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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.110 by root, Sun Jun 24 04:09:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
196{ 193{
197 int got_one = 0, i; 194 int got_one = 0, i;
198 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
199 196
200 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
201 198
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 200 {
204 if (op->type == PLAYER) 201 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 216 object *depl;
220 archetype *at; 217 archetype *at;
221 218
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 220 {
224 drain_stat (op); 221 op->drain_stat ();
225 fix_player (op); 222 op->update_stats ();
226 decrease_ob (tmp); 223 decrease_ob (tmp);
227 return 1; 224 return 1;
228 } 225 }
229 226
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 228 {
232 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 230 return 0;
234 } 231 }
235 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
236 233
237 if (depl != NULL) 234 if (depl)
238 { 235 {
239 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 239
243 depl->destroy (); 240 depl->destroy ();
244 fix_player (op); 241 op->update_stats ();
245 } 242 }
246 else 243 else
247 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.");
248 245
249 decrease_ob (tmp); 246 decrease_ob (tmp);
299 296
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 298 {
302 if (got_one) 299 if (got_one)
303 { 300 {
304 fix_player (op); 301 op->update_stats ();
305 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");
306 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.");
307 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.");
308 } 305 }
309 else 306 else
311 } 308 }
312 else 309 else
313 { /* cursed potion */ 310 { /* cursed potion */
314 if (got_one) 311 if (got_one)
315 { 312 {
316 fix_player (op); 313 op->update_stats ();
317 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.");
318 } 315 }
319 else 316 else
320 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.");
321 } 318 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 347
351 decrease_ob (tmp); 348 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 351 op->update_stats ();
355 return 1; 352 return 1;
356 } 353 }
357 354
358 /* Deal with protection potions */ 355 /* Deal with protection potions */
359 force = NULL; 356 force = NULL;
377 force->stats.food *= 10; 374 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 378 }
379
382 force->speed_left = -1; 380 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 384 change_abil (op, force);
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->archname, item) == 0)
432 { 431 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 434 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
458 prev = op; 459 prev = op;
459 op = op->below; 460 op = op->below;
460 461
461 while (op != NULL) 462 while (op != NULL)
462 { 463 {
463 if (strcmp (op->arch->name, item) == 0) 464 if (strcmp (op->arch->archname, item) == 0)
464 { 465 {
465 if (op->nrof >= nrof) 466 if (op->nrof >= nrof)
466 { 467 {
467 decrease_ob_nr (op, nrof); 468 decrease_ob_nr (op, nrof);
468 return; 469 return;
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
764{ 765{
765 object *otmp; 766 object *otmp;
766 767
767 if (op->type != PLAYER) 768 if (op->type != PLAYER)
768 return 0; 769 return 0;
770
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 772 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 774 return 0;
773 } 775 }
776
774 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
775 if (!otmp) 778 if (!otmp)
776 { 779 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 781 return 0;
779 } 782 }
783
780 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 785 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 787 return 0;
784 } 788 }
789
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
788 return 1; 793 return 1;
789} 794}
850 { 855 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 857 pow++;
853 } 858 }
854 859
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 861 }
857 else 862 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 864
860 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
861 { 866 {
862 int base = 100; 867 int base = 100;
863 int pow = 0; 868 int pow = 0;
866 { 871 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 873 pow++;
869 } 874 }
870 875
871 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
872 } 877 }
873 else 878 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 880
876 if (armour->weight <= 0) 881 if (armour->weight <= 0)
877 { 882 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 884 armour->weight = 1;
880 } 885 }
881 886
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 888
884 if (op->type == PLAYER) 889 if (op->type == PLAYER)
885 { 890 {
886 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 893 op->update_stats ();
889 } 894 }
890 decrease_ob (improver); 895 decrease_ob (improver);
891 if (tmp) 896 if (tmp)
892 { 897 {
893 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
939 944
940 price_in = cost * item->value; 945 price_in = cost * item->value;
941 } 946 }
942 else 947 else
943 { 948 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 951 return 0;
947 952
948 if (CONV_NEED (converter)) 953 if (CONV_NEED (converter))
949 { 954 {
980 else 985 else
981 { 986 {
982 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
983 { 988 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 991 return -1;
987 } 992 }
988 993
989 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1000 { 1005 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1008
1004 /** 1009 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1007 */ 1012 */
1008 } 1013 }
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1015 return 1;
1011} 1016}
1014 * Handle apply on containers. 1019 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1018 */ 1023 */
1019
1020int 1024int
1021apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1022{ 1026{
1023 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1028 return 0; /* This might change */
1028 1029
1029 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1030 { 1031 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1033 return 0;
1033 } 1034 }
1034 op->contr->last_used = NULL; 1035
1035 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1036 1037
1037 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1038 { 1042 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1040 { 1048 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1042 return 1; 1051 return 1;
1043 } 1052 }
1044 /* It's on the ground, the problems begin */ 1053 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1054 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1057 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1058 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1059
1081 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1065 op->close_container ();
1090 { 1066 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1069 return 1;
1094 apply_container (op, tmp); 1070 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1096 op->container = sack; 1072 // it's locked?
1097 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1098 strcat (buf, "."); 1074 {
1099 } 1075 if (object *tmp = find_key (op, op, sack))
1100 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1077 else
1108 { 1078 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1080 return 1;
1145 } 1081 }
1146 }
1147 } 1082 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083
1149 if (op->contr) 1084 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1085
1151 return 1; 1086 return 1;
1152} 1087}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1088
1279/** 1089/**
1280 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1282 */ 1092 */
1435 */ 1245 */
1436static void 1246static void
1437apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1438{ 1248{
1439 readable_message_type *msgType; 1249 readable_message_type *msgType;
1440 char newbuf[HUGE_BUF];
1441 1250
1442 if (sign->msg == NULL) 1251 if (sign->msg == NULL)
1443 { 1252 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445 return; 1254 return;
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1276 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1469 return; 1278 return;
1470 } 1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1471 msgType = get_readable_message_type (sign); 1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1474} 1295}
1475 1296
1476/** 1297/**
1477 * 'victim' moves onto 'trap' 1298 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1299 * 'victim' leaves 'trap'
1501 * proper. This code was causing needless crashes. 1322 * proper. This code was causing needless crashes.
1502 */ 1323 */
1503 if (recursion_depth >= 500) 1324 if (recursion_depth >= 500)
1504 { 1325 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1328 return;
1508 } 1329 }
1330
1509 recursion_depth++; 1331 recursion_depth++;
1510 if (trap->head) 1332 if (trap->head)
1511 trap = trap->head; 1333 trap = trap->head;
1512 1334
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1528 1350
1529 /* Just put in some sanity check. I think there is a bug in the 1351 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player 1352 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed. 1353 * getting permanently paralyzed.
1532 */ 1354 */
1533 if (victim->speed_left < -50.0) 1355 if (victim->speed_left < -50.f)
1534 victim->speed_left = -50.0; 1356 victim->speed_left = -50.f;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1358 }
1537 goto leave; 1359 goto leave;
1538 1360
1539 case SPINNER: 1361 case SPINNER:
1625 1447
1626 1448
1627 case CONVERTER: 1449 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1450 if (convert_item (victim, trap) < 0)
1629 { 1451 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1453 get_archetype ("burnout")->insert_at (trap, trap);
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 } 1454 }
1641 } 1455
1642 goto leave; 1456 goto leave;
1643 1457
1644 case TRIGGER_BUTTON: 1458 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1459 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1460 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1489 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1490 {
1677 /* Basically, don't show exits leading to random maps the 1491 /* Basically, don't show exits leading to random maps the
1678 * players output. 1492 * players output.
