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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 1.79 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
196{ 193{
197 int got_one = 0, i; 194 int got_one = 0, i;
198 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
199 196
200 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
201 198
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 200 {
204 if (op->type == PLAYER) 201 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 204 return 0;
208 } 205 }
209 206
210 if (op->type == PLAYER) 207 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 209 identify (tmp);
214 }
215 210
216 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
217 212
218 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 216 object *depl;
222 archetype *at; 217 archetype *at;
223 218
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 220 {
226 drain_stat (op); 221 op->drain_stat ();
227 fix_player (op); 222 op->update_stats ();
228 decrease_ob (tmp); 223 decrease_ob (tmp);
229 return 1; 224 return 1;
230 } 225 }
226
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 228 {
233 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 230 return 0;
235 } 231 }
236 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
237 if (depl != NULL) 234 if (depl)
238 { 235 {
239 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 237 if (get_attr_value (&depl->stats, i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 } 239
244 remove_ob (depl); 240 depl->destroy ();
245 free_object (depl); 241 op->update_stats ();
246 fix_player (op);
247 } 242 }
248 else 243 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250 245
251 decrease_ob (tmp); 246 decrease_ob (tmp);
253 } 248 }
254 249
255 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 { 252 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
260 { 254 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 256 {
263 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
293 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
294 break; 288 break;
295 } 289 }
296 } 290 }
297 } 291 }
292
298 /* Just makes checking easier */ 293 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
300 got_one = 1; 295 got_one = 1;
296
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 298 {
303 if (got_one) 299 if (got_one)
304 { 300 {
305 fix_player (op); 301 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 } 305 }
310 else 306 else
312 } 308 }
313 else 309 else
314 { /* cursed potion */ 310 { /* cursed potion */
315 if (got_one) 311 if (got_one)
316 { 312 {
317 fix_player (op); 313 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 } 315 }
320 else 316 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 } 318 }
319
323 decrease_ob (tmp); 320 decrease_ob (tmp);
324 return 1; 321 return 1;
325 } 322 }
326 323
327 324
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 347
351 decrease_ob (tmp); 348 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 351 op->update_stats ();
355 return 1; 352 return 1;
356 } 353 }
357 354
358 /* Deal with protection potions */ 355 /* Deal with protection potions */
359 force = NULL; 356 force = NULL;
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->name, item) == 0)
432 { 430 {
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.
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
764{ 764{
765 object *otmp; 765 object *otmp;
766 766
767 if (op->type != PLAYER) 767 if (op->type != PLAYER)
768 return 0; 768 return 0;
769
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 771 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 773 return 0;
773 } 774 }
775
774 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
775 if (!otmp) 777 if (!otmp)
776 { 778 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 780 return 0;
779 } 781 }
782
780 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 784 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 786 return 0;
784 } 787 }
788
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
788 return 1; 792 return 1;
789} 793}
883 887
884 if (op->type == PLAYER) 888 if (op->type == PLAYER)
885 { 889 {
886 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 892 op->update_stats ();
889 } 893 }
890 decrease_ob (improver); 894 decrease_ob (improver);
891 if (tmp) 895 if (tmp)
892 { 896 {
893 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
952 price_in = nr * CONV_NEED (converter) * item->value; 956 price_in = nr * CONV_NEED (converter) * item->value;
953 } 957 }
954 else 958 else
955 { 959 {
956 price_in = item->value; 960 price_in = item->value;
957 remove_ob (item); 961 item->destroy ();
958 free_object (item);
959 } 962 }
960 } 963 }
961 964
962 if (converter->inv != NULL) 965 if (converter->inv != NULL)
963 { 966 {
981 else 984 else
982 { 985 {
983 if (converter->other_arch == NULL) 986 if (converter->other_arch == NULL)
984 { 987 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 988 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); 989 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 990 return -1;
988 } 991 }
989 992
990 item = object_create_arch (converter->other_arch); 993 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 if (is_in_shop (converter)) 1001 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value) 1003 else if (price_in < item->nrof * item->value)
1001 { 1004 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1007
1005 /** 1008 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1010 * propably had something in mind when doing this
1008 */ 1011 */
1015 * Handle apply on containers. 1018 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1019 */ 1022 */
1020
1021int 1023int
1022apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1023{ 1025{
1024 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1027 return 0; /* This might change */
1029 1028
1030 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1031 { 1030 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1032 return 0;
1034 } 1033 }
1035 op->contr->last_used = NULL; 1034
1036 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1037 1036
1038 if (sack->env != op) 1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1039 { 1041 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1041 { 1047 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1043 return 1; 1050 return 1;
1044 } 1051 }
1045 /* It's on the ground, the problems begin */ 1052 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 { 1053 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1054 // active, but not ours: some other player has opened it
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)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1056 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1057 }
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 1058
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1059 // fall through to opening it (active in inv)
1091 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1064 op->close_container ();
1093 { 1065 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1096 tmp = op->container; 1068 return 1;
1097 apply_container (op, tmp); 1069 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1099 op->container = sack; 1071 // it's locked?
1100 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1101 strcat (buf, "."); 1073 {
1102 } 1074 if (object *tmp = find_key (op, op, sack))
1103 else 1075 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 1076 else
1111 { 1077 {
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)); 1078 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; 1079 return 1;
1148 } 1080 }
1149 }
1150 } 1081 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1082
1152 if (op->contr) 1083 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1084
1154 return 1; 1085 return 1;
1155} 1086}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->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 1087
1282/** 1088/**
1283 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1285 */ 1091 */
1346 1152
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1154 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1156
1351 remove_ob (tmp); 1157 tmp->remove ();
1352 1158
1353 if (i == -1) 1159 if (i == -1)
1354 i = 0; 1160 i = 0;
1355 1161
1356 tmp->map = op->map; 1162 tmp->map = op->map;
1420 { 1226 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1227 LOG (llevError, "Internal shop-mat problem.\n");
1422 } 1228 }
1423 else 1229 else
1424 { 1230 {
1425 remove_ob (op); 1231 op->remove ();
1426 op->x += freearr_x[i]; 1232 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1233 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1235 }
1430 } 1236 }
1628 1434
1629 1435
1630 case CONVERTER: 1436 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1437 if (convert_item (victim, trap) < 0)
1632 { 1438 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1440 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 } 1441 }
1644 } 1442
1645 goto leave; 1443 goto leave;
1646 1444
1647 case TRIGGER_BUTTON: 1445 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1446 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1447 case TRIGGER_ALTAR:
1678 if (victim->type == PLAYER && EXIT_PATH (trap)) 1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 { 1477 {
1680 /* Basically, don't show exits leading to random maps the 1478 /* Basically, don't show exits leading to random maps the
1681 * players output. 1479 * players output.
