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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 1.111 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER) 200 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 215 object *depl;
220 archetype *at; 216 archetype *at;
221 217
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 219 {
224 drain_stat (op); 220 op->drain_stat ();
225 fix_player (op); 221 op->update_stats ();
226 decrease_ob (tmp); 222 decrease_ob (tmp);
227 return 1; 223 return 1;
228 } 224 }
229 225
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 227 {
232 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 229 return 0;
234 } 230 }
235 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
236 232
237 if (depl != NULL) 233 if (depl)
238 { 234 {
239 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 238
243 depl->destroy (); 239 depl->destroy ();
244 fix_player (op); 240 op->update_stats ();
245 } 241 }
246 else 242 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 244
249 decrease_ob (tmp); 245 decrease_ob (tmp);
299 295
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 297 {
302 if (got_one) 298 if (got_one)
303 { 299 {
304 fix_player (op); 300 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 } 304 }
309 else 305 else
311 } 307 }
312 else 308 else
313 { /* cursed potion */ 309 { /* cursed potion */
314 if (got_one) 310 if (got_one)
315 { 311 {
316 fix_player (op); 312 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 } 314 }
319 else 315 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 } 317 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 346
351 decrease_ob (tmp); 347 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 348 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 349 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 350 op->update_stats ();
355 return 1; 351 return 1;
356 } 352 }
357 353
358 /* Deal with protection potions */ 354 /* Deal with protection potions */
359 force = NULL; 355 force = NULL;
377 force->stats.food *= 10; 373 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 377 }
378
382 force->speed_left = -1; 379 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 383 change_abil (op, force);
403 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 402 * up all the stats.
406 */ 403 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 405 op->update_stats ();
409 decrease_ob (tmp); 406 decrease_ob (tmp);
410 return 1; 407 return 1;
411} 408}
412 409
413/**************************************************************************** 410/****************************************************************************
423 int count = 0; 420 int count = 0;
424 421
425 422
426 if (item == NULL) 423 if (item == NULL)
427 return 0; 424 return 0;
425
428 op = op->below; 426 op = op->below;
429 while (op != NULL) 427 while (op != NULL)
430 { 428 {
431 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
432 { 430 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 433 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 435 count++;
438 else 436 else
439 count += op->nrof; 437 count += op->nrof;
440 } 438 }
441 } 439 }
440
442 op = op->below; 441 op = op->below;
443 } 442 }
443
444 return count; 444 return count;
445} 445}
446 446
447/** 447/**
448 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
458 prev = op; 458 prev = op;
459 op = op->below; 459 op = op->below;
460 460
461 while (op != NULL) 461 while (op != NULL)
462 { 462 {
463 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
464 { 464 {
465 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
466 { 466 {
467 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
468 return; 468 return;
570 weapon->last_eat++; 570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 572 decrease_ob (improver);
573 573
574 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
575 fix_player (op); 575 op->update_stats ();
576 return 1; 576 return 1;
577} 577}
578 578
579/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
764{ 764{
765 object *otmp; 765 object *otmp;
766 766
767 if (op->type != PLAYER) 767 if (op->type != PLAYER)
768 return 0; 768 return 0;
769
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 771 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 773 return 0;
773 } 774 }
775
774 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
775 if (!otmp) 777 if (!otmp)
776 { 778 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 780 return 0;
779 } 781 }
782
780 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 784 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 786 return 0;
784 } 787 }
788
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
788 return 1; 792 return 1;
789} 793}
850 { 854 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 856 pow++;
853 } 857 }
854 858
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 860 }
857 else 861 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 863
860 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
861 { 865 {
862 int base = 100; 866 int base = 100;
863 int pow = 0; 867 int pow = 0;
866 { 870 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 872 pow++;
869 } 873 }
870 874
871 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
872 } 876 }
873 else 877 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 879
876 if (armour->weight <= 0) 880 if (armour->weight <= 0)
877 { 881 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 883 armour->weight = 1;
880 } 884 }
881 885
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 887
884 if (op->type == PLAYER) 888 if (op->type == PLAYER)
885 { 889 {
886 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 892 op->update_stats ();
889 } 893 }
890 decrease_ob (improver); 894 decrease_ob (improver);
891 if (tmp) 895 if (tmp)
892 { 896 {
893 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
939 943
940 price_in = cost * item->value; 944 price_in = cost * item->value;
941 } 945 }
942 else 946 else
943 { 947 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 950 return 0;
947 951
948 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
949 { 953 {
980 else 984 else
981 { 985 {
982 if (converter->other_arch == NULL) 986 if (converter->other_arch == NULL)
983 { 987 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 989 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 990 return -1;
987 } 991 }
988 992
989 item = object_create_arch (converter->other_arch); 993 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1001 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1003 else if (price_in < item->nrof * item->value)
1000 { 1004 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1007
1004 /** 1008 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1007 */ 1011 */
1008 } 1012 }
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1014 return 1;
1011} 1015}
1014 * Handle apply on containers. 1018 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1018 */ 1022 */
1019
1020int 1023int
1021apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1022{ 1025{
1023 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1027 return 0; /* This might change */
1028 1028
1029 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1030 { 1030 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1032 return 0;
1033 } 1033 }
1034 op->contr->last_used = NULL; 1034
1035 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1036 1036
1037 if (sack->env != op) 1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1038 { 1041 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1040 { 1047 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1042 return 1; 1050 return 1;
1043 } 1051 }
1044 /* It's on the ground, the problems begin */ 1052 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 { 1053 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1054 // active, but not ours: some other player has opened it
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)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1056 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1057 }
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 1058
1081 if (tmp && tmp->type == CLOSE_CON) 1059 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1064 op->close_container ();
1090 { 1065 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1068 return 1;
1094 apply_container (op, tmp); 1069 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1096 op->container = sack; 1071 // it's locked?
1097 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1098 strcat (buf, "."); 1073 {
1099 } 1074 if (object *tmp = find_key (op, op, sack))
1100 else 1075 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 1076 else
1108 { 1077 {
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)); 1078 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; 1079 return 1;
1145 } 1080 }
1146 }
1147 } 1081 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1082
1149 if (op->contr) 1083 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1084
1151 return 1; 1085 return 1;
1152} 1086}
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 1087
1279/** 1088/**
1280 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1282 */ 1091 */
1435 */ 1244 */
1436static void 1245static void
1437apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1438{ 1247{
1439 readable_message_type *msgType; 1248 readable_message_type *msgType;
1440 char newbuf[HUGE_BUF];
1441 1249
1442 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1443 { 1251 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445 return; 1253 return;
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1275 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1469 return; 1277 return;
1470 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1471 msgType = get_readable_message_type (sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 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); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1474} 1294}
1475 1295
1476/** 1296/**
1477 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1501 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1502 */ 1322 */
1503 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1504 { 1324 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 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); 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1327 return;
1508 } 1328 }
1329
1509 recursion_depth++; 1330 recursion_depth++;
1510 if (trap->head) 1331 if (trap->head)
1511 trap = trap->head; 1332 trap = trap->head;
1512 1333
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1528 1349
1529 /* Just put in some sanity check. I think there is a bug in the 1350 /* 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 1351 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1532 */ 1353 */
1533 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1534 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1357 }
1537 goto leave; 1358 goto leave;
1538 1359
1539 case SPINNER: 1360 case SPINNER:
1625 1446
1626 1447
1627 case CONVERTER: 1448 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1449 if (convert_item (victim, trap) < 0)
1629 { 1450 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1452 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 } 1453 }
1641 } 1454
1642 goto leave; 1455 goto leave;
1643 1456
1644 case TRIGGER_BUTTON: 1457 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1458 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1459 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1489 {
1677 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1678 * players output. 1491 * players output.