1679 */ 1493 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496
1682 enter_exit (victim, trap); 1497 victim->enter_exit (trap);
1683 } 1498 }
1684 goto leave; 1499 goto leave;
1685 1500
1686 case ENCOUNTER: 1501 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1702 1517
1703 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1704 goto leave; 1519 goto leave;
1705 1520
1706 case CONTAINER: 1521 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1711 goto leave; 1523 goto leave;
1712 1524
1713 case RUNE: 1525 case RUNE:
1714 case TRAP: 1526 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 } 1530 }
1719 goto leave; 1531 goto leave;
1720 1532
1721 default: 1533 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1536 goto leave;
1725 } 1537 }
1726 1538
1727leave: 1539leave:
1728 recursion_depth--; 1540 recursion_depth--;
1775 1587
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1588 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1589
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1590 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1591 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1592 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1593 long_desc (tmp, op), &tmp->msg);
1781 1594
1782 /* gain xp from reading */ 1595 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1596 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1597 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1598 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1599
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1600 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1601 {
1789 /*exp_gain *= 2; because they just identified it too */ 1602 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1603 SET_FLAG (tmp, FLAG_IDENTIFIED);
1604
1791 /* If in a container, update how it looks */ 1605 /* If in a container, update how it looks */
1792 if (tmp->env) 1606 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1607 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1608 else
1795 op->contr->socket.update_look = 1; 1609 op->contr->ns->floorbox_update ();
1796 } 1610 }
1611
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1612 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1613 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1614 }
1800} 1615}
1801 1616
1850 } 1665 }
1851 return; 1666 return;
1852 } 1667 }
1853 1668
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1669 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1670 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1671 insert_ob_in_ob (tmp, op);
1858 1672
1859 if (special_prayer) 1673 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1674 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1675
1864 esrv_add_spells (op->contr, tmp); 1676 esrv_add_spells (op->contr, tmp);
1865} 1677}
1866 1678
1867/** 1679/**
1942 return; 1754 return;
1943 } 1755 }
1944 1756
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1757 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 { 1758 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1948 return; 1760 return;
1949 } 1761 }
1950 1762
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1764
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1765 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1766 {
1955 identify (tmp); 1767 identify (tmp);
1768
1956 if (tmp->env) 1769 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1770 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1771 else
1959 op->contr->socket.update_look = 1; 1772 op->contr->ns->floorbox_update ();
1960 } 1773 }
1961 1774
1962 /* I removed the check for special_prayer_mark here - it didn't make 1775 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1776 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1777 * if the player doesn't know the spell, doesn't make a lot of sense that
1974 { 1787 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1788 spell_skill = find_skill_by_name (op, spell->skill);
1976 1789
1977 if (!spell_skill) 1790 if (!spell_skill)
1978 { 1791 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1980 return; 1793 return;
1981 } 1794 }
1982 1795
1983 if (spell_skill->level < spell->level) 1796 if (spell_skill->level < spell->level)
1984 { 1797 {
2018 else 1831 else
2019 { 1832 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1833 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1834 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2022 } 1835 }
1836
2023 decrease_ob (tmp); 1837 decrease_ob (tmp);
2024} 1838}
2025 1839
2026/** 1840/**
2027 * Handles applying a spell scroll. 1841 * Handles applying a spell scroll.
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1880 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1881 identify (tmp);
2068 1882
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1883 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2070 1884
2071
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1885 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1886 decrease_ob (tmp);
2074} 1887}
2075 1888
2076/** 1889/**
2079 * chest. 1892 * chest.
2080 */ 1893 */
2081static void 1894static void
2082apply_treasure (object *op, object *tmp) 1895apply_treasure (object *op, object *tmp)
2083{ 1896{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1897 /* Nice side effect of new treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest 1898 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also 1899 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better 1900 * prevents people fromt moving chests to more difficult maps to get better
2091 * treasure 1901 * treasure
2092 */ 1902 */
2093
2094 treas = tmp->inv; 1903 object *treas = tmp->inv;
2095 if (treas == NULL) 1904
1905 if (!treas)
2096 { 1906 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098 decrease_ob (tmp); 1908 decrease_ob (tmp);
2099 return; 1909 return;
2100 } 1910 }
1911
2101 while (tmp->inv) 1912 while (tmp->inv)
2102 { 1913 {
2103 treas = tmp->inv; 1914 treas = tmp->inv;
2104 1915
2105 treas->remove (); 1916 treas->remove ();
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2034 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2035 return 0;
2225 2036
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2037 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2038 from the player's inventory */
2039 shstr_cmp dragon_ability_force ("dragon_ability_force");
2040 shstr_cmp dragon_skin_force ("dragon_skin_force");
2041
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2042 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2043 if (tmp->type == FORCE)
2231 { 2044 if (tmp->arch->archname == dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2045 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2046 else if (tmp->arch->archname == dragon_ability_force)
2235 abil = tmp; 2047 abil = tmp;
2236 }
2237 }
2238 2048
2239 /* if either skin or ability are missing, this is an old player 2049 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2050 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2051 if (skin == NULL || abil == NULL)
2242 return 0; 2052 return 0;
2283 /* doubled chance for resistance of ability-focus */ 2093 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2094 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2095 chance = MIN (100., chance * 2.);
2286 2096
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2097 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2098 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2099 {
2290 atnr_winner[winners] = i; 2100 atnr_winner[winners] = i;
2291 winners++; 2101 winners++;
2292 } 2102 }
2293 2103
2324 2134
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2135 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2136 {
2327 /* resistance increased! */ 2137 /* resistance increased! */
2328 skin->resist[i]++; 2138 skin->resist[i]++;
2329 fix_player (op); 2139 op->update_stats ();
2330 2140
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2141 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2142 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2143 }
2334 2144
2353 } 2163 }
2354 } 2164 }
2355 return 1; 2165 return 1;
2356} 2166}
2357 2167
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390}
2391
2392/** 2168/**
2393 * Handles applying an improve armor scroll. 2169 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2170 * Does some sanity checks, then calls improve_armour.
