ 3472 } /* end of switch op->type */
3605 3473
3606 SET_FLAG (op, FLAG_APPLIED); 3474 SET_FLAG (op, FLAG_APPLIED);
3607 3475
3608 if (tmp != NULL) 3476 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3477 tmp = insert_ob_in_ob (tmp, who);
3610 3478
3611 fix_player (who); 3479 who->update_stats ();
3612 3480
3613 /* We exclude spell casting objects. The fire code will set the 3481 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3482 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3483 * you don't know anything about them.
3616 */ 3484 */
3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3485 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3618 SET_FLAG (op, FLAG_BEEN_APPLIED); 3486 SET_FLAG (op, FLAG_BEEN_APPLIED);
3619 3487
3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3488 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3622 if (who->type == PLAYER) 3489 if (who->type == PLAYER)
3623 { 3490 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3491 new_draw_info (NDI_UNIQUE, 0, who,
3492 "Oops, it feels deadly cold! "
3493 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3494 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3495 }
3627 } 3496
3628 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3629 { 3498 {
3630 /* if multiple objects were applied, update both slots */ 3499 /* if multiple objects were applied, update both slots */
3631 if (tmp) 3500 if (tmp)
3632 esrv_send_item (who, tmp); 3501 esrv_send_item (who, tmp);
3502
3633 esrv_send_item (who, op); 3503 esrv_send_item (who, op);
3634 } 3504 }
3505
3635 return 0; 3506 return 0;
3636} 3507}
3637
3638 3508
3639int 3509int
3640monster_apply_special (object *who, object *op, int aflags) 3510monster_apply_special (object *who, object *op, int aflags)
3641{ 3511{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3643 return 1; 3513 return 1;
3514
3644 return apply_special (who, op, aflags); 3515 return apply_special (who, op, aflags);
3645} 3516}
3646 3517
3647/** 3518/**
3648 * Map was just loaded, handle op's initialisation. 3519 * Map was just loaded, handle op's initialisation.
3656 int i; 3527 int i;
3657 3528
3658 switch (op->type) 3529 switch (op->type)
3659 { 3530 {
3660 case SHOP_FLOOR: 3531 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3532 if (!op->has_random_items ())
3662 return 0; 3533 return 0;
3534
3663 do 3535 do
3664 { 3536 {
3665 i = 10; /* let's give it 10 tries */ 3537 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3538 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3539 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3540 if (tmp == NULL)
3669 return 0; 3541 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3542 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3543 {
3672 free_object (tmp); 3544 tmp->destroy ();
3673 tmp = NULL; 3545 tmp = NULL;
3674 } 3546 }
3675 } 3547 }
3676 while (!tmp); 3548 while (!tmp);
3549
3677 tmp->x = op->x; 3550 tmp->x = op->x;
3678 tmp->y = op->y; 3551 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3552 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3553 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3554 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3556 break;
3684 3557
3685 case TREASURE: 3558 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3559 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3560 return 0;
3561
3688 while ((op->stats.hp--) > 0) 3562 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3563 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); 3564 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3565
3692 /* If we generated an object and put it in this object inventory, 3566 /* 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 3567 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3569 * that is put inside other objects.