1679 */ 1492 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1682 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1683 } 1497 }
1684 goto leave; 1498 goto leave;
1685 1499
1686 case ENCOUNTER: 1500 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1702 1516
1703 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1704 goto leave; 1518 goto leave;
1705 1519
1706 case CONTAINER: 1520 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1711 goto leave; 1522 goto leave;
1712 1523
1713 case RUNE: 1524 case RUNE:
1714 case TRAP: 1525 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 } 1529 }
1719 goto leave; 1530 goto leave;
1720 1531
1721 default: 1532 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 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); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1535 goto leave;
1725 } 1536 }
1726 1537
1727leave: 1538leave:
1728 recursion_depth--; 1539 recursion_depth--;
1775 1586
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1587 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1588
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1589 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1590 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); 1591 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1592 long_desc (tmp, op), &tmp->msg);
1781 1593
1782 /* gain xp from reading */ 1594 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1595 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1596 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1597 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1598
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1599 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1600 {
1789 /*exp_gain *= 2; because they just identified it too */ 1601 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1602 SET_FLAG (tmp, FLAG_IDENTIFIED);
1603
1791 /* If in a container, update how it looks */ 1604 /* If in a container, update how it looks */
1792 if (tmp->env) 1605 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1606 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1607 else
1795 op->contr->socket.update_look = 1; 1608 op->contr->ns->floorbox_update ();
1796 } 1609 }
1610
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1611 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 */ 1612 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1613 }
1800} 1614}
1801 1615
1850 } 1664 }
1851 return; 1665 return;
1852 } 1666 }
1853 1667
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1668 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create (); 1669 tmp = spell->clone ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op); 1670 insert_ob_in_ob (tmp, op);
1858 1671
1859 if (special_prayer) 1672 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1673 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1674
1864 esrv_add_spells (op->contr, tmp); 1675 esrv_add_spells (op->contr, tmp);
1865} 1676}
1866 1677
1867/** 1678/**
1942 return; 1753 return;
1943 } 1754 }
1944 1755
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1756 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 { 1757 {
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."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1948 return; 1759 return;
1949 } 1760 }
1950 1761
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1763
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1764 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1765 {
1955 identify (tmp); 1766 identify (tmp);
1767
1956 if (tmp->env) 1768 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1769 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1770 else
1959 op->contr->socket.update_look = 1; 1771 op->contr->ns->floorbox_update ();
1960 } 1772 }
1961 1773
1962 /* I removed the check for special_prayer_mark here - it didn't make 1774 /* 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 1775 * 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 1776 * if the player doesn't know the spell, doesn't make a lot of sense that
1974 { 1786 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1787 spell_skill = find_skill_by_name (op, spell->skill);
1976 1788
1977 if (!spell_skill) 1789 if (!spell_skill)
1978 { 1790 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1980 return; 1792 return;
1981 } 1793 }
1982 1794
1983 if (spell_skill->level < spell->level) 1795 if (spell_skill->level < spell->level)
1984 { 1796 {
2018 else 1830 else
2019 { 1831 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1832 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"); 1833 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2022 } 1834 }
1835
2023 decrease_ob (tmp); 1836 decrease_ob (tmp);
2024} 1837}
2025 1838
2026/** 1839/**
2027 * Handles applying a spell scroll. 1840 * Handles applying a spell scroll.
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1879 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1880 identify (tmp);
2068 1881
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1882 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2070 1883
2071
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1884 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1885 decrease_ob (tmp);
2074} 1886}
2075 1887
2076/** 1888/**
2079 * chest. 1891 * chest.
2080 */ 1892 */
2081static void 1893static void
2082apply_treasure (object *op, object *tmp) 1894apply_treasure (object *op, object *tmp)
2083{ 1895{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1896 /* 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 1897 * 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 1898 * 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 1899 * prevents people fromt moving chests to more difficult maps to get better
2091 * treasure 1900 * treasure
2092 */ 1901 */
2093
2094 treas = tmp->inv; 1902 object *treas = tmp->inv;
2095 if (treas == NULL) 1903
1904 if (!treas)
2096 { 1905 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1906 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098 decrease_ob (tmp); 1907 decrease_ob (tmp);
2099 return; 1908 return;
2100 } 1909 }
1910
2101 while (tmp->inv) 1911 while (tmp->inv)
2102 { 1912 {
2103 treas = tmp->inv; 1913 treas = tmp->inv;
2104 1914
2105 treas->remove (); 1915 treas->remove ();
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2033 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2034 return 0;
2225 2035
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2036 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2037 from the player's inventory */
2038 shstr_cmp dragon_ability_force ("dragon_ability_force");
2039 shstr_cmp dragon_skin_force ("dragon_skin_force");
2040
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2041 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2042 if (tmp->type == FORCE)
2231 { 2043 if (tmp->arch->archname == dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2044 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2045 else if (tmp->arch->archname == dragon_ability_force)
2235 abil = tmp; 2046 abil = tmp;
2236 }
2237 }
2238 2047
2239 /* if either skin or ability are missing, this is an old player 2048 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2049 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2050 if (skin == NULL || abil == NULL)
2242 return 0; 2051 return 0;
2283 /* doubled chance for resistance of ability-focus */ 2092 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2093 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2094 chance = MIN (100., chance * 2.);
2286 2095
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2096 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2097 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2098 {
2290 atnr_winner[winners] = i; 2099 atnr_winner[winners] = i;
2291 winners++; 2100 winners++;
2292 } 2101 }
2293 2102
2324 2133
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2134 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2135 {
2327 /* resistance increased! */ 2136 /* resistance increased! */
2328 skin->resist[i]++; 2137 skin->resist[i]++;
2329 fix_player (op); 2138 op->update_stats ();
2330 2139
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2140 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); 2141 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2142 }
2334 2143
2353 } 2162 }
2354 } 2163 }
2355 return 1; 2164 return 1;
2356} 2165}
2357 2166
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/** 2167/**
2393 * Handles applying an improve armor scroll. 2168 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2169 * Does some sanity checks, then calls improve_armour.