2395 */ 2171 */
2396static void 2172static void
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2177 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 { 2178 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2179 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return; 2180 return;
2405 } 2181 }
2182
2406 armor = find_marked_object (op); 2183 armor = find_marked_object (op);
2184
2407 if (!armor) 2185 if (!armor)
2408 { 2186 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return; 2188 return;
2411 } 2189 }
2190
2412 if (armor->type != ARMOUR 2191 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2192 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2193 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2194 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2195 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2419 2198
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2200 improve_armour (op, tmp, armor);
2422} 2201}
2423 2202
2424
2425extern void 2203extern void
2426apply_poison (object *op, object *tmp) 2204apply_poison (object *op, object *tmp)
2427{ 2205{
2428 if (op->type == PLAYER) 2206 if (op->type == PLAYER)
2429 { 2207 {
2440 handle_apply_yield (tmp); 2218 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2219 decrease_ob (tmp);
2442} 2220}
2443 2221
2444/** 2222/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2223 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means: 2224 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2225 * -You can come back (there is another exit at the other side)
2448 * -You are 2226 * -You are
2449 * ° the owner of the exit 2227 * ° the owner of the exit
2450 * ° or in the same party as the owner 2228 * ° or in the same party as the owner
2451 * 2229 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2230 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't 2231 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive). 2232 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2233 */
2456int 2234int
2457is_legal_2ways_exit (object *op, object *exit) 2235is_legal_2ways_exit (object *op, object *exit)
2458{ 2236{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2237 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2238 return 1; /*This is not a 2 way, so it is legal */
2239
2240#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2241 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2242 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2243#endif
2469 * all the exits in destination and try to find one with same path as 2244
2470 * the current exit's position */ 2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2246
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2247 if (exitmap)
2476 { 2248 {
2249 exitmap->load_sync ();
2250
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2251 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252
2478 if (!tmp) 2253 if (!tmp)
2479 return 0; 2254 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2255
2256 for (; tmp; tmp = tmp->above)
2481 { 2257 {
2482 if (tmp->type != EXIT) 2258 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2259 continue; /*Not an exit */
2260
2484 if (!EXIT_PATH (tmp)) 2261 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2262 continue; /*Not a valid exit */
2263
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2264 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2265 continue; /*Not in the same place */
2266
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2267 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2268 continue; /*Not in the same map */
2490 2269
2491 /* From here we have found the exit is valid. However we do 2270 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the 2271 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2272 * town portals to prevent strangers from visiting your appartments
2494 */ 2273 */
2495 if (!exit->race) 2274 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2275 return 1; /*No owner, free for all! */
2276
2497 exit_owner = NULL; 2277 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2278
2279 for_all_players (pp)
2499 { 2280 {
2500 if (!pp->ob) 2281 if (!pp->ob)
2501 continue; 2282 continue;
2283
2502 if (pp->ob->name != exit->race) 2284 if (pp->ob->name != exit->race)
2503 continue; 2285 continue;
2286
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2287 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2288 break;
2506 } 2289 }
2290
2507 if (!exit_owner) 2291 if (!exit_owner)
2508 return 0; /* No more owner */ 2292 return 0; /* No more owner */
2293
2509 if (exit_owner->contr == op->contr) 2294 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2295 return 1; /*It is your exit */
2296
2511 if (exit_owner && /*There is a owner */ 2297 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2298 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2299 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2300 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2301 return 0;
2302
2516 return 1; 2303 return 1;
2517 } 2304 }
2518 } 2305 }
2306
2519 return 0; 2307 return 0;
2520} 2308}
2521
2522 2309
2523/** 2310/**
2524 * Main apply handler. 2311 * Main apply handler.
2525 * 2312 *
2526 * Checks for unpaid items before applying. 2313 * Checks for unpaid items before applying.
2534 * being applied. 2321 * being applied.
2535 * 2322 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2323 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2324 * them in this function - they are passed to apply_special
2538 */ 2325 */
2539
2540int 2326int
2541manual_apply (object *op, object *tmp, int aflag) 2327manual_apply (object *op, object *tmp, int aflag)
2542{ 2328{
2543 if (tmp->head) 2329 if (tmp->head)
2544 tmp = tmp->head; 2330 tmp = tmp->head;
2549 { 2335 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2336 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1; 2337 return 1;
2552 } 2338 }
2553 else 2339 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2340 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2341 }
2558 2342
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2343 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2344 return RESULT_INT (0);
2561 2345
2562 switch (tmp->type) 2346 switch (tmp->type)
2563 { 2347 {
2564
2565 case CF_HANDLE: 2348 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2350 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1; 2351 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2352 SET_ANIMATION (tmp, tmp->value);
2576 { 2359 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2360 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2361 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579 } 2362 }
2580 else 2363 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2364 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 } 2365
2584 return 1; 2366 return 1;
2585 2367
2586 case EXIT: 2368 case EXIT:
2587 if (op->type != PLAYER) 2369 if (op->type != PLAYER)
2588 return 0; 2370 return 0;
2371
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2372 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 {
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2373 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else 2374 else
2594 { 2375 {
2595 /* Don't display messages for random maps. */ 2376 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2377 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2378 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2379
2598 enter_exit (op, tmp); 2380 op->enter_exit (tmp);
2599 } 2381 }
2382
2600 return 1; 2383 return 1;
2601 2384
2602 case SIGN: 2385 case SIGN:
2603 apply_sign (op, tmp, 0); 2386 apply_sign (op, tmp, 0);
2604 return 1; 2387 return 1;
2608 { 2391 {
2609 apply_book (op, tmp); 2392 apply_book (op, tmp);
2610 return 1; 2393 return 1;
2611 } 2394 }
2612 else 2395 else
2613 {
2614 return 0; 2396 return 0;
2615 }
2616 2397
2617 case SKILLSCROLL: 2398 case SKILLSCROLL:
2618 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2619 { 2400 {
2620 apply_skillscroll (op, tmp); 2401 apply_skillscroll (op, tmp);
2621 return 1; 2402 return 1;
2622 } 2403 }
2404 else
2623 return 0; 2405 return 0;
2624 2406
2625 case SPELLBOOK: 2407 case SPELLBOOK:
2626 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2627 { 2409 {
2628 apply_spellbook (op, tmp); 2410 apply_spellbook (op, tmp);
2629 return 1; 2411 return 1;
2630 } 2412 }
2413 else
2631 return 0; 2414 return 0;
2632 2415
2633 case SCROLL: 2416 case SCROLL:
2634 apply_scroll (op, tmp, 0); 2417 apply_scroll (op, tmp, 0);
2635 return 1; 2418 return 1;
2636 2419
2637 case POTION: 2420 case POTION:
2638 (void) apply_potion (op, tmp); 2421 apply_potion (op, tmp);
2639 return 1; 2422 return 1;
2640 2423
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2424 /* Eneq(@csd.uu.se): Handle apply on containers. */
2425 //TODO: remove, as it is unsed?