1682 */ 1480 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1685 enter_exit (victim, trap); 1484 victim->enter_exit (trap);
1686 } 1485 }
1687 goto leave; 1486 goto leave;
1688 1487
1689 case ENCOUNTER: 1488 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1489 /* may be some leftovers on this */
1705 1504
1706 apply_sign (victim, trap, 1); 1505 apply_sign (victim, trap, 1);
1707 goto leave; 1506 goto leave;
1708 1507
1709 case CONTAINER: 1508 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1509 apply_container (victim, trap);
1714 goto leave; 1510 goto leave;
1715 1511
1716 case RUNE: 1512 case RUNE:
1717 case TRAP: 1513 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1778 1574
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1575 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1576
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype, 1578 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); 1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580 long_desc (tmp, op), &tmp->msg);
1784 1581
1785 /* gain xp from reading */ 1582 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1584 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1586
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1588 {
1792 /*exp_gain *= 2; because they just identified it too */ 1589 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1590 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591
1794 /* If in a container, update how it looks */ 1592 /* If in a container, update how it looks */
1795 if (tmp->env) 1593 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else 1595 else
1798 op->contr->socket.update_look = 1; 1596 op->contr->ns->floorbox_update ();
1799 } 1597 }
1598
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1599 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 */ 1600 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 } 1601 }
1803} 1602}
1804 1603
1853 } 1652 }
1854 return; 1653 return;
1855 } 1654 }
1856 1655
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object (); 1657 tmp = spell->clone ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op); 1658 insert_ob_in_ob (tmp, op);
1861 1659
1862 if (special_prayer) 1660 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1661 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1662
1867 esrv_add_spells (op->contr, tmp); 1663 esrv_add_spells (op->contr, tmp);
1868} 1664}
1869 1665
1870/** 1666/**
1887 } 1683 }
1888 1684
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1685 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob); 1686 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1687 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1688 spob->destroy ();
1893 free_object (spob);
1894} 1689}
1895 1690
1896/** 1691/**
1897 * Handles player applying a spellbook. 1692 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1693 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1731 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return; 1732 return;
1938 } 1733 }
1939 1734
1940 spell = tmp->inv; 1735 spell = tmp->inv;
1736
1941 if (!spell) 1737 if (!spell)
1942 { 1738 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1739 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."); 1740 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return; 1741 return;
1946 } 1742 }
1947 1743
1948 if (spell->level > (skop->level + 10)) 1744 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1745 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1747 return;
1952 } 1748 }
1953 1749
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1751
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 { 1753 {
1958 identify (tmp); 1754 identify (tmp);
1755
1959 if (tmp->env) 1756 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else 1758 else
1962 op->contr->socket.update_look = 1; 1759 op->contr->ns->floorbox_update ();
1963 } 1760 }
1964 1761
1965 /* I removed the check for special_prayer_mark here - it didn't make 1762 /* 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 1763 * 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 1764 * if the player doesn't know the spell, doesn't make a lot of sense that
1977 { 1774 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1775 spell_skill = find_skill_by_name (op, spell->skill);
1979 1776
1980 if (!spell_skill) 1777 if (!spell_skill)
1981 { 1778 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1983 return; 1780 return;
1984 } 1781 }
1985 1782
1986 if (spell_skill->level < spell->level) 1783 if (spell_skill->level < spell->level)
1987 { 1784 {
2021 else 1818 else
2022 { 1819 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025 } 1822 }
1823
2026 decrease_ob (tmp); 1824 decrease_ob (tmp);
2027} 1825}
2028 1826
2029/** 1827/**
2030 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
2103 } 1901 }
2104 while (tmp->inv) 1902 while (tmp->inv)
2105 { 1903 {
2106 treas = tmp->inv; 1904 treas = tmp->inv;
2107 1905
2108 remove_ob (treas); 1906 treas->remove ();
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); 1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1908
2111 treas->x = op->x; 1909 treas->x = op->x;
2112 treas->y = op->y; 1910 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1911 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1912
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1913 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1914 spring_trap (treas, op);
1915
2117 /* If either player or container was destroyed, no need to do 1916 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1917 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1918 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1919 * any way for the treasure chest or player to get killed
2121 */ 1920 */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2025 return 0;
2227 2026
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2028 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2033 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2034 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2035 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2036 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2037 abil = tmp;
2238 }
2239 }
2240 2038
2241 /* if either skin or ability are missing, this is an old player 2039 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2040 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2041 if (skin == NULL || abil == NULL)
2244 return 0; 2042 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2083 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2084 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2085 chance = MIN (100., chance * 2.);
2288 2086
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2087 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2088 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2089 {
2292 atnr_winner[winners] = i; 2090 atnr_winner[winners] = i;
2293 winners++; 2091 winners++;
2294 } 2092 }
2295 2093
2326 2124
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2126 {
2329 /* resistance increased! */ 2127 /* resistance increased! */
2330 skin->resist[i]++; 2128 skin->resist[i]++;
2331 fix_player (op); 2129 op->update_stats ();
2332 2130
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2131 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); 2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2133 }
2336 2134
2355 } 2153 }
2356 } 2154 }
2357 return 1; 2155 return 1;
2358} 2156}
2359 2157
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/** 2158/**
2395 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2160 * Does some sanity checks, then calls improve_armour.