2395 */ 2170 */
2396static void 2171static void
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2176 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 { 2177 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2178 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return; 2179 return;
2405 } 2180 }
2181
2406 armor = find_marked_object (op); 2182 armor = find_marked_object (op);
2183
2407 if (!armor) 2184 if (!armor)
2408 { 2185 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2186 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return; 2187 return;
2411 } 2188 }
2189
2412 if (armor->type != ARMOUR 2190 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2191 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2192 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2193 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2194 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2419 2197
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2199 improve_armour (op, tmp, armor);
2422} 2200}
2423 2201
2424
2425extern void 2202extern void
2426apply_poison (object *op, object *tmp) 2203apply_poison (object *op, object *tmp)
2427{ 2204{
2428 if (op->type == PLAYER) 2205 if (op->type == PLAYER)
2429 { 2206 {
2440 handle_apply_yield (tmp); 2217 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2218 decrease_ob (tmp);
2442} 2219}
2443 2220
2444/** 2221/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2222 * 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: 2223 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2224 * -You can come back (there is another exit at the other side)
2448 * -You are 2225 * -You are
2449 * ° the owner of the exit 2226 * ° the owner of the exit
2450 * ° or in the same party as the owner 2227 * ° or in the same party as the owner
2451 * 2228 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2229 * 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 2230 * 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). 2231 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2232 */
2456int 2233int
2457is_legal_2ways_exit (object *op, object *exit) 2234is_legal_2ways_exit (object *op, object *exit)
2458{ 2235{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2236 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2237 return 1; /*This is not a 2 way, so it is legal */
2238
2239#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2240 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2241 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2242#endif
2469 * all the exits in destination and try to find one with same path as 2243
2470 * the current exit's position */ 2244 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2245
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) 2246 if (exitmap)
2476 { 2247 {
2248 exitmap->load_sync ();
2249
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2250 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2251
2478 if (!tmp) 2252 if (!tmp)
2479 return 0; 2253 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2254
2255 for (; tmp; tmp = tmp->above)
2481 { 2256 {
2482 if (tmp->type != EXIT) 2257 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2258 continue; /*Not an exit */
2259
2484 if (!EXIT_PATH (tmp)) 2260 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2261 continue; /*Not a valid exit */
2262
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2263 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2264 continue; /*Not in the same place */
2265
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2266 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2267 continue; /*Not in the same map */
2490 2268
2491 /* From here we have found the exit is valid. However we do 2269 /* 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 2270 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2271 * town portals to prevent strangers from visiting your appartments
2494 */ 2272 */
2495 if (!exit->race) 2273 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2274 return 1; /*No owner, free for all! */
2275
2497 exit_owner = NULL; 2276 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2277
2278 for_all_players (pp)
2499 { 2279 {
2500 if (!pp->ob) 2280 if (!pp->ob)
2501 continue; 2281 continue;
2282
2502 if (pp->ob->name != exit->race) 2283 if (pp->ob->name != exit->race)
2503 continue; 2284 continue;
2285
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2286 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2287 break;
2506 } 2288 }
2289
2507 if (!exit_owner) 2290 if (!exit_owner)
2508 return 0; /* No more owner */ 2291 return 0; /* No more owner */
2292
2509 if (exit_owner->contr == op->contr) 2293 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2294 return 1; /*It is your exit */
2295
2511 if (exit_owner && /*There is a owner */ 2296 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2297 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2298 ((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 */ 2299 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2300 return 0;
2301
2516 return 1; 2302 return 1;
2517 } 2303 }
2518 } 2304 }
2305
2519 return 0; 2306 return 0;
2520} 2307}
2521
2522 2308
2523/** 2309/**
2524 * Main apply handler. 2310 * Main apply handler.
2525 * 2311 *
2526 * Checks for unpaid items before applying. 2312 * Checks for unpaid items before applying.
2534 * being applied. 2320 * being applied.
2535 * 2321 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2322 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2323 * them in this function - they are passed to apply_special
2538 */ 2324 */
2539
2540int 2325int
2541manual_apply (object *op, object *tmp, int aflag) 2326manual_apply (object *op, object *tmp, int aflag)
2542{ 2327{
2543 if (tmp->head) 2328 if (tmp->head)
2544 tmp = tmp->head; 2329 tmp = tmp->head;
2549 { 2334 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2335 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1; 2336 return 1;
2552 } 2337 }
2553 else 2338 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2339 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2340 }
2558 2341
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2342 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2343 return RESULT_INT (0);
2561 2344
2562 switch (tmp->type) 2345 switch (tmp->type)
2563 { 2346 {
2564
2565 case CF_HANDLE: 2347 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2349 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1; 2350 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2351 SET_ANIMATION (tmp, tmp->value);
2576 { 2358 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2360 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579 } 2361 }
2580 else 2362 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2363 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 } 2364
2584 return 1; 2365 return 1;
2585 2366
2586 case EXIT: 2367 case EXIT:
2587 if (op->type != PLAYER) 2368 if (op->type != PLAYER)
2588 return 0; 2369 return 0;
2370
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2371 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)); 2372 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else 2373 else
2594 { 2374 {
2595 /* Don't display messages for random maps. */ 2375 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2376 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2377 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2378
2598 enter_exit (op, tmp); 2379 op->enter_exit (tmp);
2599 } 2380 }
2381
2600 return 1; 2382 return 1;
2601 2383
2602 case SIGN: 2384 case SIGN:
2603 apply_sign (op, tmp, 0); 2385 apply_sign (op, tmp, 0);
2604 return 1; 2386 return 1;
2608 { 2390 {
2609 apply_book (op, tmp); 2391 apply_book (op, tmp);
2610 return 1; 2392 return 1;
2611 } 2393 }
2612 else 2394 else
2613 {
2614 return 0; 2395 return 0;
2615 }
2616 2396
2617 case SKILLSCROLL: 2397 case SKILLSCROLL:
2618 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2619 { 2399 {
2620 apply_skillscroll (op, tmp); 2400 apply_skillscroll (op, tmp);
2621 return 1; 2401 return 1;
2622 } 2402 }
2403 else
2623 return 0; 2404 return 0;
2624 2405
2625 case SPELLBOOK: 2406 case SPELLBOOK:
2626 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2627 { 2408 {
2628 apply_spellbook (op, tmp); 2409 apply_spellbook (op, tmp);
2629 return 1; 2410 return 1;
2630 } 2411 }
2412 else
2631 return 0; 2413 return 0;
2632 2414
2633 case SCROLL: 2415 case SCROLL:
2634 apply_scroll (op, tmp, 0); 2416 apply_scroll (op, tmp, 0);
2635 return 1; 2417 return 1;
2636 2418
2637 case POTION: 2419 case POTION:
2638 (void) apply_potion (op, tmp); 2420 apply_potion (op, tmp);
2639 return 1; 2421 return 1;
2640 2422
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2423 /* Eneq(@csd.uu.se): Handle apply on containers. */
2424 //TODO: remove, as it is unsed?