2642 case CLOSE_CON: 2426 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env); 2427 apply_container (op, tmp->env);
2647 return 1; 2428 return 1;
2648 2429
2649 case CONTAINER: 2430 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp); 2431 apply_container (op, tmp);
2654 return 1; 2432 return 1;
2655 2433
2656 case TREASURE: 2434 case TREASURE:
2657 if (op->type == PLAYER) 2435 if (op->type == PLAYER)
2658 { 2436 {
2659 apply_treasure (op, tmp); 2437 apply_treasure (op, tmp);
2660 return 1; 2438 return 1;
2661 } 2439 }
2662 else 2440 else
2663 {
2664 return 0; 2441 return 0;
2665 }
2666 2442
2667 case WEAPON: 2443 case WEAPON:
2668 case ARMOUR: 2444 case ARMOUR:
2669 case BOOTS: 2445 case BOOTS:
2670 case GLOVES: 2446 case GLOVES:
2683 case LAMP: 2459 case LAMP:
2684 case BUILDER: 2460 case BUILDER:
2685 case SKILL_TOOL: 2461 case SKILL_TOOL:
2686 if (tmp->env != op) 2462 if (tmp->env != op)
2687 return 2; /* not in inventory */ 2463 return 2; /* not in inventory */
2464
2688 (void) apply_special (op, tmp, aflag); 2465 apply_special (op, tmp, aflag);
2689 return 1; 2466 return 1;
2690 2467
2691 case DRINK: 2468 case DRINK:
2692 case FOOD: 2469 case FOOD:
2693 case FLESH: 2470 case FLESH:
2697 case POISON: 2474 case POISON:
2698 apply_poison (op, tmp); 2475 apply_poison (op, tmp);
2699 return 1; 2476 return 1;
2700 2477
2701 case SAVEBED: 2478 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2479 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2480
2712 case ARMOUR_IMPROVER: 2481 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2482 if (op->type == PLAYER)
2714 { 2483 {
2715 apply_armour_improver (op, tmp); 2484 apply_armour_improver (op, tmp);
2716 return 1; 2485 return 1;
2717 } 2486 }
2718 else 2487 else
2719 {
2720 return 0; 2488 return 0;
2721 }
2722 2489
2723 case WEAPON_IMPROVER: 2490 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2491 check_improve_weapon (op, tmp);
2725 return 1; 2492 return 1;
2726 2493
2727 case CLOCK: 2494 case CLOCK:
2728 if (op->type == PLAYER) 2495 if (op->type == PLAYER)
2729 { 2496 {
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2504 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf); 2505 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2506 return 1;
2740 } 2507 }
2741 else 2508 else
2742 {
2743 return 0; 2509 return 0;
2744 }
2745 2510
2746 case MENU: 2511 case MENU:
2747 if (op->type == PLAYER) 2512 if (op->type == PLAYER)
2748 { 2513 {
2749 shop_listing (op); 2514 shop_listing (tmp, op);
2750 return 1; 2515 return 1;
2751 } 2516 }
2752 else 2517 else
2753 {
2754 return 0; 2518 return 0;
2755 }
2756 2519
2757 case POWER_CRYSTAL: 2520 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */ 2521 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1; 2522 return 1;
2760 2523
2763 { 2526 {
2764 apply_lighter (op, tmp); 2527 apply_lighter (op, tmp);
2765 return 1; 2528 return 1;
2766 } 2529 }
2767 else 2530 else
2768 {
2769 return 0; 2531 return 0;
2770 }
2771 2532
2772 case ITEM_TRANSFORMER: 2533 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2534 apply_item_transformer (op, tmp);
2774 return 1; 2535 return 1;
2775 2536
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2559 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2799 return 0; 2560 return 0;
2800 } 2561 }
2801 } 2562 }
2802 2563
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op; 2564 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2565
2818 tmp = manual_apply (pl, op, aflag); 2566 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2567 if (!quiet)
2820 { 2568 {
2821 if (tmp == 0) 2569 if (tmp == 0)
2829/** 2577/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2578 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise 2579 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2580 * we use the ground.
2833 */ 2581 */
2834
2835void 2582void
2836player_apply_below (object *pl) 2583player_apply_below (object *pl)
2837{ 2584{
2838 object *tmp, *next;
2839 int floors; 2585 int floors = 0;
2840 2586
2841 /* If using a container, set the starting item to be the top 2587 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2588 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that 2589 * This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the 2590 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a 2591 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does 2592 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2593 * not return a proper value.
2851 */ 2594 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2595 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2596 {
2854 next = tmp->below; 2597 next = tmp->below;
2598
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2599 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2600 floors++;
2857 else if (floors > 0) 2601 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2602 return; /* process only floor objects after first floor object */
2859 2603
2879 * to keep the size of apply_special to a more managable size. 2623 * to keep the size of apply_special to a more managable size.
2880 */ 2624 */
2881static int 2625static int
2882unapply_special (object *who, object *op, int aflags) 2626unapply_special (object *who, object *op, int aflags)
2883{ 2627{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2628 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2629 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2630 return RESULT_INT (0);
2886 2631
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2632 CLEAR_FLAG (op, FLAG_APPLIED);
2633
2890 switch (op->type) 2634 switch (op->type)
2891 { 2635 {
2636 case SKILL_TOOL:
2637 // unapplying a skill tool should also unapply the skill it governs
2638 // but this is hard, as it shouldn't do so when the skill can
2639 // be used for other reasons
2640 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2641 if (tmp->skill == op->skill
2642 && tmp->type == SKILL
2643 && tmp->flag [FLAG_APPLIED]
2644 && !tmp->flag [FLAG_CAN_USE_SKILL])
2645 unapply_special (who, tmp, 0);
2646
2647 change_abil (who, op);
2648 break;
2649
2892 case WEAPON: 2650 case WEAPON:
2651 if (player *pl = who->contr)
2652 if (op == pl->combat_ob)
2653 {
2654 pl->combat_ob = 0;
2655 who->change_weapon (pl->ranged_ob);
2656 }
2657
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2894 2659
2895 (void) change_abil (who, op); 2660 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2661 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2662 break;
2900 2663
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2664 case SKILL:
2903 if (op != who->chosen_skill) 2665 if (who->contr)
2904 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906 } 2666 {
2907 if (who->type == PLAYER)
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible) 2667 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else 2669 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 } 2671 }
2919 } 2672
2920 (void) change_abil (who, op); 2673 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2675 break;
2924 2676
2925 case ARMOUR: 2677 case ARMOUR:
2926 case HELMET: 2678 case HELMET:
2931 case AMULET: 2683 case AMULET:
2932 case GIRDLE: 2684 case GIRDLE:
2933 case BRACERS: 2685 case BRACERS:
2934 case CLOAK: 2686 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2936 (void) change_abil (who, op); 2688 change_abil (who, op);
2937 break; 2689 break;
2690
2938 case LAMP: 2691 case LAMP:
2692 {
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2694
2940 tmp2 = arch_to_object (op->other_arch); 2695 object *tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x; 2696 tmp2->x = op->x;
2942 tmp2->y = op->y; 2697 tmp2->y = op->y;
2943 tmp2->map = op->map; 2698 tmp2->map = op->map;
2944 tmp2->below = op->below; 2699 tmp2->below = op->below;
2945 tmp2->above = op->above; 2700 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food; 2701 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2702 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2703
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2704 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2705 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951 2706
2952 if (who->type == PLAYER) 2707 if (who->contr)
2953 esrv_del_item (who->contr, op->count); 2708 esrv_del_item (who->contr, op->count);
2954 2709
2955 op->destroy (); 2710 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2711 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2712 who->update_stats ();
2713
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2714 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2715 {
2960 if (who->type == PLAYER) 2716 if (who->contr)
2961 { 2717 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2718 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2719 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 } 2720 }
2965 } 2721 }
2966 if (who->type == PLAYER) 2722
2723 if (who->contr)
2967 esrv_send_item (who, tmp2); 2724 esrv_send_item (who, tmp2);
2725 }
2726
2968 return 1; /* otherwise, an attempt to drop causes problems */ 2727 return 1; /* otherwise, an attempt to drop causes problems */
2969 break; 2728
2970 case BOW: 2729 case BOW:
2971 case WAND: 2730 case WAND:
2972 case ROD: 2731 case ROD:
2973 case HORN: 2732 case HORN:
2974 clear_skill (who); 2733 if (player *pl = who->contr)
2734 {
2735 if (op == pl->ranged_ob)
2736 {
2737 pl->ranged_ob = 0;
2738 who->change_weapon (pl->combat_ob);
2739 }
2740
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 {
2978 who->contr->shoottype = range_none;
2979 } 2742 }
2980 else 2743 else
2981 { 2744 {
2745 who->change_skill (0);
2746
2982 if (op->type == BOW) 2747 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2748 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2749 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 2750 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 2751 }
2752
2987 break; 2753 break;
2988 2754
2989 case BUILDER: 2755 case BUILDER:
2756 if (who->contr)
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 2758 break;
2994 2759
2995 default: 2760 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break; 2762 break;
2998 } 2763 }
2999 2764
3000 fix_player (who); 2765 who->update_stats ();
3001 2766
3002 if (!(aflags & AP_NO_MERGE)) 2767 if (!(aflags & AP_NO_MERGE))
3003 { 2768 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL); 2769 object *tmp = merge_ob (op, 0);
3007 if (who->type == PLAYER) 2770
2771 if (who->contr)
3008 { 2772 {
3009 if (tmp) 2773 if (tmp)
3010 { /* it was merged */ 2774 { /* it was merged */
3011 esrv_del_item (who->contr, op->count); 2775 esrv_del_item (who->contr, op->count);
3012 op = tmp; 2776 op = tmp;
3013 } 2777 }
3014 2778
3015 esrv_send_item (who, op); 2779 esrv_send_item (who, op);
3016 } 2780 }
3017 } 2781 }
2782
3018 return 0; 2783 return 0;
3019} 2784}
3020 2785
3021/** 2786/**
3022 * Returns the object that is using location 'loc'. 2787 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 2788 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do 2789 * then go through the below of this. In this way, you can do
3025 * something like: 2790 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 2791 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2792 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 2793 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 2794 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 2795 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 2796 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 2797 * invisible other objects that use
3033 * up body locations can be used as restrictions. 2798 * up body locations can be used as restrictions.