2397 */ 2161 */
2398static void 2162static void
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 { 2168 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2406 return; 2170 return;
2407 } 2171 }
2172
2408 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2174
2409 if (!armor) 2175 if (!armor)
2410 { 2176 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2177 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return; 2178 return;
2413 } 2179 }
2180
2414 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2182 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2184 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421 2188
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2424} 2191}
2425 2192
2426
2427extern void 2193extern void
2428apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2429{ 2195{
2430 if (op->type == PLAYER) 2196 if (op->type == PLAYER)
2431 { 2197 {
2442 handle_apply_yield (tmp); 2208 handle_apply_yield (tmp);
2443 decrease_ob (tmp); 2209 decrease_ob (tmp);
2444} 2210}
2445 2211
2446/** 2212/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2213 * 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: 2214 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2215 * -You can come back (there is another exit at the other side)
2450 * -You are 2216 * -You are
2451 * ° the owner of the exit 2217 * ° the owner of the exit
2452 * ° or in the same party as the owner 2218 * ° or in the same party as the owner
2453 * 2219 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2220 * 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 2221 * 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). 2222 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2223 */
2458int 2224int
2459is_legal_2ways_exit (object *op, object *exit) 2225is_legal_2ways_exit (object *op, object *exit)
2460{ 2226{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2227 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2228 return 1; /*This is not a 2 way, so it is legal */
2229
2230#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2232 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2233#endif
2471 * all the exits in destination and try to find one with same path as 2234
2472 * the current exit's position */ 2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2236
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) 2237 if (exitmap)
2478 { 2238 {
2239 exitmap->load_sync ();
2240
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2241 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242
2480 if (!tmp) 2243 if (!tmp)
2481 return 0; 2244 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2245
2246 for (; tmp; tmp = tmp->above)
2483 { 2247 {
2484 if (tmp->type != EXIT) 2248 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2249 continue; /*Not an exit */
2250
2486 if (!EXIT_PATH (tmp)) 2251 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2252 continue; /*Not a valid exit */
2253
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2255 continue; /*Not in the same place */
2256
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2257 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2258 continue; /*Not in the same map */
2492 2259
2493 /* From here we have found the exit is valid. However we do 2260 /* 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 2261 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2262 * town portals to prevent strangers from visiting your appartments
2496 */ 2263 */
2497 if (!exit->race) 2264 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2265 return 1; /*No owner, free for all! */
2266
2499 exit_owner = NULL; 2267 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2268
2269 for_all_players (pp)
2501 { 2270 {
2502 if (!pp->ob) 2271 if (!pp->ob)
2503 continue; 2272 continue;
2273
2504 if (pp->ob->name != exit->race) 2274 if (pp->ob->name != exit->race)
2505 continue; 2275 continue;
2276
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2277 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2278 break;
2508 } 2279 }
2280
2509 if (!exit_owner) 2281 if (!exit_owner)
2510 return 0; /* No more owner */ 2282 return 0; /* No more owner */
2283
2511 if (exit_owner->contr == op->contr) 2284 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2285 return 1; /*It is your exit */
2286
2513 if (exit_owner && /*There is a owner */ 2287 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2288 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2289 ((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 */ 2290 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2291 return 0;
2292
2518 return 1; 2293 return 1;
2519 } 2294 }
2520 } 2295 }
2296
2521 return 0; 2297 return 0;
2522} 2298}
2523
2524 2299
2525/** 2300/**
2526 * Main apply handler. 2301 * Main apply handler.
2527 * 2302 *
2528 * Checks for unpaid items before applying. 2303 * Checks for unpaid items before applying.
2536 * being applied. 2311 * being applied.
2537 * 2312 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2313 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2314 * them in this function - they are passed to apply_special
2540 */ 2315 */
2541
2542int 2316int
2543manual_apply (object *op, object *tmp, int aflag) 2317manual_apply (object *op, object *tmp, int aflag)
2544{ 2318{
2545 if (tmp->head) 2319 if (tmp->head)
2546 tmp = tmp->head; 2320 tmp = tmp->head;
2551 { 2325 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2326 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2553 return 1; 2327 return 1;
2554 } 2328 }
2555 else 2329 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2330 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2331 }
2560 2332
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0); 2334 return RESULT_INT (0);
2563 2335
2564 switch (tmp->type) 2336 switch (tmp->type)
2565 { 2337 {
2566
2567 case CF_HANDLE: 2338 case CF_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1; 2341 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2342 SET_ANIMATION (tmp, tmp->value);
2578 { 2349 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2581 } 2352 }
2582 else 2353 else
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2585 } 2355
2586 return 1; 2356 return 1;
2587 2357
2588 case EXIT: 2358 case EXIT:
2589 if (op->type != PLAYER) 2359 if (op->type != PLAYER)
2590 return 0; 2360 return 0;
2361
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 { 2363 {
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 } 2365 }
2595 else 2366 else
2596 { 2367 {
2597 /* Don't display messages for random maps. */ 2368 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2371
2600 enter_exit (op, tmp); 2372 op->enter_exit (tmp);
2601 } 2373 }
2602 return 1; 2374 return 1;
2603 2375
2604 case SIGN: 2376 case SIGN:
2605 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2639 case POTION: 2411 case POTION:
2640 (void) apply_potion (op, tmp); 2412 (void) apply_potion (op, tmp);
2641 return 1; 2413 return 1;
2642 2414
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2644 case CLOSE_CON: 2417 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); 2418 apply_container (op, tmp->env);
2649 return 1; 2419 return 1;
2650 2420
2651 case CONTAINER: 2421 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2656 return 1; 2423 return 1;
2657 2424
2658 case TREASURE: 2425 case TREASURE:
2659 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2660 { 2427 {
2661 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2662 return 1; 2429 return 1;
2663 } 2430 }
2664 else 2431 else
2665 {
2666 return 0; 2432 return 0;
2667 }
2668 2433
2669 case WEAPON: 2434 case WEAPON:
2670 case ARMOUR: 2435 case ARMOUR:
2671 case BOOTS: 2436 case BOOTS:
2672 case GLOVES: 2437 case GLOVES:
2685 case LAMP: 2450 case LAMP:
2686 case BUILDER: 2451 case BUILDER:
2687 case SKILL_TOOL: 2452 case SKILL_TOOL:
2688 if (tmp->env != op) 2453 if (tmp->env != op)
2689 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2690 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2691 return 1; 2457 return 1;
2692 2458
2693 case DRINK: 2459 case DRINK:
2694 case FOOD: 2460 case FOOD:
2695 case FLESH: 2461 case FLESH:
2699 case POISON: 2465 case POISON:
2700 apply_poison (op, tmp); 2466 apply_poison (op, tmp);
2701 return 1; 2467 return 1;
2702 2468
2703 case SAVEBED: 2469 case SAVEBED:
2704 if (op->type == PLAYER)
2705 {
2706 apply_savebed (op);
2707 return 1; 2470 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713 2471
2714 case ARMOUR_IMPROVER: 2472 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER) 2473 if (op->type == PLAYER)
2716 { 2474 {
2717 apply_armour_improver (op, tmp); 2475 apply_armour_improver (op, tmp);
2718 return 1; 2476 return 1;
2719 } 2477 }
2720 else 2478 else
2721 {
2722 return 0; 2479 return 0;
2723 }
2724 2480
2725 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp); 2482 (void) check_improve_weapon (op, tmp);
2727 return 1; 2483 return 1;
2728 2484
2746 } 2502 }
2747 2503
2748 case MENU: 2504 case MENU:
2749 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2750 { 2506 {
2751 shop_listing (op); 2507 shop_listing (tmp, op);
2752 return 1; 2508 return 1;
2753 } 2509 }
2754 else 2510 else
2755 { 2511 {
2756 return 0; 2512 return 0;
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2564 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 { 2565 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2566 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!"); 2567 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."); 2568 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op); 2569 op->destroy ();
2814 free_object (op);
2815 return 1; 2570 return 1;
2816 } 2571 }
2817 2572
2818 pl->contr->last_used = op; 2573 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2574
2821 tmp = manual_apply (pl, op, aflag); 2575 tmp = manual_apply (pl, op, aflag);
2822 if (!quiet) 2576 if (!quiet)
2823 { 2577 {
2824 if (tmp == 0) 2578 if (tmp == 0)
2836 */ 2590 */
2837 2591
2838void 2592void
2839player_apply_below (object *pl) 2593player_apply_below (object *pl)
2840{ 2594{
2841 object *tmp, *next;
2842 int floors; 2595 int floors = 0;
2843 2596
2844 /* If using a container, set the starting item to be the top 2597 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2598 * 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 2599 * 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 2600 * 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 2601 * 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 2602 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2603 * not return a proper value.