2642 case CLOSE_CON: 2425 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); 2426 apply_container (op, tmp->env);
2647 return 1; 2427 return 1;
2648 2428
2649 case CONTAINER: 2429 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp); 2430 apply_container (op, tmp);
2654 return 1; 2431 return 1;
2655 2432
2656 case TREASURE: 2433 case TREASURE:
2657 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2658 { 2435 {
2659 apply_treasure (op, tmp); 2436 apply_treasure (op, tmp);
2660 return 1; 2437 return 1;
2661 } 2438 }
2662 else 2439 else
2663 {
2664 return 0; 2440 return 0;
2665 }
2666 2441
2667 case WEAPON: 2442 case WEAPON:
2668 case ARMOUR: 2443 case ARMOUR:
2669 case BOOTS: 2444 case BOOTS:
2670 case GLOVES: 2445 case GLOVES:
2683 case LAMP: 2458 case LAMP:
2684 case BUILDER: 2459 case BUILDER:
2685 case SKILL_TOOL: 2460 case SKILL_TOOL:
2686 if (tmp->env != op) 2461 if (tmp->env != op)
2687 return 2; /* not in inventory */ 2462 return 2; /* not in inventory */
2463
2688 (void) apply_special (op, tmp, aflag); 2464 apply_special (op, tmp, aflag);
2689 return 1; 2465 return 1;
2690 2466
2691 case DRINK: 2467 case DRINK:
2692 case FOOD: 2468 case FOOD:
2693 case FLESH: 2469 case FLESH:
2697 case POISON: 2473 case POISON:
2698 apply_poison (op, tmp); 2474 apply_poison (op, tmp);
2699 return 1; 2475 return 1;
2700 2476
2701 case SAVEBED: 2477 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2478 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2479
2712 case ARMOUR_IMPROVER: 2480 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2481 if (op->type == PLAYER)
2714 { 2482 {
2715 apply_armour_improver (op, tmp); 2483 apply_armour_improver (op, tmp);
2716 return 1; 2484 return 1;
2717 } 2485 }
2718 else 2486 else
2719 {
2720 return 0; 2487 return 0;
2721 }
2722 2488
2723 case WEAPON_IMPROVER: 2489 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2490 check_improve_weapon (op, tmp);
2725 return 1; 2491 return 1;
2726 2492
2727 case CLOCK: 2493 case CLOCK:
2728 if (op->type == PLAYER) 2494 if (op->type == PLAYER)
2729 { 2495 {
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2503 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf); 2504 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2505 return 1;
2740 } 2506 }
2741 else 2507 else
2742 {
2743 return 0; 2508 return 0;
2744 }
2745 2509
2746 case MENU: 2510 case MENU:
2747 if (op->type == PLAYER) 2511 if (op->type == PLAYER)
2748 { 2512 {
2749 shop_listing (op); 2513 shop_listing (tmp, op);
2750 return 1; 2514 return 1;
2751 } 2515 }
2752 else 2516 else
2753 {
2754 return 0; 2517 return 0;
2755 }
2756 2518
2757 case POWER_CRYSTAL: 2519 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */ 2520 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1; 2521 return 1;
2760 2522
2763 { 2525 {
2764 apply_lighter (op, tmp); 2526 apply_lighter (op, tmp);
2765 return 1; 2527 return 1;
2766 } 2528 }
2767 else 2529 else
2768 {
2769 return 0; 2530 return 0;
2770 }
2771 2531
2772 case ITEM_TRANSFORMER: 2532 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2533 apply_item_transformer (op, tmp);
2774 return 1; 2534 return 1;
2775 2535
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2558 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2799 return 0; 2559 return 0;
2800 } 2560 }
2801 } 2561 }
2802 2562
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; 2563 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2564
2818 tmp = manual_apply (pl, op, aflag); 2565 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2566 if (!quiet)
2820 { 2567 {
2821 if (tmp == 0) 2568 if (tmp == 0)
2829/** 2576/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2577 * 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 2578 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2579 * we use the ground.
2833 */ 2580 */
2834
2835void 2581void
2836player_apply_below (object *pl) 2582player_apply_below (object *pl)
2837{ 2583{
2838 object *tmp, *next;
2839 int floors; 2584 int floors = 0;
2840 2585
2841 /* If using a container, set the starting item to be the top 2586 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2587 * 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 2588 * 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 2589 * 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 2590 * 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 2591 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2592 * not return a proper value.
2851 */ 2593 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2594 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2595 {
2854 next = tmp->below; 2596 next = tmp->below;
2597
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2599 floors++;
2857 else if (floors > 0) 2600 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2601 return; /* process only floor objects after first floor object */
2859 2602
2879 * to keep the size of apply_special to a more managable size. 2622 * to keep the size of apply_special to a more managable size.
2880 */ 2623 */
2881static int 2624static int
2882unapply_special (object *who, object *op, int aflags) 2625unapply_special (object *who, object *op, int aflags)
2883{ 2626{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2627 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2628 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2629 return RESULT_INT (0);
2886 2630
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2631 CLEAR_FLAG (op, FLAG_APPLIED);
2632
2890 switch (op->type) 2633 switch (op->type)
2891 { 2634 {
2635 case SKILL_TOOL:
2636 // unapplying a skill tool should also unapply the skill it governs
2637 // but this is hard, as it shouldn't do so when the skill can
2638 // be used for other reasons
2639 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2640 if (tmp->skill == op->skill
2641 && tmp->type == SKILL
2642 && tmp->flag [FLAG_APPLIED]
2643 && !tmp->flag [FLAG_CAN_USE_SKILL])
2644 unapply_special (who, tmp, 0);
2645
2646 change_abil (who, op);
2647 break;
2648
2892 case WEAPON: 2649 case WEAPON:
2650 if (player *pl = who->contr)
2651 if (op == pl->combat_ob)
2652 {
2653 pl->combat_ob = 0;
2654 who->change_weapon (pl->ranged_ob);
2655 }
2656
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2657 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2894 2658
2895 (void) change_abil (who, op); 2659 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2660 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2661 break;
2900 2662
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2663 case SKILL:
2903 if (op != who->chosen_skill) 2664 if (who->contr)
2904 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906 } 2665 {
2907 if (who->type == PLAYER)
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible) 2666 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else 2668 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 } 2670 }
2919 } 2671
2920 (void) change_abil (who, op); 2672 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2673 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2674 break;
2924 2675
2925 case ARMOUR: 2676 case ARMOUR:
2926 case HELMET: 2677 case HELMET:
2931 case AMULET: 2682 case AMULET:
2932 case GIRDLE: 2683 case GIRDLE:
2933 case BRACERS: 2684 case BRACERS:
2934 case CLOAK: 2685 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2936 (void) change_abil (who, op); 2687 change_abil (who, op);
2937 break; 2688 break;
2689
2938 case LAMP: 2690 case LAMP:
2691 {
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693
2940 tmp2 = arch_to_object (op->other_arch); 2694 object *tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x; 2695 tmp2->x = op->x;
2942 tmp2->y = op->y; 2696 tmp2->y = op->y;
2943 tmp2->map = op->map; 2697 tmp2->map = op->map;
2944 tmp2->below = op->below; 2698 tmp2->below = op->below;
2945 tmp2->above = op->above; 2699 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food; 2700 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2701 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2702
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2703 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2704 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951 2705
2952 if (who->type == PLAYER) 2706 if (who->contr)
2953 esrv_del_item (who->contr, op->count); 2707 esrv_del_item (who->contr, op->count);
2954 2708
2955 op->destroy (); 2709 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2710 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2711 who->update_stats ();
2712
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2713 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2714 {
2960 if (who->type == PLAYER) 2715 if (who->contr)
2961 { 2716 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2717 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2718 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 } 2719 }
2965 } 2720 }
2966 if (who->type == PLAYER) 2721
2722 if (who->contr)
2967 esrv_send_item (who, tmp2); 2723 esrv_send_item (who, tmp2);
2724 }
2725
2968 return 1; /* otherwise, an attempt to drop causes problems */ 2726 return 1; /* otherwise, an attempt to drop causes problems */
2969 break; 2727
2970 case BOW: 2728 case BOW:
2971 case WAND: 2729 case WAND:
2972 case ROD: 2730 case ROD:
2973 case HORN: 2731 case HORN:
2974 clear_skill (who); 2732 if (player *pl = who->contr)
2733 {
2734 if (op == pl->ranged_ob)
2735 {
2736 pl->ranged_ob = 0;
2737 who->change_weapon (pl->combat_ob);
2738 }
2739
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 {
2978 who->contr->shoottype = range_none;
2979 } 2741 }
2980 else 2742 else
2981 { 2743 {
2744 who->change_skill (0);
2745
2982 if (op->type == BOW) 2746 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2747 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2748 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 2749 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 2750 }
2751
2987 break; 2752 break;
2988 2753
2989 case BUILDER: 2754 case BUILDER:
2755 if (who->contr)
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2756 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; 2757 break;
2994 2758
2995 default: 2759 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2760 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break; 2761 break;
2998 } 2762 }
2999 2763
3000 fix_player (who); 2764 who->update_stats ();
3001 2765
3002 if (!(aflags & AP_NO_MERGE)) 2766 if (!(aflags & AP_NO_MERGE))
3003 { 2767 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL); 2768 object *tmp = merge_ob (op, 0);
3007 if (who->type == PLAYER) 2769
2770 if (who->contr)
3008 { 2771 {
3009 if (tmp) 2772 if (tmp)
3010 { /* it was merged */ 2773 { /* it was merged */
3011 esrv_del_item (who->contr, op->count); 2774 esrv_del_item (who->contr, op->count);
3012 op = tmp; 2775 op = tmp;
3013 } 2776 }
3014 2777
3015 esrv_send_item (who, op); 2778 esrv_send_item (who, op);
3016 } 2779 }
3017 } 2780 }
2781
3018 return 0; 2782 return 0;
3019} 2783}
3020 2784
3021/** 2785/**
3022 * Returns the object that is using location 'loc'. 2786 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 2787 * 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 2788 * then go through the below of this. In this way, you can do
3025 * something like: 2789 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 2790 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2791 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 2792 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 2793 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 2794 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 2795 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 2796 * invisible other objects that use
3033 * up body locations can be used as restrictions. 2797 * up body locations can be used as restrictions.