3034 */ 2799 */
3035object * 2800static object *
3036get_item_from_body_location (object *start, int loc) 2801get_next_item_from_body_location (int loc, object *start)
3037{ 2802{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 2803 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2804 if (tmp->flag [FLAG_APPLIED]
2805 && tmp->slot[loc].info
2806 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 2807 return tmp;
3046 2808
3047 return NULL; 2809 return 0;
3048} 2810}
3049
3050
3051 2811
3052/** 2812/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 2813 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 2814 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 2815 * that there are objects to unapply. This makes pretty heavy
3061 * another function that does just that. 2821 * another function that does just that.
3062 */ 2822 */
3063int 2823int
3064unapply_for_ob (object *who, object *op, int aflags) 2824unapply_for_ob (object *who, object *op, int aflags)
3065{ 2825{
3066 int i; 2826 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 2827 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3077 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 2830 {
3080 if (aflags & AP_PRINT) 2831 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3082 else 2833 else
3083 unapply_special (who, tmp, aflags); 2834 unapply_special (who, tmp, aflags);
3084 } 2835 }
3085 else 2836 else
3086 { 2837 {
3087 /* In this case, we want to try and remove a cursed item. 2838 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 2839 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 2840 * at least generate the message.
3090 */ 2841 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2842 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3092 return 1; 2843 return 1;
3093 }
3094
3095 } 2844 }
3096 }
3097 }
3098 2845
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 2847 {
3101 /* this used up a slot that we need to free */ 2848 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 2849 if (op->slot[i].info)
3103 { 2850 {
3104 last = who->inv; 2851 object *last = who->inv;
3105 2852
3106 /* We do a while loop - may need to remove several items in order 2853 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 2854 * to free up enough slots.
3108 */ 2855 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 2856 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 2857 {
3111 tmp = get_item_from_body_location (last, i); 2858 object *tmp = get_next_item_from_body_location (i, last);
2859
3112 if (!tmp) 2860 if (!tmp)
3113 { 2861 {
3114#if 0 2862#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 2863 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 2864 * equipped.
3117 */ 2865 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2866 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 2867#endif
3120 return 1; 2868 return 1;
3121 } 2869 }
2870
3122 /* If we are just printing, we don't care about cursed status */ 2871 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 2873 {
3125 if (aflags & AP_PRINT) 2874 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3134 * so it may not be critical (eg, putting on a ring and you have 2883 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 2884 * one cursed ring.)
3136 */ 2885 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3138 } 2887 }
2888
3139 last = tmp->below; 2889 last = tmp->below;
3140 } 2890 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 2892 * return in the !tmp would have kicked in.
3143 */ 2893 */
3144 } /* if op is using this body location */ 2894 } /* if op is using this body location */
3145 } /* for body lcoations */ 2895 } /* for body lcoations */
2896
3146 return 0; 2897 return 0;
3147} 2898}
3148 2899
3149/** 2900/**
3150 * Checks to see if 'who' can apply object 'op'. 2901 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 2902 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 2903 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 2904 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2905 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 2906 * is set, do we really care what the other flags may be?)
3156 * 2907 *
3157 * See include/define.h for detailed description of the meaning of 2908 * See include/define.h for detailed description of the meaning of
3158 * these return values. 2909 * these return values.
3159 */ 2910 */
3160int 2911int
3161can_apply_object (object *who, object *op) 2912can_apply_object (object *who, object *op)
3162{ 2913{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 2915 return RESULT_INT (0);
3165 2916
3166 int i, retval = 0; 2917 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 2918 object *tmp = 0, *ws = 0;
3168 2919
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2920 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 2921 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2922 if (op->slot[i].info)
3177 { 2923 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2924 /* Item uses more slots than we have */
2925 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 2926 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 2927 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 2928 * really needed.
3196 */ 2929 */
3197 retval |= CAN_APPLY_NEVER; 2930 retval |= CAN_APPLY_NEVER;
3198 } 2931 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 2932 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 2933 {
3201 /* in this case, equipping this would use more free spots than 2934 /* in this case, equipping this would use more free spots than
3202 * we have. 2935 * we have.
3203 */ 2936 */
3204 object *tmp1;
3205
3206 2937
3207 /* if we have an applied weapon/shield, and unapply it would free 2938 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can 2939 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 2940 * apply unapply". We don't care about the logic below - if you have a
3210 * shield equipped and try to equip another shield, there is only 2941 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 2942 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 2943 * does take into the account cases where what is being applied
3213 * may be two handed for example. 2944 * may be two handed for example.
3214 */ 2945 */
3215 if (ws) 2946 if (ws)
3216 { 2947 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 2948 {
3219 retval |= CAN_APPLY_UNAPPLY; 2949 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 2950 continue;
3221 } 2951 }
3222 }
3223 2952
3224 tmp1 = get_item_from_body_location (who->inv, i); 2953 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 2954 if (!tmp1)
3226 { 2955 {
3227#if 0 2956#if 0
3228 /* This is sort of an error, but happens a lot when old players 2957 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed. 2958 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 2966 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 2967 * is different than we had found before, it means they need
3239 * to apply multiple objects 2968 * to apply multiple objects
3240 */ 2969 */
3241 retval |= CAN_APPLY_UNAPPLY; 2970 retval |= CAN_APPLY_UNAPPLY;
2971
3242 if (!tmp) 2972 if (!tmp)
3243 tmp = tmp1; 2973 tmp = tmp1;
3244 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 2976
3248 /* This object isn't using up all the slots, so there must 2977 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all 2978 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3251 */ 2980 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 2984
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3257 */ 2987 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 2990 }
3262 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3263 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3265 2994
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 2999 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3000 * all use the same location.
3272 */ 3001 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3277 3007
3278
3279 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3280 { 3009 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3289 } 3021 }
3022
3290 return retval; 3023 return retval;
3291} 3024}
3292
3293
3294 3025
3295/** 3026/**
3296 * who is the object using the object. It can be a monster. 3027 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 3028 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 3029 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3038 * AP_UNAPPLY=always unapply).
3308 * 3039 *
3309 * Optional flags: 3040 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3041 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3042 * AP_IGNORE_CURSE: unapply cursed items
3043 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3044 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3045 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3046 *
3315 * apply_special() doesn't check for unpaid items. 3047 * apply_special() doesn't check for unpaid items.