3696 */ 3570 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3571 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3572 {
3699 tmp2 = tmp->below; 3573 tmp2 = tmp->below;
3700 remove_ob (tmp); 3574 tmp->remove ();
3575
3701 if (op->env) 3576 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3577 insert_ob_in_ob (tmp, op->env);
3703 else 3578 else
3704 free_object (tmp); 3579 tmp->destroy ();
3705 } 3580 }
3706 remove_ob (op); 3581
3707 free_object (op); 3582 op->destroy ();
3708 break; 3583 break;
3709 } 3584 }
3710 return tmp ? 1 : 0; 3585 return tmp ? 1 : 0;
3711} 3586}
3712 3587
3713/** 3588/**
3714 * fix_auto_apply goes through the entire map (only the first time 3589 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3590 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3591 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3592 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3593 */
3719void 3594void
3720fix_auto_apply (maptile *m) 3595maptile::fix_auto_apply ()
3721{ 3596{
3722 object *tmp, *above = NULL; 3597 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3598 return;
3727 3599
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3600 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3601 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3602 {
3732 above = tmp->above; 3603 object *above = tmp->above;
3733 3604
3734 if (tmp->inv) 3605 if (tmp->inv)
3735 { 3606 {
3736 object *invtmp, *invnext; 3607 object *invtmp, *invnext;
3737 3608
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3609 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3610 {
3740 invnext = invtmp->below; 3611 invnext = invtmp->below;
3741 3612
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3614 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3616 {
3746 while ((invtmp->stats.hp--) > 0) 3617 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); 3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619
3620 invtmp->randomitems = NULL;
3621 }
3622 else if (invtmp && invtmp->arch
3623 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3624 {
3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3626 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3627 * treasure again for this object
3757 */ 3628 */
3758 invtmp->randomitems = NULL; 3629 invtmp->randomitems = NULL;
3759 } 3630 }
3760 } 3631 }
3761 /* This is really temporary - the code at the bottom will 3632 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3633 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3634 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3635 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3636 * MSW 2004-05-13
3766 * 3637 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3638 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3639 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3640 * Ryo 2004-08-16
3770 */ 3641 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3642 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) 3643 || 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; 3644 tmp->randomitems = NULL;
3645
3784 } 3646 }
3647
3648 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649 auto_apply (tmp);
3650 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3651 {
3652 while ((tmp->stats.hp--) > 0)
3653 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3654 tmp->randomitems = NULL;
3655 }
3785 else if (tmp->type == TIMED_GATE) 3656 else if (tmp->type == TIMED_GATE)
3786 { 3657 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3658 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3659
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3660 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3661 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3662 }
3795 /* This function can be called everytime a map is loaded, even when 3663 /* 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 3664 * 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 3665 * 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. 3666 * 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 3667 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3668 * which say how many times to make the treasure.
3801 */ 3669 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3670 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3671 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3672 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3673 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3674 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3675 tmp->randomitems = NULL;
3808 } 3676 }
3677
3678 // close all containers
3679 else if (tmp->type == CONTAINER)
3680 tmp->flag [FLAG_APPLIED] = 0;
3681
3682 tmp = above;
3809 } 3683 }
3810 3684
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3685 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3686 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)) 3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3688 check_trigger (tmp, tmp->above);
3816} 3689}
3817 3690
3818/** 3691/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3692 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3693 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3694 * 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. 3695 * the food changes, just grab a force and use that instead.
3823 */ 3696 */
3824
3825void 3697void
3826eat_special_food (object *who, object *food) 3698eat_special_food (object *who, object *food)
3827{ 3699{
3828 object *force; 3700 object *force;
3829 int i, did_one = 0; 3701 int i, did_one = 0;
3830 sint8 k;
3831 3702
3832 force = get_archetype (FORCE_NAME); 3703 force = get_archetype (FORCE_NAME);
3833 3704
3834 for (i = 0; i < NUM_STATS; i++) 3705 for (i = 0; i < NUM_STATS; i++)
3835 { 3706 if (sint8 k = food->stats.stat (i))
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 { 3707 {
3839 set_attr_value (&force->stats, i, k); 3708 force->stats.stat (i) = k;
3840 did_one = 1; 3709 did_one = 1;
3841 } 3710 }
3842 }
3843 3711
3844 /* check if we can protect the eater */ 3712 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++) 3713 for (i = 0; i < NROFATTACKS; i++)
3846 { 3714 {
3847 if (food->resist[i] > 0) 3715 if (food->resist[i] > 0)
3848 { 3716 {
3849 force->resist[i] = food->resist[i] / 2; 3717 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3718 did_one = 1;
3851 } 3719 }
3852 } 3720 }
3721
3853 if (did_one) 3722 if (did_one)
3854 { 3723 {
3855 force->speed = 0.1; 3724 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3725 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3726 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3727 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3728 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3729 insert_ob_in_ob (force, who);
3863 } 3730 }
3864 else 3731 else
3865 { 3732 force->destroy ();
3866 free_object (force);
3867 }
3868 3733
3869 /* check for hp, sp change */ 3734 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3735 if (food->stats.hp != 0)
3871 { 3736 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3737 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3738 {
3874 strcpy (who->contr->killer, food->name); 3739 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3740 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3741 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3742 }
3878 else 3743 else
3879 { 3744 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3763 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3764 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3765 /* place limit on max sp from food? */
3901 } 3766 }
3902 } 3767 }
3903 fix_player (who); 3768 who->update_stats ();
3904} 3769}
3905
3906 3770
3907/** 3771/**
3908 * Designed primarily to light torches/lanterns/etc. 3772 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3773 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3774 * the selected object to "burn". -b.t.