3034 */ 2798 */
3035object * 2799static object *
3036get_item_from_body_location (object *start, int loc) 2800get_next_item_from_body_location (int loc, object *start)
3037{ 2801{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 2802 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2803 if (tmp->flag [FLAG_APPLIED]
2804 && tmp->slot[loc].info
2805 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 2806 return tmp;
3046 2807
3047 return NULL; 2808 return 0;
3048} 2809}
3049
3050
3051 2810
3052/** 2811/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 2812 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 2813 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 2814 * that there are objects to unapply. This makes pretty heavy
3061 * another function that does just that. 2820 * another function that does just that.
3062 */ 2821 */
3063int 2822int
3064unapply_for_ob (object *who, object *op, int aflags) 2823unapply_for_ob (object *who, object *op, int aflags)
3065{ 2824{
3066 int i; 2825 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) 2826 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2827 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))) 2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 2829 {
3080 if (aflags & AP_PRINT) 2830 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3082 else 2832 else
3083 unapply_special (who, tmp, aflags); 2833 unapply_special (who, tmp, aflags);
3084 } 2834 }
3085 else 2835 else
3086 { 2836 {
3087 /* In this case, we want to try and remove a cursed item. 2837 /* 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 2838 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 2839 * at least generate the message.
3090 */ 2840 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2841 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; 2842 return 1;
3093 }
3094
3095 } 2843 }
3096 }
3097 }
3098 2844
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2845 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 2846 {
3101 /* this used up a slot that we need to free */ 2847 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 2848 if (op->slot[i].info)
3103 { 2849 {
3104 last = who->inv; 2850 object *last = who->inv;
3105 2851
3106 /* We do a while loop - may need to remove several items in order 2852 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 2853 * to free up enough slots.
3108 */ 2854 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 2855 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 2856 {
3111 tmp = get_item_from_body_location (last, i); 2857 object *tmp = get_next_item_from_body_location (i, last);
2858
3112 if (!tmp) 2859 if (!tmp)
3113 { 2860 {
3114#if 0 2861#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 2862 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 2863 * equipped.
3117 */ 2864 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2865 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 2866#endif
3120 return 1; 2867 return 1;
3121 } 2868 }
2869
3122 /* If we are just printing, we don't care about cursed status */ 2870 /* 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)))) 2871 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 2872 {
3125 if (aflags & AP_PRINT) 2873 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2874 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 2882 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 2883 * one cursed ring.)
3136 */ 2884 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2885 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3138 } 2886 }
2887
3139 last = tmp->below; 2888 last = tmp->below;
3140 } 2889 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2890 /* 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. 2891 * return in the !tmp would have kicked in.
3143 */ 2892 */
3144 } /* if op is using this body location */ 2893 } /* if op is using this body location */
3145 } /* for body lcoations */ 2894 } /* for body lcoations */
2895
3146 return 0; 2896 return 0;
3147} 2897}
3148 2898
3149/** 2899/**
3150 * Checks to see if 'who' can apply object 'op'. 2900 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 2901 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 2902 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 2903 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2904 * 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?) 2905 * is set, do we really care what the other flags may be?)
3156 * 2906 *
3157 * See include/define.h for detailed description of the meaning of 2907 * See include/define.h for detailed description of the meaning of
3158 * these return values. 2908 * these return values.
3159 */ 2909 */
3160int 2910int
3161can_apply_object (object *who, object *op) 2911can_apply_object (object *who, object *op)
3162{ 2912{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2913 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 2914 return RESULT_INT (0);
3165 2915
3166 int i, retval = 0; 2916 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 2917 object *tmp = 0, *ws = 0;
3168 2918
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2919 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 { 2920 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2921 if (op->slot[i].info)
3177 { 2922 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2923 /* Item uses more slots than we have */
2924 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 2925 {
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' 2926 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 2927 * really needed.
3196 */ 2928 */
3197 retval |= CAN_APPLY_NEVER; 2929 retval |= CAN_APPLY_NEVER;
3198 } 2930 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 2931 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 2932 {
3201 /* in this case, equipping this would use more free spots than 2933 /* in this case, equipping this would use more free spots than
3202 * we have. 2934 * we have.
3203 */ 2935 */
3204 object *tmp1;
3205
3206 2936
3207 /* if we have an applied weapon/shield, and unapply it would free 2937 /* 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 2938 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 2939 * 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 2940 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 2941 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 2942 * does take into the account cases where what is being applied
3213 * may be two handed for example. 2943 * may be two handed for example.
3214 */ 2944 */
3215 if (ws) 2945 if (ws)
3216 { 2946 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 { 2947 {
3219 retval |= CAN_APPLY_UNAPPLY; 2948 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 2949 continue;
3221 } 2950 }
3222 }
3223 2951
3224 tmp1 = get_item_from_body_location (who->inv, i); 2952 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 2953 if (!tmp1)
3226 { 2954 {
3227#if 0 2955#if 0
3228 /* This is sort of an error, but happens a lot when old players 2956 /* 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. 2957 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 2965 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 2966 * is different than we had found before, it means they need
3239 * to apply multiple objects 2967 * to apply multiple objects
3240 */ 2968 */
3241 retval |= CAN_APPLY_UNAPPLY; 2969 retval |= CAN_APPLY_UNAPPLY;
2970
3242 if (!tmp) 2971 if (!tmp)
3243 tmp = tmp1; 2972 tmp = tmp1;
3244 else if (tmp != tmp1) 2973 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 2974 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 2975
3248 /* This object isn't using up all the slots, so there must 2976 /* 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 2977 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 2978 * the slots, the player then has a choice.
3251 */ 2979 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2980 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2981 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2982 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 2983
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 2984 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 2985 * equipped? If not, there must be something else to unapply.
3257 */ 2986 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2987 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 2989 }
3262 } /* if not enough free slots */ 2990 } /* if not enough free slots */
3263 } /* if this object uses location i */ 2991 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 2992 } /* for i -> num_body_locations loop */
3265 2993
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 2998 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 2999 * all use the same location.
3272 */ 3000 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3001 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3004 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3277 3006
3278
3279 if (who->type != PLAYER) 3007 if (who->type != PLAYER)
3280 { 3008 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3009 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3010 retval |= CAN_APPLY_RESTRICTION;
3011
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3012 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3015 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3018 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3289 } 3020 }
3021
3290 return retval; 3022 return retval;
3291} 3023}
3292
3293
3294 3024
3295/** 3025/**
3296 * who is the object using the object. It can be a monster. 3026 * 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, 3027 * 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 3028 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3037 * AP_UNAPPLY=always unapply).