3316 */ 3048 */
3317int 3049int
3318apply_special (object *who, object *op, int aflags) 3050apply_special (object *who, object *op, int aflags)
3319{ 3051{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3052 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3053 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3054
3324 if (who == NULL) 3055 if (who == NULL)
3325 { 3056 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3057 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3058 return 1;
3337 if (basic_flag == AP_APPLY) 3068 if (basic_flag == AP_APPLY)
3338 return 0; 3069 return 0;
3339 3070
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3071 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3072 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3073 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3343 return 1; 3074 return 1;
3344 } 3075 }
3076
3345 return unapply_special (who, op, aflags); 3077 return unapply_special (who, op, aflags);
3346 } 3078 }
3347 3079
3348 if (basic_flag == AP_UNAPPLY) 3080 if (basic_flag == AP_UNAPPLY)
3349 return 0; 3081 return 0;
3350 3082
3351 i = can_apply_object (who, op); 3083 // if the item is combat/ranged, wield the relevant slot first
3084 // to resolve conflicts.
3085 if (player *pl = who->contr)
3086 switch (op->slottype ())
3087 {
3088 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3090 }
3091
3092 splay (op);
3352 3093
3353 /* Can't just apply this object. Lets see what not and what to do */ 3094 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3095 if (int i = can_apply_object (who, op))
3355 { 3096 {
3356 if (i & CAN_APPLY_NEVER) 3097 if (i & CAN_APPLY_NEVER)
3357 { 3098 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3359 return 1; 3100 return 1;
3361 else if (i & CAN_APPLY_RESTRICTION) 3102 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3103 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3104 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3364 return 1; 3105 return 1;
3365 } 3106 }
3107
3366 if (who->type != PLAYER) 3108 if (who->type != PLAYER)
3367 { 3109 {
3368 /* Some error, so don't try to equip something more */ 3110 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3111 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3112 return 1;
3371 } 3113 }
3372 else 3114 else
3373 { 3115 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3116 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3117 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3118 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3119 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3120 return 1;
3379 } 3121 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3122 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3123 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3124 return 1;
3385 } 3125 }
3386 }
3387 } 3126 }
3127
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3128 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3129 {
3390 skop = find_skill_by_name (who, op->skill); 3130 skop = find_skill_by_name (who, op->skill);
3131
3391 if (!skop) 3132 if (!skop)
3392 { 3133 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3394 return 1; 3135 return 1;
3395 } 3136 }
3396 else 3137 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3138 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3139 * skill so that the dam and wc get updated
3400 */ 3140 */
3401 change_skill (who, skop, 0); 3141 who->change_skill (skop);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 { 3142 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3143
3144 if (who->type == PLAYER
3145 && op->item_power
3146 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3147 {
3148 new_draw_info (NDI_UNIQUE, 0, who,
3149 "Equipping that combined with other items would consume your soul! "
3150 "[use the skills command to check your available item power]");
3408 return 1; 3151 return 1;
3409 } 3152 }
3410
3411 3153
3412 /* Ok. We are now at the state where we can apply the new object. 3154 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 3155 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3156 * below - that is already taken care of by can_apply_object.
3415 */ 3157 */
3416
3417
3418 if (op->nrof > 1) 3158 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1); 3159 tmp = get_split_ob (op, op->nrof - 1);
3420 else 3160 else
3421 tmp = NULL; 3161 tmp = 0;
3422 3162
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3163 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3164 return RESULT_INT (0);
3425 3165
3426 switch (op->type) 3166 switch (op->type)
3427 { 3167 {
3428 case WEAPON: 3168 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3169 if (!check_weapon_power (who, op->last_eat))
3430 { 3170 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3171 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3172 "It would consume your soul!.");
3173
3433 if (tmp != NULL) 3174 if (tmp)
3434 (void) insert_ob_in_ob (tmp, who); 3175 insert_ob_in_ob (tmp, who);
3176
3435 return 1; 3177 return 1;
3436 } 3178 }
3179
3180 //TODO: this obviously fails for players using a shorter prefix
3181 // i.e. "R" can use Ragnarok's sword.
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3182 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3183 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3184 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3185 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3186 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3187
3442 if (tmp != NULL) 3188 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3189 insert_ob_in_ob (tmp, who);
3190
3444 return 1; 3191 return 1;
3445 } 3192 }
3193
3194 if (!skop)
3195 {
3196 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3197 return 1;
3198 }
3199
3446 SET_FLAG (op, FLAG_APPLIED); 3200 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3201 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3202
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3203 if (who->contr)
3204 who->change_weapon (who->contr->combat_ob = op);
3452 3205
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3206 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454 3207
3208 SET_FLAG (who, FLAG_READY_WEAPON);
3455 (void) change_abil (who, op); 3209 change_abil (who, op);
3456 break; 3210 break;
3457 3211
3458 case ARMOUR: 3212 case ARMOUR:
3459 case HELMET: 3213 case HELMET:
3460 case SHIELD: 3214 case SHIELD:
3465 case CLOAK: 3219 case CLOAK:
3466 case RING: 3220 case RING:
3467 case AMULET: 3221 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3222 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3223 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3470 (void) change_abil (who, op); 3224 change_abil (who, op);
3471 break; 3225 break;
3226
3472 case LAMP: 3227 case LAMP:
3473 if (op->stats.food < 1) 3228 if (op->stats.food < 1)
3474 { 3229 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3230 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3476 return 1; 3231 return 1;
3477 } 3232 }
3233
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479 tmp2 = arch_to_object (op->other_arch); 3235 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food; 3236 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED); 3237 SET_FLAG (tmp2, FLAG_APPLIED);
3238
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3240 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241
3484 insert_ob_in_ob (tmp2, who); 3242 insert_ob_in_ob (tmp2, who);
3485 3243
3486 /* Remove the old lantern */ 3244 /* Remove the old lantern */
3487 if (who->type == PLAYER) 3245 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count); 3246 esrv_del_item (who->contr, op->count);
3489 3247
3490 op->destroy (); 3248 op->destroy ();
3491 3249
3492 /* insert the portion that was split off */ 3250 /* insert the portion that was split off */
3493 if (tmp != NULL) 3251 if (tmp)
3494 { 3252 {
3495 (void) insert_ob_in_ob (tmp, who); 3253 insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3254 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3255 esrv_send_item (who, tmp);
3498 } 3256 }
3499 fix_player (who); 3257
3258 who->update_stats ();
3259
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER) 3261 if (who->type == PLAYER)
3503 { 3262 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3263 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 } 3265 }
3507 } 3266
3508 if (who->type == PLAYER) 3267 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2); 3268 esrv_send_item (who, tmp2);
3269
3510 return 0; 3270 return 0;
3271
3272 case SKILL_TOOL:
3273 // applying a skill tool also readies the skill
3274 SET_FLAG (op, FLAG_APPLIED);
3275
3276 if (!(aflags & AP_NO_READY))
3277 {
3278 skop = find_skill_by_name (who, op->skill);
3279 if (!skop->flag [FLAG_APPLIED])
3280 apply_special (who, skop, AP_APPLY);
3281 }
3511 break; 3282 break;
3512 3283
3513 /* this part is needed for skill-tools */
3514 case SKILL: 3284 case SKILL:
3515 case SKILL_TOOL: 3285 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3519 return 1;
3520 } 3286 {
3521 if (who->type == PLAYER) 3287 if (IS_COMBAT_SKILL (op->subtype))
3522 { 3288 {
3523 who->contr->shoottype = range_skill; 3289 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3524 who->contr->ranges[range_skill] = op; 3290 {
3291 for (object *item = who->inv; item; item = item->below)
3292 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3293 {
3294 if (item->skill == op->skill)
3295 {
3296 who->change_weapon (pl->combat_ob = item);
3297 goto found_weapon;
3298 }
3299 }
3300
3301 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3302 return 1;
3303
3304 found_weapon:;
3305 }
3306 else
3307 who->change_weapon (pl->combat_ob = op);
3308 }
3309 else if (IS_RANGED_SKILL (op->subtype))
3310 {
3311 if (skill_flags [op->subtype] & SF_NEED_BOW)
3312 {
3313 for (object *item = who->inv; item; item = item->below)
3314 if (item->type == BOW && item->flag [FLAG_APPLIED])