3911 */ 3775 */
3912
3913void 3776void
3914apply_lighter (object *who, object *lighter) 3777apply_lighter (object *who, object *lighter)
3915{ 3778{
3916 object *item; 3779 object *item;
3917 int is_player_env = 0; 3780 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3781
3920 item = find_marked_object (who); 3782 item = find_marked_object (who);
3921 if (item) 3783 if (item)
3922 { 3784 {
3923 if (lighter->last_eat && lighter->stats.food) 3785 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3786 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3787 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3788 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3789 if (lighter->nrof > 1)
3928 { 3790 {
3929 object *oneLighter = get_object (); 3791 object *oneLighter = lighter->clone ();
3930 3792
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3793 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3794 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3795 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3796 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3797 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3803 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3804 { /* 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); 3805 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; 3806 return;
3946 } 3807 }
3808
3947 /* Perhaps we should split what we are trying to light on fire? 3809 /* 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 3810 * I can't see many times when you would want to light multiple
3949 * objects at once. 3811 * objects at once.
3950 */ 3812 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3813
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)) 3814 if (who == item->in_player ())
3957 is_player_env = 1; 3815 is_player_env = 1;
3958 3816
3959 save_throw_object (item, AT_FIRE, who); 3817 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3818
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3819 if (item->destroyed ())
3964 { 3820 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3821 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 3822 /* Need to update the player so that the players glow radius
3967 * gets changed. 3823 * gets changed.
3968 */ 3824 */
3969 if (is_player_env) 3825 if (is_player_env)
3970 fix_player (who); 3826 who->update_stats ();
3971 } 3827 }
3972 else 3828 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); 3829 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3830 }
3975 else /* nothing to light */ 3831 else /* nothing to light */
3989 3845
3990 if (failure <= -1 && failure > -15) 3846 if (failure <= -1 && failure > -15)
3991 { /* wonder */ 3847 { /* wonder */
3992 object *tmp; 3848 object *tmp;
3993 3849
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3850 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3995 tmp = get_archetype (SPELL_WONDER); 3851 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3852 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3853 tmp->destroy ();
3998 } 3854 }
3999 else if (failure <= -15 && failure > -35) 3855 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3856 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3857 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3858 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3876 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4021 blind_player (op, op, power); 3877 blind_player (op, op, power);
4022 } 3878 }
4023 else if (failure <= -80) 3879 else if (failure <= -80)
4024 { /* blast the immediate area */ 3880 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3881 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3882 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3883 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4030 free_object (tmp); 3884 tmp->destroy ();
4031 } 3885 }
4032 } 3886 }
4033} 3887}
4034 3888
4035void 3889void
4054 */ 3908 */
4055 int i, j; 3909 int i, j;
4056 3910
4057 for (i = 0; i < NUM_STATS; i++) 3911 for (i = 0; i < NUM_STATS; i++)
4058 { 3912 {
4059 sint8 stat = get_attr_value (stats, i); 3913 int race_bonus = pl->arch->stats.stat (i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3914 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3915
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3916 if (stat > 20 + race_bonus)
4064 { 3917 {
4065 excess_stat++; 3918 excess_stat++;
4066 stat = 20 + race_bonus; 3919 stat = 20 + race_bonus;
4067 } 3920 }
4068 set_attr_value (stats, i, stat); 3921
3922 stats->stat (i) = stat;
4069 } 3923 }
4070 3924
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3925 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3926 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3927 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 3928
4077 if (i == CHA) 3929 if (i == CHA)
4078 continue; /* exclude cha from this */ 3930 continue; /* exclude cha from this */
3931
3932 int stat = stats->stat (i);
3933 int race_bonus = pl->arch->stats.stat (i);
4079 if (stat < 20 + race_bonus) 3934 if (stat < 20 + race_bonus)
4080 { 3935 {
4081 change_attr_value (stats, i, 1); 3936 change_attr_value (stats, i, 1);
4082 excess_stat--; 3937 excess_stat--;
4083 } 3938 }
4086 /* insert the randomitems from the change's treasurelist into 3941 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 3942 * the player ref: player.c
4088 */ 3943 */
4089 if (change->randomitems != NULL) 3944 if (change->randomitems != NULL)
4090 give_initial_items (pl, change->randomitems); 3945 give_initial_items (pl, change->randomitems);
4091
4092 3946
4093 /* set up the face, for some races. */ 3947 /* set up the face, for some races. */
4094 3948
4095 /* first, look for the force object banning 3949 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 3950 * changing the face. Certain races never change face with class.