3308 * 3038 *
3309 * Optional flags: 3039 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3040 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3041 * AP_IGNORE_CURSE: unapply cursed items
3042 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3043 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3045 *
3315 * apply_special() doesn't check for unpaid items. 3046 * apply_special() doesn't check for unpaid items.
3316 */ 3047 */
3317int 3048int
3318apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3319{ 3050{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3053
3324 if (who == NULL) 3054 if (who == NULL)
3325 { 3055 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3057 return 1;
3337 if (basic_flag == AP_APPLY) 3067 if (basic_flag == AP_APPLY)
3338 return 0; 3068 return 0;
3339 3069
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3071 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3072 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; 3073 return 1;
3344 } 3074 }
3075
3345 return unapply_special (who, op, aflags); 3076 return unapply_special (who, op, aflags);
3346 } 3077 }
3347 3078
3348 if (basic_flag == AP_UNAPPLY) 3079 if (basic_flag == AP_UNAPPLY)
3349 return 0; 3080 return 0;
3350 3081
3351 i = can_apply_object (who, op); 3082 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts.
3084 if (player *pl = who->contr)
3085 switch (op->slottype ())
3086 {
3087 case slot_combat: who->change_weapon (pl->combat_ob); break;
3088 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3089 }
3090
3091 splay (op);
3352 3092
3353 /* Can't just apply this object. Lets see what not and what to do */ 3093 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3094 if (int i = can_apply_object (who, op))
3355 { 3095 {
3356 if (i & CAN_APPLY_NEVER) 3096 if (i & CAN_APPLY_NEVER)
3357 { 3097 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3098 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; 3099 return 1;
3361 else if (i & CAN_APPLY_RESTRICTION) 3101 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3102 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3103 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3364 return 1; 3104 return 1;
3365 } 3105 }
3106
3366 if (who->type != PLAYER) 3107 if (who->type != PLAYER)
3367 { 3108 {
3368 /* Some error, so don't try to equip something more */ 3109 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3110 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3111 return 1;
3371 } 3112 }
3372 else 3113 else
3373 { 3114 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3115 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3116 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3117 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); 3118 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3119 return 1;
3379 } 3120 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3121 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3122 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3123 return 1;
3385 } 3124 }
3386 }
3387 } 3125 }
3126
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3127 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3128 {
3390 skop = find_skill_by_name (who, op->skill); 3129 skop = find_skill_by_name (who, op->skill);
3130
3391 if (!skop) 3131 if (!skop)
3392 { 3132 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3133 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3394 return 1; 3134 return 1;
3395 } 3135 }
3396 else 3136 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3137 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3138 * skill so that the dam and wc get updated
3400 */ 3139 */
3401 change_skill (who, skop, 0); 3140 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 { 3141 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3142
3143 if (who->type == PLAYER
3144 && op->item_power
3145 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3146 {
3147 new_draw_info (NDI_UNIQUE, 0, who,
3148 "Equipping that combined with other items would consume your soul! "
3149 "[use the skills command to check your available item power]");
3408 return 1; 3150 return 1;
3409 } 3151 }
3410
3411 3152
3412 /* Ok. We are now at the state where we can apply the new object. 3153 /* 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_... 3154 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3155 * below - that is already taken care of by can_apply_object.
3415 */ 3156 */
3416
3417
3418 if (op->nrof > 1) 3157 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1); 3158 tmp = get_split_ob (op, op->nrof - 1);
3420 else 3159 else
3421 tmp = NULL; 3160 tmp = 0;
3422 3161
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3162 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3163 return RESULT_INT (0);
3425 3164
3426 switch (op->type) 3165 switch (op->type)
3427 { 3166 {
3428 case WEAPON: 3167 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3168 if (!check_weapon_power (who, op->last_eat))
3430 { 3169 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3170 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!."); 3171 "It would consume your soul!.");
3172
3433 if (tmp != NULL) 3173 if (tmp)
3434 (void) insert_ob_in_ob (tmp, who); 3174 insert_ob_in_ob (tmp, who);
3175
3435 return 1; 3176 return 1;
3436 } 3177 }
3178
3179 //TODO: this obviously fails for players using a shorter prefix
3180 // i.e. "R" can use Ragnarok's sword.
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3181 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3182 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3183 /* 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) */ 3184 /* (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."); 3185 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3186
3442 if (tmp != NULL) 3187 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3444 return 1; 3190 return 1;
3445 } 3191 }
3192
3193 if (!skop)
3194 {
3195 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3196 return 1;
3197 }
3198
3446 SET_FLAG (op, FLAG_APPLIED); 3199 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3200 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3201
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3202 if (who->contr)
3203 who->change_weapon (who->contr->combat_ob = op);
3452 3204
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3205 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454 3206
3207 SET_FLAG (who, FLAG_READY_WEAPON);
3455 (void) change_abil (who, op); 3208 change_abil (who, op);
3456 break; 3209 break;
3457 3210
3458 case ARMOUR: 3211 case ARMOUR:
3459 case HELMET: 3212 case HELMET:
3460 case SHIELD: 3213 case SHIELD:
3465 case CLOAK: 3218 case CLOAK:
3466 case RING: 3219 case RING:
3467 case AMULET: 3220 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3221 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3470 (void) change_abil (who, op); 3223 change_abil (who, op);
3471 break; 3224 break;
3225
3472 case LAMP: 3226 case LAMP:
3473 if (op->stats.food < 1) 3227 if (op->stats.food < 1)
3474 { 3228 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3229 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3476 return 1; 3230 return 1;
3477 } 3231 }
3232
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479 tmp2 = arch_to_object (op->other_arch); 3234 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food; 3235 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED); 3236 SET_FLAG (tmp2, FLAG_APPLIED);
3237
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3238 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3239 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3240
3484 insert_ob_in_ob (tmp2, who); 3241 insert_ob_in_ob (tmp2, who);
3485 3242
3486 /* Remove the old lantern */ 3243 /* Remove the old lantern */
3487 if (who->type == PLAYER) 3244 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count); 3245 esrv_del_item (who->contr, op->count);
3489 3246
3490 op->destroy (); 3247 op->destroy ();
3491 3248
3492 /* insert the portion that was split off */ 3249 /* insert the portion that was split off */
3493 if (tmp != NULL) 3250 if (tmp)
3494 { 3251 {
3495 (void) insert_ob_in_ob (tmp, who); 3252 insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3253 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3254 esrv_send_item (who, tmp);
3498 } 3255 }
3499 fix_player (who); 3256
3257 who->update_stats ();
3258
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3259 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER) 3260 if (who->type == PLAYER)
3503 { 3261 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3262 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3263 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 } 3264 }
3507 } 3265
3508 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2); 3267 esrv_send_item (who, tmp2);
3268
3510 return 0; 3269 return 0;
3270
3271 case SKILL_TOOL:
3272 // applying a skill tool also readies the skill
3273 SET_FLAG (op, FLAG_APPLIED);
3274
3275 if (!(aflags & AP_NO_READY))
3276 {
3277 skop = find_skill_by_name (who, op->skill);
3278 if (!skop->flag [FLAG_APPLIED])
3279 apply_special (who, skop, AP_APPLY);
3280 }
3511 break; 3281 break;
3512 3282
3513 /* this part is needed for skill-tools */
3514 case SKILL: 3283 case SKILL:
3515 case SKILL_TOOL: 3284 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 } 3285 {
3521 if (who->type == PLAYER) 3286 if (IS_COMBAT_SKILL (op->subtype))
3522 { 3287 {
3523 who->contr->shoottype = range_skill; 3288 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3524 who->contr->ranges[range_skill] = op; 3289 {
3290 for (object *item = who->inv; item; item = item->below)
3291 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3292 {
3293 if (item->skill == op->skill)
3294 {
3295 who->change_weapon (pl->combat_ob = item);
3296 goto found_weapon;
3297 }
3298 }
3299
3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3301 return 1;
3302
3303 found_weapon:;
3304 }
3305 else
3306 who->change_weapon (pl->combat_ob = op);
3307 }
3308 else if (IS_RANGED_SKILL (op->subtype))
3309 {
3310 if (skill_flags [op->subtype] & SF_NEED_BOW)
3311 {