3315 {
3316 //TODO: bows should/must all have skill missile weapon right now
3317 who->change_weapon (pl->ranged_ob = item);
3318 goto found_bow;
3319 }
3320
3321 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3322 return 1;
3323
3324 found_bow:;
3325 }
3326 else
3327 who->change_weapon (pl->ranged_ob = op);
3328 }
3329
3525 if (!op->invisible) 3330 if (!op->invisible)
3526 { 3331 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3333 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529 } 3334 }
3530 else 3335 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3336 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533 } 3337 }
3338 else
3534 } 3339 {
3535 SET_FLAG (op, FLAG_APPLIED); 3340 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op); 3341 change_abil (who, op);
3537 who->chosen_skill = op; 3342 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL); 3343 SET_FLAG (who, FLAG_READY_SKILL);
3344 }
3345
3539 break; 3346 break;
3540 3347
3541 case BOW: 3348 case BOW:
3542 if (!check_weapon_power (who, op->last_eat)) 3349 if (!check_weapon_power (who, op->last_eat))
3543 { 3350 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3351 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3352 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353
3546 if (tmp != NULL) 3354 if (tmp)
3547 (void) insert_ob_in_ob (tmp, who); 3355 insert_ob_in_ob (tmp, who);
3356
3548 return 1; 3357 return 1;
3549 } 3358 }
3359
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3360 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 { 3361 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3362 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3553 if (tmp != NULL) 3363 if (tmp)
3554 (void) insert_ob_in_ob (tmp, who); 3364 insert_ob_in_ob (tmp, who);
3365
3555 return 1; 3366 return 1;
3556 } 3367 }
3368
3557 /*FALLTHROUGH*/ case WAND: 3369 /*FALLTHROUGH*/
3370 case WAND:
3558 case ROD: 3371 case ROD:
3559 case HORN: 3372 case HORN:
3560 /* check for skill, alter player status */ 3373 /* check for skill, alter player status */
3374
3375 if (!skop)
3376 {
3377 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3378 return 1;
3379 }
3380
3561 SET_FLAG (op, FLAG_APPLIED); 3381 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3382 who->change_skill (skop);
3383
3384 if (who->contr)
3385 {
3386 who->contr->ranged_ob = op;
3387
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3388 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3389
3566 if (who->type == PLAYER)
3567 {
3568 if (op->type == BOW) 3390 if (op->type == BOW)
3569 { 3391 {
3392 who->current_weapon = op;
3570 (void) change_abil (who, op); 3393 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who, 3394 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3395 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 } 3396 }
3579 } 3397 }
3580 else 3398 else
3581 { 3399 {
3582 if (op->type == BOW) 3400 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3401 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3402 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3403 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3404 }
3405
3587 break; 3406 break;
3588 3407
3589 case BUILDER: 3408 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3409 if (who->type == PLAYER)
3410 {
3411 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3412 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3413 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3414
3593 who->contr->ranges[range_builder] = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3415 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3416
3417 who->contr->ranged_ob = op;
3418 }
3595 break; 3419 break;
3596 3420
3597 default: 3421 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3599 } /* end of switch op->type */ 3423 } /* end of switch op->type */
3600 3424
3601 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3602 3426
3603 if (tmp != NULL) 3427 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3428 tmp = insert_ob_in_ob (tmp, who);
3605 3429
3606 fix_player (who); 3430 who->update_stats ();
3607 3431
3608 /* We exclude spell casting objects. The fire code will set the 3432 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3433 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3434 * you don't know anything about them.
3611 */ 3435 */
3618 { 3442 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3443 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3444 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3445 }
3622 } 3446 }
3447
3623 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3624 { 3449 {
3625 /* if multiple objects were applied, update both slots */ 3450 /* if multiple objects were applied, update both slots */
3626 if (tmp) 3451 if (tmp)
3627 esrv_send_item (who, tmp); 3452 esrv_send_item (who, tmp);
3453
3628 esrv_send_item (who, op); 3454 esrv_send_item (who, op);
3629 } 3455 }
3456
3630 return 0; 3457 return 0;
3631} 3458}
3632
3633 3459
3634int 3460int
3635monster_apply_special (object *who, object *op, int aflags) 3461monster_apply_special (object *who, object *op, int aflags)
3636{ 3462{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3463 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 int i; 3477 int i;
3652 3478
3653 switch (op->type) 3479 switch (op->type)
3654 { 3480 {
3655 case SHOP_FLOOR: 3481 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3482 if (!op->has_random_items ())
3657 return 0; 3483 return 0;
3658 3484
3659 do 3485 do
3660 { 3486 {
3661 i = 10; /* let's give it 10 tries */ 3487 i = 10; /* let's give it 10 tries */
3681 3507
3682 case TREASURE: 3508 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3509 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3510 return 0;
3685 3511
3686 while ((op->stats.hp--) > 0) 3512 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3513 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3514 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3515
3690 /* If we generated an object and put it in this object inventory, 3516 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3517 * move it to the parent object as the current object is about
3708 } 3534 }
3709 return tmp ? 1 : 0; 3535 return tmp ? 1 : 0;
3710} 3536}
3711 3537
3712/** 3538/**
3713 * fix_auto_apply goes through the entire map (only the first time 3539 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3540 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3541 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3542 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3543 */
3718void 3544void
3719fix_auto_apply (maptile *m) 3545maptile::fix_auto_apply ()
3720{ 3546{
3721 object *tmp, *above = NULL; 3547 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3548 return;
3726 3549
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3550 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3551 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3552 {
3731 above = tmp->above; 3553 object *above = tmp->above;
3732 3554
3733 if (tmp->inv) 3555 if (tmp->inv)
3734 { 3556 {
3735 object *invtmp, *invnext; 3557 object *invtmp, *invnext;
3736 3558
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3559 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3560 {
3739 invnext = invtmp->below; 3561 invnext = invtmp->below;
3740 3562
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3563 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3564 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3565 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3566 {
3745 while ((invtmp->stats.hp--) > 0) 3567 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3568 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3569
3570 invtmp->randomitems = NULL;
3571 }
3572 else if (invtmp && invtmp->arch
3573 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3574 {
3575 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3576 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3577 * treasure again for this object
3756 */ 3578 */
3757 invtmp->randomitems = NULL; 3579 invtmp->randomitems = NULL;
3758 } 3580 }
3759 } 3581 }
3760 /* This is really temporary - the code at the bottom will 3582 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3583 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3584 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3585 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3586 * MSW 2004-05-13
3765 * 3587 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3588 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3589 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3590 * Ryo 2004-08-16
3769 */ 3591 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3592 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3593 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3594 tmp->randomitems = NULL;
3595
3783 } 3596 }
3597
3598 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3599 auto_apply (tmp);
3600 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3601 {
3602 while ((tmp->stats.hp--) > 0)
3603 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3604 tmp->randomitems = NULL;
3605 }
3784 else if (tmp->type == TIMED_GATE) 3606 else if (tmp->type == TIMED_GATE)
3785 { 3607 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3608 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3609
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3610 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3611 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3612 }
3794 /* This function can be called everytime a map is loaded, even when 3613 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure 3614 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out 3615 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything. 3616 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters 3617 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3618 * which say how many times to make the treasure.