2854 */ 2604 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2606 {
2857 next = tmp->below; 2607 next = tmp->below;
2608
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2610 floors++;
2860 else if (floors > 0) 2611 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2862 2613
2888 return RESULT_INT (0); 2639 return RESULT_INT (0);
2889 2640
2890 object *tmp2; 2641 object *tmp2;
2891 2642
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2643 CLEAR_FLAG (op, FLAG_APPLIED);
2644
2893 switch (op->type) 2645 switch (op->type)
2894 { 2646 {
2895 case WEAPON: 2647 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2648 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2649
2898 (void) change_abil (who, op); 2650 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2651 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2901 clear_skill (who); 2662 clear_skill (who);
2902 break; 2663 break;
2903 2664
2904 case SKILL: /* allows objects to impart skills */ 2665 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2666 case SKILL_TOOL:
2906 if (op != who->chosen_skill) 2667 if (op != who->chosen_skill)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr)
2909 } 2671 {
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible) 2672 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 2674 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 } 2676 }
2922 } 2677
2923 (void) change_abil (who, op); 2678 change_abil (who, op);
2924 who->chosen_skill = NULL; 2679 who->chosen_skill = 0;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2680 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2681 break;
2927 2682
2928 case ARMOUR: 2683 case ARMOUR:
2929 case HELMET: 2684 case HELMET:
2934 case AMULET: 2689 case AMULET:
2935 case GIRDLE: 2690 case GIRDLE:
2936 case BRACERS: 2691 case BRACERS:
2937 case CLOAK: 2692 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2694 change_abil (who, op);
2940 break; 2695 break;
2696
2941 case LAMP: 2697 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2698 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943 tmp2 = arch_to_object (op->other_arch); 2699 tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2700 tmp2->x = op->x;
2945 tmp2->y = op->y; 2701 tmp2->y = op->y;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2706 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2707
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2709 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2710
2955 if (who->type == PLAYER) 2711 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2712 esrv_del_item (who->contr, op->count);
2957 2713
2958 remove_ob (op); 2714 op->destroy ();
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who); 2715 insert_ob_in_ob (tmp2, who);
2961 fix_player (who); 2716 who->update_stats ();
2717
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 { 2719 {
2964 if (who->type == PLAYER) 2720 if (who->contr)
2965 { 2721 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2722 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 } 2724 }
2969 } 2725 }
2970 if (who->type == PLAYER) 2726
2727 if (who->contr)
2971 esrv_send_item (who, tmp2); 2728 esrv_send_item (who, tmp2);
2729
2972 return 1; /* otherwise, an attempt to drop causes problems */ 2730 return 1; /* otherwise, an attempt to drop causes problems */
2973 break; 2731
2974 case BOW: 2732 case BOW:
2975 case WAND: 2733 case WAND:
2976 case ROD: 2734 case ROD:
2977 case HORN: 2735 case HORN:
2978 clear_skill (who); 2736 clear_skill (who);
2737
2738 if (who->contr)
2739 {
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2980 if (who->type == PLAYER) 2741
2981 { 2742 if (who->contr->ranged_ob == op)
2982 who->contr->shoottype = range_none; 2743 who->contr->ranged_ob = 0;
2744
2745 if (who->current_weapon == op)
2746 who->current_weapon = 0;
2983 } 2747 }
2984 else 2748 else
2985 { 2749 {
2986 if (op->type == BOW) 2750 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2751 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2752 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2753 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2754 }
2755
2991 break; 2756 break;
2992 2757
2993 case BUILDER: 2758 case BUILDER:
2759 if (who->contr)
2760 {
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2995 who->contr->shoottype = range_none; 2762
2996 who->contr->ranges[range_builder] = NULL; 2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2997 break; 2766 break;
2998 2767
2999 default: 2768 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2769 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3001 break; 2770 break;
3002 } 2771 }
3003 2772
3004 fix_player (who); 2773 who->update_stats ();
3005 2774
3006 if (!(aflags & AP_NO_MERGE)) 2775 if (!(aflags & AP_NO_MERGE))
3007 { 2776 {
3008 object *tmp; 2777 object *tmp;
3009 2778
3010 tmp = merge_ob (op, NULL); 2779 tmp = merge_ob (op, NULL);
3011 if (who->type == PLAYER) 2780
2781 if (who->contr)
3012 { 2782 {
3013 if (tmp) 2783 if (tmp)
3014 { /* it was merged */ 2784 { /* it was merged */
3015 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
3016 op = tmp; 2786 op = tmp;
3017 } 2787 }
3018 2788
3019 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
3020 } 2790 }
3021 } 2791 }
2792
3022 return 0; 2793 return 0;
3023} 2794}
3024 2795
3025/** 2796/**
3026 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
3153/** 2924/**
3154 * Checks to see if 'who' can apply object 'op'. 2925 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 2926 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 2927 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 2928 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2929 * 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?) 2930 * is set, do we really are what the other flags may be?)
3160 * 2931 *
3161 * See include/define.h for detailed description of the meaning of 2932 * See include/define.h for detailed description of the meaning of
3162 * these return values. 2933 * these return values.
3163 */ 2934 */
3165can_apply_object (object *who, object *op) 2936can_apply_object (object *who, object *op)
3166{ 2937{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2938 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 2939 return RESULT_INT (0);
3169 2940
3170 int i, retval = 0; 2941 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 2942 object *tmp = 0, *ws = 0;
3172 2943
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2944 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3174 * 2 weapons, but we don't want to let them do that. So if they are 2945 * 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 2946 * trying to equip a weapon or shield, see if they already have one
3176 * in place and store that way. 2947 * in place and store that way.