3312 for (object *item = who->inv; item; item = item->below)
3313 if (item->type == BOW && item->flag [FLAG_APPLIED])
3314 {
3315 //TODO: bows should/must all have skill missile weapon right now
3316 who->change_weapon (pl->ranged_ob = item);
3317 goto found_bow;
3318 }
3319
3320 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3321 return 1;
3322
3323 found_bow:;
3324 }
3325 else
3326 who->change_weapon (pl->ranged_ob = op);
3327 }
3328
3525 if (!op->invisible) 3329 if (!op->invisible)
3526 { 3330 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3331 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); 3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529 } 3333 }
3530 else 3334 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3335 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533 } 3336 }
3337 else
3534 } 3338 {
3535 SET_FLAG (op, FLAG_APPLIED); 3339 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op); 3340 change_abil (who, op);
3537 who->chosen_skill = op; 3341 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL); 3342 SET_FLAG (who, FLAG_READY_SKILL);
3343 }
3344
3539 break; 3345 break;
3540 3346
3541 case BOW: 3347 case BOW:
3542 if (!check_weapon_power (who, op->last_eat)) 3348 if (!check_weapon_power (who, op->last_eat))
3543 { 3349 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3350 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!."); 3351 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3352
3546 if (tmp != NULL) 3353 if (tmp)
3547 (void) insert_ob_in_ob (tmp, who); 3354 insert_ob_in_ob (tmp, who);
3355
3548 return 1; 3356 return 1;
3549 } 3357 }
3358
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3359 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 { 3360 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3361 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3553 if (tmp != NULL) 3362 if (tmp)
3554 (void) insert_ob_in_ob (tmp, who); 3363 insert_ob_in_ob (tmp, who);
3364
3555 return 1; 3365 return 1;
3556 } 3366 }
3367
3557 /*FALLTHROUGH*/ case WAND: 3368 /*FALLTHROUGH*/
3369 case WAND:
3558 case ROD: 3370 case ROD:
3559 case HORN: 3371 case HORN:
3560 /* check for skill, alter player status */ 3372 /* check for skill, alter player status */
3373
3374 if (!skop)
3375 {
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3377 return 1;
3378 }
3379
3561 SET_FLAG (op, FLAG_APPLIED); 3380 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3381 who->change_skill (skop);
3382
3383 if (who->contr)
3384 {
3385 who->contr->ranged_ob = op;
3386
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3387 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3388
3566 if (who->type == PLAYER)
3567 {
3568 if (op->type == BOW) 3389 if (op->type == BOW)
3569 { 3390 {
3391 who->current_weapon = op;
3570 (void) change_abil (who, op); 3392 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who, 3393 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3394 "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 } 3395 }
3579 } 3396 }
3580 else 3397 else
3581 { 3398 {
3582 if (op->type == BOW) 3399 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3400 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3401 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3402 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3403 }
3404
3587 break; 3405 break;
3588 3406
3589 case BUILDER: 3407 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3408 if (who->type == PLAYER)
3409 {
3410 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3411 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3412 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3413
3593 who->contr->ranges[range_builder] = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3415
3416 who->contr->ranged_ob = op;
3417 }
3595 break; 3418 break;
3596 3419
3597 default: 3420 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3421 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3599 } /* end of switch op->type */ 3422 } /* end of switch op->type */
3600 3423
3601 SET_FLAG (op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3602 3425
3603 if (tmp != NULL) 3426 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3427 tmp = insert_ob_in_ob (tmp, who);
3605 3428
3606 fix_player (who); 3429 who->update_stats ();
3607 3430
3608 /* We exclude spell casting objects. The fire code will set the 3431 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3432 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3433 * you don't know anything about them.
3611 */ 3434 */
3618 { 3441 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3442 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3443 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3444 }
3622 } 3445 }
3446
3623 if (who->type == PLAYER) 3447 if (who->type == PLAYER)
3624 { 3448 {
3625 /* if multiple objects were applied, update both slots */ 3449 /* if multiple objects were applied, update both slots */
3626 if (tmp) 3450 if (tmp)
3627 esrv_send_item (who, tmp); 3451 esrv_send_item (who, tmp);
3452
3628 esrv_send_item (who, op); 3453 esrv_send_item (who, op);
3629 } 3454 }
3455
3630 return 0; 3456 return 0;
3631} 3457}
3632
3633 3458
3634int 3459int
3635monster_apply_special (object *who, object *op, int aflags) 3460monster_apply_special (object *who, object *op, int aflags)
3636{ 3461{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3462 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 int i; 3476 int i;
3652 3477
3653 switch (op->type) 3478 switch (op->type)
3654 { 3479 {
3655 case SHOP_FLOOR: 3480 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3481 if (!op->has_random_items ())
3657 return 0; 3482 return 0;
3658 3483
3659 do 3484 do
3660 { 3485 {
3661 i = 10; /* let's give it 10 tries */ 3486 i = 10; /* let's give it 10 tries */
3681 3506
3682 case TREASURE: 3507 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3508 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3509 return 0;
3685 3510
3686 while ((op->stats.hp--) > 0) 3511 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3512 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); 3513 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3514
3690 /* If we generated an object and put it in this object inventory, 3515 /* 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 3516 * move it to the parent object as the current object is about
3708 } 3533 }
3709 return tmp ? 1 : 0; 3534 return tmp ? 1 : 0;
3710} 3535}
3711 3536
3712/** 3537/**
3713 * fix_auto_apply goes through the entire map (only the first time 3538 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3539 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3540 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3541 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3542 */
3718void 3543void
3719fix_auto_apply (maptile *m) 3544maptile::fix_auto_apply ()
3720{ 3545{
3721 object *tmp, *above = NULL; 3546 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3547 return;
3726 3548
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3549 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3550 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3551 {
3731 above = tmp->above; 3552 object *above = tmp->above;
3732 3553
3733 if (tmp->inv) 3554 if (tmp->inv)
3734 { 3555 {
3735 object *invtmp, *invnext; 3556 object *invtmp, *invnext;
3736 3557
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3558 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3559 {
3739 invnext = invtmp->below; 3560 invnext = invtmp->below;
3740 3561
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3562 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3563 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3564 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3565 {
3745 while ((invtmp->stats.hp--) > 0) 3566 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); 3567 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3568
3569 invtmp->randomitems = NULL;
3570 }
3571 else if (invtmp && invtmp->arch
3572 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3573 {
3574 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3575 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3576 * treasure again for this object
3756 */ 3577 */
3757 invtmp->randomitems = NULL; 3578 invtmp->randomitems = NULL;
3758 } 3579 }
3759 } 3580 }
3760 /* This is really temporary - the code at the bottom will 3581 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3582 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3583 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3584 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3585 * MSW 2004-05-13
3765 * 3586 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3587 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3588 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3589 * Ryo 2004-08-16
3769 */ 3590 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3591 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) 3592 || 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; 3593 tmp->randomitems = NULL;
3594
3783 } 3595 }
3596
3597 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3598 auto_apply (tmp);
3599 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3600 {
3601 while ((tmp->stats.hp--) > 0)
3602 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3603 tmp->randomitems = NULL;
3604 }
3784 else if (tmp->type == TIMED_GATE) 3605 else if (tmp->type == TIMED_GATE)
3785 { 3606 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3607 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3608
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3609 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3610 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3611 }
3794 /* This function can be called everytime a map is loaded, even when 3612 /* 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 3613 * 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 3614 * 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. 3615 * 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 3616 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3617 * which say how many times to make the treasure.