4141 char got[MAX_BUF]; 3995 char got[MAX_BUF];
4142 int len; 3996 int len;
4143 3997
4144 if (!pl || !transformer) 3998 if (!pl || !transformer)
4145 return; 3999 return;
4000
4146 marked = find_marked_object (pl); 4001 marked = find_marked_object (pl);
4002
4147 if (!marked) 4003 if (!marked)
4148 { 4004 {
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4005 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4150 return; 4006 return;
4151 } 4007 }
4008
4152 if (!marked->slaying) 4009 if (!marked->slaying)
4153 { 4010 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4011 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; 4012 return;
4156 } 4013 }
4014
4157 /* check whether they are compatible or not */ 4015 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 4016 find = strstr (marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4017 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 4018 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4019 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; 4020 return;
4163 } 4021 }
4022
4164 find += strlen (transformer->arch->name) + 1; 4023 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 4024 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 4025 if (isdigit (*(find)))
4167 { 4026 {
4168 yield = atoi (find); 4027 yield = atoi (find);
4169 if (yield < 1) 4028 if (yield < 1)
4177 4036
4178 while (isdigit (*find)) 4037 while (isdigit (*find))
4179 find++; 4038 find++;
4180 while (*find == ' ') 4039 while (*find == ' ')
4181 find++; 4040 find++;
4041
4182 memset (got, 0, MAX_BUF); 4042 memset (got, 0, MAX_BUF);
4043
4183 if ((separator = strchr (find, ';')) != NULL) 4044 if ((separator = strchr (find, ';')) != NULL)
4184 {
4185 len = separator - find; 4045 len = separator - find;
4186 }
4187 else 4046 else
4188 {
4189 len = strlen (find); 4047 len = strlen (find);
4190 } 4048
4191 if (len > MAX_BUF - 1) 4049 if (len > MAX_BUF - 1)
4192 len = MAX_BUF - 1; 4050 len = MAX_BUF - 1;
4051
4193 strcpy (got, find); 4052 strcpy (got, find);
4194 got[len] = '\0'; 4053 got[len] = '\0';
4195 4054
4196 /* Now create new item, remove used ones when required. */ 4055 /* Now create new item, remove used ones when required. */
4197 new_item = get_archetype (got); 4056 new_item = get_archetype (got);
4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4064 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4206 insert_ob_in_ob (new_item, pl); 4065 insert_ob_in_ob (new_item, pl);
4207 esrv_send_inventory (pl, pl); 4066 esrv_send_inventory (pl, pl);
4208 /* Eat up one item */ 4067 /* Eat up one item */
4209 decrease_ob_nr (marked, 1); 4068 decrease_ob_nr (marked, 1);
4069
4210 /* Eat one transformer if needed */ 4070 /* Eat one transformer if needed */
4211 if (transformer->stats.food) 4071 if (transformer->stats.food)
4212 if (--transformer->stats.food == 0) 4072 if (--transformer->stats.food == 0)
4213 decrease_ob_nr (transformer, 1); 4073 decrease_ob_nr (transformer, 1);
4214} 4074}

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