3177 */ 2948 */
3178 if (op->type == WEAPON || op->type == SHIELD) 2949 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
3179 { 2950 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2951 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3181 { 2952 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3183 { 2954 {
3185 ws = tmp; 2956 ws = tmp;
3186 } 2957 }
3187 } 2958 }
3188 } 2959 }
3189 2960
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2961 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 { 2962 {
3193 if (op->body_info[i]) 2963 if (op->body_info[i])
3194 { 2964 {
3195 /* Item uses more slots than we have */ 2965 /* Item uses more slots than we have */
3196 if (FABS (op->body_info[i]) > who->body_info[i]) 2966 if (abs (op->body_info[i]) > who->body_info[i])
3197 { 2967 {
3198 /* Could return now for efficiently - rest of info below isn' 2968 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 2969 * really needed.
3200 */ 2970 */
3201 retval |= CAN_APPLY_NEVER; 2971 retval |= CAN_APPLY_NEVER;
3202 } 2972 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 2973 else if ((who->body_used[i] + op->body_info[i]) < 0)
3204 { 2974 {
3205 /* in this case, equipping this would use more free spots than 2975 /* in this case, equipping this would use more free spots than
3206 * we have. 2976 * we have.
3207 */ 2977 */
3208 object *tmp1;
3209
3210 2978
3211 /* if we have an applied weapon/shield, and unapply it would free 2979 /* 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 2980 * enough slots to equip the new item, then just set this can
3213 * continue. We don't care about the logic below - if you have 2981 * continue. We don't care about the logic below - if you have
3214 * shield equipped and try to equip another shield, there is only 2982 * shield equipped and try to equip another shield, there is only
3223 retval |= CAN_APPLY_UNAPPLY; 2991 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 2992 continue;
3225 } 2993 }
3226 } 2994 }
3227 2995
3228 tmp1 = get_item_from_body_location (who->inv, i); 2996 object *tmp1 = get_item_from_body_location (who->inv, i);
3229 if (!tmp1) 2997 if (!tmp1)
3230 { 2998 {
3231#if 0 2999#if 0
3232 /* This is sort of an error, but happens a lot when old players 3000 /* 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. 3001 * join in with more stuff equipped than they are now allowed.
3244 */ 3012 */
3245 retval |= CAN_APPLY_UNAPPLY; 3013 retval |= CAN_APPLY_UNAPPLY;
3246 if (!tmp) 3014 if (!tmp)
3247 tmp = tmp1; 3015 tmp = tmp1;
3248 else if (tmp != tmp1) 3016 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 3017 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 3018
3252 /* This object isn't using up all the slots, so there must 3019 /* 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 3020 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 3021 * the slots, the player then has a choice.
3255 */ 3022 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3023 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i])
3024 && abs (op->body_info[i]) < who->body_info[i])
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3025 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 3026
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 3027 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 3028 * equipped? If not, there must be something else to unapply.
3261 */ 3029 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3030 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i])
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 3031 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 3032 }
3266 } /* if not enough free slots */ 3033 } /* if not enough free slots */
3267 } /* if this object uses location i */ 3034 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 3035 } /* for i -> num_body_locations loop */
3269 3036
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 3041 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3042 * all use the same location.
3276 */ 3043 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3044 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3045 retval |= CAN_APPLY_RESTRICTION;
3046
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3047 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3281 3049
3282
3283 if (who->type != PLAYER) 3050 if (who->type != PLAYER)
3284 { 3051 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3052 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3053 retval |= CAN_APPLY_RESTRICTION;
3054
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3055 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3056 retval |= CAN_APPLY_RESTRICTION;
3057
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3058 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3059 retval |= CAN_APPLY_RESTRICTION;
3060
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3062 retval |= CAN_APPLY_RESTRICTION;
3293 } 3063 }
3064
3294 return retval; 3065 return retval;
3295} 3066}
3296
3297
3298 3067
3299/** 3068/**
3300 * who is the object using the object. It can be a monster. 3069 * 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, 3070 * 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 3071 * eg, one which you put on and keep on for a while, and not something
3321int 3090int
3322apply_special (object *who, object *op, int aflags) 3091apply_special (object *who, object *op, int aflags)
3323{ 3092{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3093 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3094 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3095
3328 if (who == NULL) 3096 if (who == NULL)
3329 { 3097 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3098 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3099 return 1;
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3112 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3113 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3347 return 1; 3115 return 1;
3348 } 3116 }
3117
3349 return unapply_special (who, op, aflags); 3118 return unapply_special (who, op, aflags);
3350 } 3119 }
3351 3120
3352 if (basic_flag == AP_UNAPPLY) 3121 if (basic_flag == AP_UNAPPLY)
3353 return 0; 3122 return 0;
3354 3123
3355 i = can_apply_object (who, op);
3356
3357 /* Can't just apply this object. Lets see what not and what to do */ 3124 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3125 if (int i = can_apply_object (who, op))
3359 { 3126 {
3360 if (i & CAN_APPLY_NEVER) 3127 if (i & CAN_APPLY_NEVER)
3361 { 3128 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3129 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3363 return 1; 3130 return 1;
3365 else if (i & CAN_APPLY_RESTRICTION) 3132 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3133 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3368 return 1; 3135 return 1;
3369 } 3136 }
3137
3370 if (who->type != PLAYER) 3138 if (who->type != PLAYER)
3371 { 3139 {
3372 /* Some error, so don't try to equip something more */ 3140 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3141 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3142 return 1;
3375 } 3143 }
3376 else 3144 else
3377 { 3145 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3146 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3147 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3148 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); 3149 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3150 return 1;
3383 } 3151 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3152 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 { 3153 {
3386 i = unapply_for_ob (who, op, aflags); 3154 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3155 return 1;
3389 } 3156 }
3390 } 3157 }
3391 } 3158 }
3159
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3160 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3161 {
3394 skop = find_skill_by_name (who, op->skill); 3162 skop = find_skill_by_name (who, op->skill);
3163
3395 if (!skop) 3164 if (!skop)
3396 { 3165 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3166 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3398 return 1; 3167 return 1;
3399 } 3168 }
3400 else 3169 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3170 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3171 * skill so that the dam and wc get updated
3404 */ 3172 */
3405 change_skill (who, skop, 0); 3173 change_skill (who, skop, 0);
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 { 3174 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3175
3176 if (who->type == PLAYER
3177 && op->item_power
3178 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 {
3180 new_draw_info (NDI_UNIQUE, 0, who,
3181 "Equipping that combined with other items would consume your soul! "
3182 "[use the skills command to check your available item power]");
3412 return 1; 3183 return 1;
3413 } 3184 }
3414
3415 3185
3416 /* Ok. We are now at the state where we can apply the new object. 3186 /* 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_... 3187 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3188 * below - that is already taken care of by can_apply_object.