3800 */ 3619 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3620 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3621 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3622 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3623 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3624 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3625 tmp->randomitems = NULL;
3807 } 3626 }
3627
3628 // close all containers
3629 else if (tmp->type == CONTAINER)
3630 tmp->flag [FLAG_APPLIED] = 0;
3631
3632 tmp = above;
3808 } 3633 }
3809 3634
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3635 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3636 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3637 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3638 check_trigger (tmp, tmp->above);
3815} 3639}
3816 3640
3817/** 3641/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3642 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3643 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3644 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead. 3645 * the food changes, just grab a force and use that instead.
3822 */ 3646 */
3823
3824void 3647void
3825eat_special_food (object *who, object *food) 3648eat_special_food (object *who, object *food)
3826{ 3649{
3827 object *force; 3650 object *force;
3828 int i, did_one = 0; 3651 int i, did_one = 0;
3829 sint8 k;
3830 3652
3831 force = get_archetype (FORCE_NAME); 3653 force = get_archetype (FORCE_NAME);
3832 3654
3833 for (i = 0; i < NUM_STATS; i++) 3655 for (i = 0; i < NUM_STATS; i++)
3834 { 3656 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3657 {
3838 set_attr_value (&force->stats, i, k); 3658 force->stats.stat (i) = k;
3839 did_one = 1; 3659 did_one = 1;
3840 } 3660 }
3841 }
3842 3661
3843 /* check if we can protect the eater */ 3662 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3663 for (i = 0; i < NROFATTACKS; i++)
3845 { 3664 {
3846 if (food->resist[i] > 0) 3665 if (food->resist[i] > 0)
3847 { 3666 {
3848 force->resist[i] = food->resist[i] / 2; 3667 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3668 did_one = 1;
3850 } 3669 }
3851 } 3670 }
3671
3852 if (did_one) 3672 if (did_one)
3853 { 3673 {
3854 force->speed = 0.1; 3674 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3675 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3676 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3677 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3678 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3679 insert_ob_in_ob (force, who);
3862 } 3680 }
3863 else 3681 else
3866 /* check for hp, sp change */ 3684 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3685 if (food->stats.hp != 0)
3868 { 3686 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3687 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3688 {
3871 strcpy (who->contr->killer, food->name); 3689 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3690 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3691 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 } 3692 }
3875 else 3693 else
3876 { 3694 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3713 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3714 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3715 /* place limit on max sp from food? */
3898 } 3716 }
3899 } 3717 }
3900 fix_player (who); 3718 who->update_stats ();
3901} 3719}
3902
3903 3720
3904/** 3721/**
3905 * Designed primarily to light torches/lanterns/etc. 3722 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3723 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3724 * the selected object to "burn". -b.t.
3908 */ 3725 */
3909
3910void 3726void
3911apply_lighter (object *who, object *lighter) 3727apply_lighter (object *who, object *lighter)
3912{ 3728{
3913 object *item; 3729 object *item;
3914 int is_player_env = 0; 3730 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3731
3917 item = find_marked_object (who); 3732 item = find_marked_object (who);
3918 if (item) 3733 if (item)
3919 { 3734 {
3920 if (lighter->last_eat && lighter->stats.food) 3735 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3736 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3737 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3738 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3739 if (lighter->nrof > 1)
3925 { 3740 {
3926 object *oneLighter = object::create (); 3741 object *oneLighter = lighter->clone ();
3927 3742
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3743 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3744 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3745 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3746 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3747 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3753 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3754 { /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3755 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942 return; 3756 return;
3943 } 3757 }
3758
3944 /* Perhaps we should split what we are trying to light on fire? 3759 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple 3760 * I can't see many times when you would want to light multiple
3946 * objects at once. 3761 * objects at once.
3947 */ 3762 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3763
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item)) 3764 if (who == item->in_player ())
3954 is_player_env = 1; 3765 is_player_env = 1;
3955 3766
3956 save_throw_object (item, AT_FIRE, who); 3767 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3768
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3769 if (item->destroyed ())
3961 { 3770 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3771 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3963 /* Need to update the player so that the players glow radius 3772 /* Need to update the player so that the players glow radius
3964 * gets changed. 3773 * gets changed.
3965 */ 3774 */
3966 if (is_player_env) 3775 if (is_player_env)
3967 fix_player (who); 3776 who->update_stats ();
3968 } 3777 }
3969 else 3778 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3779 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 } 3780 }
3972 else /* nothing to light */ 3781 else /* nothing to light */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4018 blind_player (op, op, power); 3827 blind_player (op, op, power);
4019 } 3828 }
4020 else if (failure <= -80) 3829 else if (failure <= -80)
4021 { /* blast the immediate area */ 3830 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3831 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3832 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3833 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4027 tmp->destroy (); 3834 tmp->destroy ();
4028 } 3835 }
4029 } 3836 }
4030} 3837}
4031 3838
4051 */ 3858 */
4052 int i, j; 3859 int i, j;
4053 3860
4054 for (i = 0; i < NUM_STATS; i++) 3861 for (i = 0; i < NUM_STATS; i++)
4055 { 3862 {
4056 sint8 stat = get_attr_value (stats, i); 3863 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3864 sint8 stat = stats->stat (i) + ns->stat (i);
4058 3865
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3866 if (stat > 20 + race_bonus)
4061 { 3867 {
4062 excess_stat++; 3868 excess_stat++;
4063 stat = 20 + race_bonus; 3869 stat = 20 + race_bonus;
4064 } 3870 }
4065 set_attr_value (stats, i, stat); 3871
3872 stats->stat (i) = stat;
4066 } 3873 }
4067 3874
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 3875 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 3876 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 3877 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073 3878
4074 if (i == CHA) 3879 if (i == CHA)
4075 continue; /* exclude cha from this */ 3880 continue; /* exclude cha from this */
3881
3882 int stat = stats->stat (i);
3883 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 3884 if (stat < 20 + race_bonus)
4077 { 3885 {
4078 change_attr_value (stats, i, 1); 3886 change_attr_value (stats, i, 1);
4079 excess_stat--; 3887 excess_stat--;
4080 } 3888 }
4083 /* insert the randomitems from the change's treasurelist into 3891 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 3892 * the player ref: player.c
4085 */ 3893 */
4086 if (change->randomitems != NULL) 3894 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems); 3895 give_initial_items (pl, change->randomitems);
4088
4089 3896
4090 /* set up the face, for some races. */ 3897 /* set up the face, for some races. */
4091 3898
4092 /* first, look for the force object banning 3899 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 3900 * changing the face. Certain races never change face with class.
4150 { 3957 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3958 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152 return; 3959 return;
4153 } 3960 }
4154 /* check whether they are compatible or not */ 3961 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 3962 find = strstr (marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3963 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 3964 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159 return; 3966 return;
4160 } 3967 }
4161 find += strlen (transformer->arch->name) + 1; 3968 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 3969 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 3970 if (isdigit (*(find)))
4164 { 3971 {
4165 yield = atoi (find); 3972 yield = atoi (find);
4166 if (yield < 1) 3973 if (yield < 1)

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