3800 */ 3618 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3619 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3620 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3621 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3622 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3623 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3624 tmp->randomitems = NULL;
3807 } 3625 }
3626
3627 // close all containers
3628 else if (tmp->type == CONTAINER)
3629 tmp->flag [FLAG_APPLIED] = 0;
3630
3631 tmp = above;
3808 } 3632 }
3809 3633
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3634 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3635 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)) 3636 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3637 check_trigger (tmp, tmp->above);
3815} 3638}
3816 3639
3817/** 3640/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3641 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3642 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3643 * 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. 3644 * the food changes, just grab a force and use that instead.
3822 */ 3645 */
3823
3824void 3646void
3825eat_special_food (object *who, object *food) 3647eat_special_food (object *who, object *food)
3826{ 3648{
3827 object *force; 3649 object *force;
3828 int i, did_one = 0; 3650 int i, did_one = 0;
3829 sint8 k;
3830 3651
3831 force = get_archetype (FORCE_NAME); 3652 force = get_archetype (FORCE_NAME);
3832 3653
3833 for (i = 0; i < NUM_STATS; i++) 3654 for (i = 0; i < NUM_STATS; i++)
3834 { 3655 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3656 {
3838 set_attr_value (&force->stats, i, k); 3657 force->stats.stat (i) = k;
3839 did_one = 1; 3658 did_one = 1;
3840 } 3659 }
3841 }
3842 3660
3843 /* check if we can protect the eater */ 3661 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3662 for (i = 0; i < NROFATTACKS; i++)
3845 { 3663 {
3846 if (food->resist[i] > 0) 3664 if (food->resist[i] > 0)
3847 { 3665 {
3848 force->resist[i] = food->resist[i] / 2; 3666 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3667 did_one = 1;
3850 } 3668 }
3851 } 3669 }
3670
3852 if (did_one) 3671 if (did_one)
3853 { 3672 {
3854 force->speed = 0.1; 3673 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3674 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3675 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3676 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3677 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3678 insert_ob_in_ob (force, who);
3862 } 3679 }
3863 else 3680 else
3866 /* check for hp, sp change */ 3683 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3684 if (food->stats.hp != 0)
3868 { 3685 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3686 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3687 {
3871 strcpy (who->contr->killer, food->name); 3688 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3689 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3690 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 } 3691 }
3875 else 3692 else
3876 { 3693 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3712 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3713 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3714 /* place limit on max sp from food? */
3898 } 3715 }
3899 } 3716 }
3900 fix_player (who); 3717 who->update_stats ();
3901} 3718}
3902
3903 3719
3904/** 3720/**
3905 * Designed primarily to light torches/lanterns/etc. 3721 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3722 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3723 * the selected object to "burn". -b.t.
3908 */ 3724 */
3909
3910void 3725void
3911apply_lighter (object *who, object *lighter) 3726apply_lighter (object *who, object *lighter)
3912{ 3727{
3913 object *item; 3728 object *item;
3914 int is_player_env = 0; 3729 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3730
3917 item = find_marked_object (who); 3731 item = find_marked_object (who);
3918 if (item) 3732 if (item)
3919 { 3733 {
3920 if (lighter->last_eat && lighter->stats.food) 3734 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3735 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3736 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3737 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3738 if (lighter->nrof > 1)
3925 { 3739 {
3926 object *oneLighter = object::create (); 3740 object *oneLighter = lighter->clone ();
3927 3741
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3742 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3743 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3744 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3745 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3746 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3752 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3753 { /* 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); 3754 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; 3755 return;
3943 } 3756 }
3757
3944 /* Perhaps we should split what we are trying to light on fire? 3758 /* 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 3759 * I can't see many times when you would want to light multiple
3946 * objects at once. 3760 * objects at once.
3947 */ 3761 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3762
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)) 3763 if (who == item->in_player ())
3954 is_player_env = 1; 3764 is_player_env = 1;
3955 3765
3956 save_throw_object (item, AT_FIRE, who); 3766 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3767
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3768 if (item->destroyed ())
3961 { 3769 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3770 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 3771 /* Need to update the player so that the players glow radius
3964 * gets changed. 3772 * gets changed.
3965 */ 3773 */
3966 if (is_player_env) 3774 if (is_player_env)
3967 fix_player (who); 3775 who->update_stats ();
3968 } 3776 }
3969 else 3777 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); 3778 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 } 3779 }
3972 else /* nothing to light */ 3780 else /* nothing to light */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3825 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4018 blind_player (op, op, power); 3826 blind_player (op, op, power);
4019 } 3827 }
4020 else if (failure <= -80) 3828 else if (failure <= -80)
4021 { /* blast the immediate area */ 3829 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3830 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3831 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3832 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4027 tmp->destroy (); 3833 tmp->destroy ();
4028 } 3834 }
4029 } 3835 }
4030} 3836}
4031 3837
4051 */ 3857 */
4052 int i, j; 3858 int i, j;
4053 3859
4054 for (i = 0; i < NUM_STATS; i++) 3860 for (i = 0; i < NUM_STATS; i++)
4055 { 3861 {
4056 sint8 stat = get_attr_value (stats, i); 3862 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3863 sint8 stat = stats->stat (i) + ns->stat (i);
4058 3864
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3865 if (stat > 20 + race_bonus)
4061 { 3866 {
4062 excess_stat++; 3867 excess_stat++;
4063 stat = 20 + race_bonus; 3868 stat = 20 + race_bonus;
4064 } 3869 }
4065 set_attr_value (stats, i, stat); 3870
3871 stats->stat (i) = stat;
4066 } 3872 }
4067 3873
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 3874 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 3875 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 3876 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 3877
4074 if (i == CHA) 3878 if (i == CHA)
4075 continue; /* exclude cha from this */ 3879 continue; /* exclude cha from this */
3880
3881 int stat = stats->stat (i);
3882 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 3883 if (stat < 20 + race_bonus)
4077 { 3884 {
4078 change_attr_value (stats, i, 1); 3885 change_attr_value (stats, i, 1);
4079 excess_stat--; 3886 excess_stat--;
4080 } 3887 }
4083 /* insert the randomitems from the change's treasurelist into 3890 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 3891 * the player ref: player.c
4085 */ 3892 */
4086 if (change->randomitems != NULL) 3893 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems); 3894 give_initial_items (pl, change->randomitems);
4088
4089 3895
4090 /* set up the face, for some races. */ 3896 /* set up the face, for some races. */
4091 3897
4092 /* first, look for the force object banning 3898 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 3899 * changing the face. Certain races never change face with class.
4150 { 3956 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3957 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; 3958 return;
4153 } 3959 }
4154 /* check whether they are compatible or not */ 3960 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 3961 find = strstr (marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3962 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 3963 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3964 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; 3965 return;
4160 } 3966 }
4161 find += strlen (transformer->arch->name) + 1; 3967 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 3968 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 3969 if (isdigit (*(find)))
4164 { 3970 {
4165 yield = atoi (find); 3971 yield = atoi (find);
4166 if (yield < 1) 3972 if (yield < 1)

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