3419 */ 3189 */
3420
3421
3422 if (op->nrof > 1) 3190 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1); 3191 tmp = get_split_ob (op, op->nrof - 1);
3424 else 3192 else
3425 tmp = NULL; 3193 tmp = 0;
3426 3194
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3195 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3196 return RESULT_INT (0);
3429 3197
3430 switch (op->type) 3198 switch (op->type)
3432 case WEAPON: 3200 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3201 if (!check_weapon_power (who, op->last_eat))
3434 { 3202 {
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3203 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3204 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3205
3437 if (tmp != NULL) 3206 if (tmp)
3438 (void) insert_ob_in_ob (tmp, who); 3207 insert_ob_in_ob (tmp, who);
3208
3439 return 1; 3209 return 1;
3440 } 3210 }
3211
3212 //TODO: this obviously fails for players using a shorter prefix
3213 // i.e. "R" can use Ragnarok's sword.
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3214 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3215 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3216 /* 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) */ 3217 /* (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."); 3218 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3219
3446 if (tmp != NULL) 3220 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3221 insert_ob_in_ob (tmp, who);
3222
3448 return 1; 3223 return 1;
3449 } 3224 }
3225
3450 SET_FLAG (op, FLAG_APPLIED); 3226 SET_FLAG (op, FLAG_APPLIED);
3451 3227
3452 if (skop) 3228 if (!skop)
3229 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3230 else//TODO
3453 change_skill (who, skop, 1); 3231 change_skill (who, skop, 1);
3232
3233 if (who->contr)
3234 {
3235 who->contr->combat_ob = op;
3236 who->current_weapon = op;
3237 }
3238
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3239 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3240 SET_FLAG (who, FLAG_READY_WEAPON);
3456 3241
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3242 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458 3243
3459 (void) change_abil (who, op); 3244 change_abil (who, op);
3460 break; 3245 break;
3461 3246
3462 case ARMOUR: 3247 case ARMOUR:
3463 case HELMET: 3248 case HELMET:
3464 case SHIELD: 3249 case SHIELD:
3469 case CLOAK: 3254 case CLOAK:
3470 case RING: 3255 case RING:
3471 case AMULET: 3256 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3474 (void) change_abil (who, op); 3259 change_abil (who, op);
3475 break; 3260 break;
3261
3476 case LAMP: 3262 case LAMP:
3477 if (op->stats.food < 1) 3263 if (op->stats.food < 1)
3478 { 3264 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3265 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3480 return 1; 3266 return 1;
3481 } 3267 }
3268
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3269 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch); 3270 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food; 3271 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED); 3272 SET_FLAG (tmp2, FLAG_APPLIED);
3273
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3274 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3275 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3276
3488 insert_ob_in_ob (tmp2, who); 3277 insert_ob_in_ob (tmp2, who);
3489 3278
3490 /* Remove the old lantern */ 3279 /* Remove the old lantern */
3491 if (who->type == PLAYER) 3280 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count); 3281 esrv_del_item (who->contr, op->count);
3493 3282
3494 remove_ob (op); 3283 op->destroy ();
3495 free_object (op);
3496 3284
3497 /* insert the portion that was split off */ 3285 /* insert the portion that was split off */
3498 if (tmp != NULL) 3286 if (tmp)
3499 { 3287 {
3500 (void) insert_ob_in_ob (tmp, who); 3288 insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER) 3289 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp); 3290 esrv_send_item (who, tmp);
3503 } 3291 }
3504 fix_player (who); 3292
3293 who->update_stats ();
3294
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3295 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 { 3296 {
3507 if (who->type == PLAYER) 3297 if (who->type == PLAYER)
3508 { 3298 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3299 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3300 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 } 3301 }
3512 } 3302 }
3303
3513 if (who->type == PLAYER) 3304 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2); 3305 esrv_send_item (who, tmp2);
3306
3515 return 0; 3307 return 0;
3516 break;
3517 3308
3518 /* this part is needed for skill-tools */ 3309 /* this part is needed for skill-tools */
3519 case SKILL: 3310 case SKILL:
3520 case SKILL_TOOL: 3311 case SKILL_TOOL:
3521 if (who->chosen_skill) 3312 if (who->chosen_skill)
3522 { 3313 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3314 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3524 return 1; 3315 return 1;
3525 } 3316 }
3526 if (who->type == PLAYER) 3317
3318 if (player *pl = who->contr)
3319 {
3320 if (IS_COMBAT_SKILL (op->subtype))
3527 { 3321 {
3528 who->contr->shoottype = range_skill; 3322 if (skill_flags [op->subtype] && SF_NEED_WEAPON)
3529 who->contr->ranges[range_skill] = op; 3323 {
3324 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3326 {
3327 pl->combat_ob = who->current_weapon = item;
3328 goto found_weapon;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3332 return 1;
3333
3334 found_weapon:;
3335 }
3336 else
3337 who->contr->combat_ob = op;
3338 }
3339 else if (IS_RANGED_SKILL (op->subtype))
3340 {
3341 if (skill_flags [op->subtype] && SF_NEED_BOW)
3342 {
3343 for (object *item = who->inv; item; item = item->below)
3344 if (item->type == BOW && item->flag [FLAG_APPLIED])
3345 {
3346 pl->ranged_ob = who->current_weapon = item;
3347 goto found_bow;
3348 }
3349
3350 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3351 return 1;
3352
3353 found_bow:;
3354 }
3355 else if (skill_flags [op->subtype] && SF_NEED_ITEM)
3356 {
3357 for (object *item = who->inv; item; item = item->below)
3358 if (item->flag [FLAG_APPLIED]
3359 && (item->type == WAND || item->type == ROD || item->type == HORN))
3360 {
3361 pl->ranged_ob = who->current_weapon = item;
3362 goto found_item;
3363 }
3364
3365 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3366 return 1;
3367
3368 found_item:;
3369 }
3370 else
3371 pl->ranged_ob = op;
3372 }
3373
3530 if (!op->invisible) 3374 if (!op->invisible)
3531 { 3375 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 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); 3377 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 } 3378 }
3535 else 3379 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3380 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 } 3381 }
3539 } 3382
3540 SET_FLAG (op, FLAG_APPLIED); 3383 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op); 3384 change_abil (who, op);
3542 who->chosen_skill = op; 3385 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL); 3386 SET_FLAG (who, FLAG_READY_SKILL);
3544 break; 3387 break;
3545 3388
3546 case BOW: 3389 case BOW:
3547 if (!check_weapon_power (who, op->last_eat)) 3390 if (!check_weapon_power (who, op->last_eat))
3548 { 3391 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3392 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3394
3551 if (tmp != NULL) 3395 if (tmp)
3552 (void) insert_ob_in_ob (tmp, who); 3396 insert_ob_in_ob (tmp, who);
3397
3553 return 1; 3398 return 1;
3554 } 3399 }
3400
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3401 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 { 3402 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3403 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3558 if (tmp != NULL) 3404 if (tmp != NULL)
3559 (void) insert_ob_in_ob (tmp, who); 3405 insert_ob_in_ob (tmp, who);
3406
3560 return 1; 3407 return 1;
3561 } 3408 }
3409
3562 /*FALLTHROUGH*/ case WAND: 3410 /*FALLTHROUGH*/
3411 case WAND:
3563 case ROD: 3412 case ROD:
3564 case HORN: 3413 case HORN:
3565 /* check for skill, alter player status */ 3414 /* check for skill, alter player status */
3566 SET_FLAG (op, FLAG_APPLIED); 3415 SET_FLAG (op, FLAG_APPLIED);
3416
3567 if (skop) 3417 if (!skop)
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3419 else//TODO
3568 change_skill (who, skop, 0); 3420 change_skill (who, skop, 0);
3421
3422 if (who->contr)
3423 {
3424 who->contr->ranged_ob = op;
3425
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3426 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3427
3571 if (who->type == PLAYER)
3572 {
3573 if (op->type == BOW) 3428 if (op->type == BOW)
3574 { 3429 {
3430 who->current_weapon = op;
3575 (void) change_abil (who, op); 3431 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who, 3432 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3433 "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 } 3434 }
3584 } 3435 }
3585 else 3436 else
3586 { 3437 {
3587 if (op->type == BOW) 3438 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3439 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3440 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3441 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3442 }
3443
3592 break; 3444 break;
3593 3445
3594 case BUILDER: 3446 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3447 if (who->type == PLAYER)
3448 {
3449 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3450 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3451
3598 who->contr->ranges[range_builder] = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3452 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3453
3454 who->contr->ranged_ob = op;
3455 }
3600 break; 3456 break;
3601 3457
3602 default: 3458 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3459 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3604 } /* end of switch op->type */ 3460 } /* end of switch op->type */
3605 3461
3606 SET_FLAG (op, FLAG_APPLIED); 3462 SET_FLAG (op, FLAG_APPLIED);
3607 3463
3608 if (tmp != NULL) 3464 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3465 tmp = insert_ob_in_ob (tmp, who);
3610 3466
3611 fix_player (who); 3467 who->update_stats ();
3612 3468
3613 /* We exclude spell casting objects. The fire code will set the 3469 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3470 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3471 * you don't know anything about them.
3616 */ 3472 */
3623 { 3479 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3480 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3481 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3482 }
3627 } 3483 }
3484
3628 if (who->type == PLAYER) 3485 if (who->type == PLAYER)
3629 { 3486 {
3630 /* if multiple objects were applied, update both slots */ 3487 /* if multiple objects were applied, update both slots */
3631 if (tmp) 3488 if (tmp)
3632 esrv_send_item (who, tmp); 3489 esrv_send_item (who, tmp);
3490
3633 esrv_send_item (who, op); 3491 esrv_send_item (who, op);
3634 } 3492 }
3493
3635 return 0; 3494 return 0;
3636} 3495}
3637
3638 3496
3639int 3497int
3640monster_apply_special (object *who, object *op, int aflags) 3498monster_apply_special (object *who, object *op, int aflags)
3641{ 3499{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3500 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3656 int i; 3514 int i;
3657 3515
3658 switch (op->type) 3516 switch (op->type)
3659 { 3517 {
3660 case SHOP_FLOOR: 3518 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3519 if (!op->has_random_items ())
3662 return 0; 3520 return 0;
3521
3663 do 3522 do
3664 { 3523 {
3665 i = 10; /* let's give it 10 tries */ 3524 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3525 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3526 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3668 if (tmp == NULL) 3527 if (tmp == NULL)
3669 return 0; 3528 return 0;
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3529 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3530 {
3672 free_object (tmp); 3531 tmp->destroy ();
3673 tmp = NULL; 3532 tmp = NULL;
3674 } 3533 }
3675 } 3534 }
3676 while (!tmp); 3535 while (!tmp);
3536
3677 tmp->x = op->x; 3537 tmp->x = op->x;
3678 tmp->y = op->y; 3538 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3539 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3540 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY); 3541 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683 break; 3543 break;
3684 3544
3685 case TREASURE: 3545 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3546 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3547 return 0;
3548
3688 while ((op->stats.hp--) > 0) 3549 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3550 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); 3551 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3552
3692 /* If we generated an object and put it in this object inventory, 3553 /* 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 3554 * move it to the parent object as the current object is about
3695 * that is put inside other objects. 3556 * that is put inside other objects.
3696 */ 3557 */
3697 for (tmp = op->inv; tmp; tmp = tmp2) 3558 for (tmp = op->inv; tmp; tmp = tmp2)
3698 { 3559 {
3699 tmp2 = tmp->below; 3560 tmp2 = tmp->below;
3700 remove_ob (tmp); 3561 tmp->remove ();
3562
3701 if (op->env) 3563 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3564 insert_ob_in_ob (tmp, op->env);
3703 else 3565 else
3704 free_object (tmp); 3566 tmp->destroy ();
3705 } 3567 }
3706 remove_ob (op); 3568
3707 free_object (op); 3569 op->destroy ();
3708 break; 3570 break;
3709 } 3571 }
3710 return tmp ? 1 : 0; 3572 return tmp ? 1 : 0;
3711} 3573}
3712 3574
3713/** 3575/**
3714 * fix_auto_apply goes through the entire map (only the first time 3576 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3577 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3578 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3579 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3580 */
3719void 3581void
3720fix_auto_apply (maptile *m) 3582maptile::fix_auto_apply ()
3721{ 3583{
3722 object *tmp, *above = NULL; 3584 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3585 return;
3727 3586
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3587 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3588 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3589 {
3732 above = tmp->above; 3590 object *above = tmp->above;
3733 3591
3734 if (tmp->inv) 3592 if (tmp->inv)
3735 { 3593 {
3736 object *invtmp, *invnext; 3594 object *invtmp, *invnext;
3737 3595
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3596 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3739 { 3597 {
3740 invnext = invtmp->below; 3598 invnext = invtmp->below;
3741 3599
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3600 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3601 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3602 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3603 {
3746 while ((invtmp->stats.hp--) > 0) 3604 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); 3605 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3606
3607 invtmp->randomitems = NULL;
3608 }
3609 else if (invtmp && invtmp->arch
3610 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3611 {
3612 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3613 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3614 * treasure again for this object
3757 */ 3615 */
3758 invtmp->randomitems = NULL; 3616 invtmp->randomitems = NULL;
3759 } 3617 }
3760 } 3618 }
3761 /* This is really temporary - the code at the bottom will 3619 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3620 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3621 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3622 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3623 * MSW 2004-05-13
3766 * 3624 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3625 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3626 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3627 * Ryo 2004-08-16
3770 */ 3628 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3629 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) 3630 || 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; 3631 tmp->randomitems = NULL;
3632
3784 } 3633 }
3634
3635 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3636 auto_apply (tmp);
3637 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3638 {
3639 while ((tmp->stats.hp--) > 0)
3640 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3641 tmp->randomitems = NULL;
3642 }
3785 else if (tmp->type == TIMED_GATE) 3643 else if (tmp->type == TIMED_GATE)
3786 { 3644 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3645 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3646
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3647 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3648 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3649 }
3795 /* This function can be called everytime a map is loaded, even when 3650 /* 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 3651 * 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 3652 * 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. 3653 * 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 3654 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3655 * which say how many times to make the treasure.
3801 */ 3656 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3657 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3658 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3659 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3660 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3661 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3662 tmp->randomitems = NULL;
3808 } 3663 }
3664
3665 // close all containers
3666 else if (tmp->type == CONTAINER)
3667 tmp->flag [FLAG_APPLIED] = 0;
3668
3669 tmp = above;
3809 } 3670 }
3810 3671
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3672 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3673 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)) 3674 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3675 check_trigger (tmp, tmp->above);
3816} 3676}
3817 3677
3818/** 3678/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3679 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3680 * This used to call cast_change_attr(), but
3848 { 3708 {
3849 force->resist[i] = food->resist[i] / 2; 3709 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1; 3710 did_one = 1;
3851 } 3711 }
3852 } 3712 }
3713
3853 if (did_one) 3714 if (did_one)
3854 { 3715 {
3855 force->speed = 0.1; 3716 force->set_speed (0.1);
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3717 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3718 force->duration = food->stats.food / 5;
3859 SET_FLAG (force, FLAG_IS_USED_UP);
3860 SET_FLAG (force, FLAG_APPLIED); 3719 SET_FLAG (force, FLAG_APPLIED);
3861 change_abil (who, force); 3720 change_abil (who, force);
3862 insert_ob_in_ob (force, who); 3721 insert_ob_in_ob (force, who);
3863 } 3722 }
3864 else 3723 else
3865 { 3724 force->destroy ();
3866 free_object (force);
3867 }
3868 3725
3869 /* check for hp, sp change */ 3726 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3727 if (food->stats.hp != 0)
3871 { 3728 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3729 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3730 {
3874 strcpy (who->contr->killer, food->name); 3731 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3732 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3733 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3734 }
3878 else 3735 else
3879 { 3736 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3755 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3756 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3757 /* place limit on max sp from food? */
3901 } 3758 }
3902 } 3759 }
3903 fix_player (who); 3760 who->update_stats ();
3904} 3761}
3905
3906 3762
3907/** 3763/**
3908 * Designed primarily to light torches/lanterns/etc. 3764 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3765 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3766 * the selected object to "burn". -b.t.
3911 */ 3767 */
3912
3913void 3768void
3914apply_lighter (object *who, object *lighter) 3769apply_lighter (object *who, object *lighter)
3915{ 3770{
3916 object *item; 3771 object *item;
3917 int is_player_env = 0; 3772 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3773
3920 item = find_marked_object (who); 3774 item = find_marked_object (who);
3921 if (item) 3775 if (item)
3922 { 3776 {
3923 if (lighter->last_eat && lighter->stats.food) 3777 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */ 3778 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise * 3779 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */ 3780 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1) 3781 if (lighter->nrof > 1)
3928 { 3782 {
3929 object *oneLighter = get_object (); 3783 object *oneLighter = lighter->clone ();
3930 3784
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1; 3785 lighter->nrof -= 1;
3933 oneLighter->nrof = 1; 3786 oneLighter->nrof = 1;
3934 oneLighter->stats.food--; 3787 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter); 3788 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who); 3789 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 else if (lighter->last_eat) 3795 else if (lighter->last_eat)
3943 { /* no charges left in lighter */ 3796 { /* 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); 3797 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; 3798 return;
3946 } 3799 }
3800
3947 /* Perhaps we should split what we are trying to light on fire? 3801 /* 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 3802 * I can't see many times when you would want to light multiple
3949 * objects at once. 3803 * objects at once.
3950 */ 3804 */
3951 /* If the item is destroyed, we don't have a valid pointer to the 3805
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)) 3806 if (who == item->in_player ())
3957 is_player_env = 1; 3807 is_player_env = 1;
3958 3808
3959 save_throw_object (item, AT_FIRE, who); 3809 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer 3810
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ()) 3811 if (item->destroyed ())
3964 { 3812 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3813 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 3814 /* Need to update the player so that the players glow radius
3967 * gets changed. 3815 * gets changed.
3968 */ 3816 */
3969 if (is_player_env) 3817 if (is_player_env)
3970 fix_player (who); 3818 who->update_stats ();
3971 } 3819 }
3972 else 3820 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); 3821 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 } 3822 }
3975 else /* nothing to light */ 3823 else /* nothing to light */
3992 object *tmp; 3840 object *tmp;
3993 3841
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3842 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3995 tmp = get_archetype (SPELL_WONDER); 3843 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3844 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3845 tmp->destroy ();
3998 } 3846 }
3999 else if (failure <= -15 && failure > -35) 3847 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3848 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3849 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3850 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4025 object *tmp; 3873 object *tmp;
4026 3874
4027 tmp = get_archetype (LOOSE_MANA); 3875 tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3876 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3877 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4030 free_object (tmp); 3878 tmp->destroy ();
4031 } 3879 }
4032 } 3880 }
4033} 3881}
4034 3882
4035void 3883void

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